#ifndef _D3D_CG #define _D3D_CG static const char *stock_program = "void main_vertex" "(" " float4 position : POSITION," " float2 texCoord : TEXCOORD0," " float4 color : COLOR," "" " uniform float4x4 modelViewProj," "" " out float4 oPosition : POSITION," " out float2 otexCoord : TEXCOORD0," " out float4 oColor : COLOR" ")" "{" " oPosition = mul(modelViewProj, position);" " otexCoord = texCoord;" " oColor = color;" "}" "" "float4 main_fragment(in float4 color : COLOR, float2 tex : TEXCOORD0, uniform sampler2D s0 : TEXUNIT0) : COLOR" "{" " return color * tex2D(s0, tex);" "}"; static inline bool validate_param_name(const char *name) { static const char *illegal[] = { "PREV.", "PREV1.", "PREV2.", "PREV3.", "PREV4.", "PREV5.", "PREV6.", "ORIG.", "IN.", "PASS", }; if (!name) return false; for (unsigned i = 0; i < sizeof(illegal) / sizeof(illegal[0]); i++) if (strstr(name, illegal[i]) == name) return false; return true; } static inline CGparameter find_param_from_semantic( CGparameter param, const std::string &sem) { while (param) { if (cgGetParameterType(param) == CG_STRUCT) { CGparameter ret = find_param_from_semantic( cgGetFirstStructParameter(param), sem); if (ret) return ret; } else { if (cgGetParameterSemantic(param) && sem == cgGetParameterSemantic(param) && cgGetParameterDirection(param) == CG_IN && cgGetParameterVariability(param) == CG_VARYING && validate_param_name(cgGetParameterName(param))) return param; } param = cgGetNextParameter(param); } return NULL; } static inline CGparameter find_param_from_semantic(CGprogram prog, const std::string &sem) { return find_param_from_semantic(cgGetFirstParameter( prog, CG_PROGRAM), sem); } bool renderchain_compile_shaders(void *data, CGprogram &fPrg, CGprogram &vPrg, const std::string &shader) { renderchain_t *chain = (renderchain_t*)data; CGprofile vertex_profile = cgD3D9GetLatestVertexProfile(); CGprofile fragment_profile = cgD3D9GetLatestPixelProfile(); RARCH_LOG("[D3D Cg]: Vertex profile: %s\n", cgGetProfileString(vertex_profile)); RARCH_LOG("[D3D Cg]: Fragment profile: %s\n", cgGetProfileString(fragment_profile)); const char **fragment_opts = cgD3D9GetOptimalOptions(fragment_profile); const char **vertex_opts = cgD3D9GetOptimalOptions(vertex_profile); if (shader.length() > 0) { RARCH_LOG("[D3D Cg]: Compiling shader: %s.\n", shader.c_str()); fPrg = cgCreateProgramFromFile(chain->cgCtx, CG_SOURCE, shader.c_str(), fragment_profile, "main_fragment", fragment_opts); if (cgGetLastListing(chain->cgCtx)) RARCH_ERR("[D3D Cg]: Fragment error:\n%s\n", cgGetLastListing(chain->cgCtx)); vPrg = cgCreateProgramFromFile(chain->cgCtx, CG_SOURCE, shader.c_str(), vertex_profile, "main_vertex", vertex_opts); if (cgGetLastListing(chain->cgCtx)) RARCH_ERR("[D3D Cg]: Vertex error:\n%s\n", cgGetLastListing(chain->cgCtx)); } else { RARCH_LOG("[D3D Cg]: Compiling stock shader.\n"); fPrg = cgCreateProgram(chain->cgCtx, CG_SOURCE, stock_program, fragment_profile, "main_fragment", fragment_opts); if (cgGetLastListing(chain->cgCtx)) RARCH_ERR("[D3D Cg]: Fragment error:\n%s\n", cgGetLastListing(chain->cgCtx)); vPrg = cgCreateProgram(chain->cgCtx, CG_SOURCE, stock_program, vertex_profile, "main_vertex", vertex_opts); if (cgGetLastListing(chain->cgCtx)) RARCH_ERR("[D3D Cg]: Vertex error:\n%s\n", cgGetLastListing(chain->cgCtx)); } if (!fPrg || !vPrg) return false; cgD3D9LoadProgram(fPrg, true, 0); cgD3D9LoadProgram(vPrg, true, 0); return true; } void renderchain_set_shaders(void *data, CGprogram &fPrg, CGprogram &vPrg) { cgD3D9BindProgram(fPrg); cgD3D9BindProgram(vPrg); } void renderchain_destroy_stock_shader(void *data) { renderchain_t *chain = (renderchain_t*)data; if (!chain) return; #ifdef HAVE_CG if (chain->fStock) cgDestroyProgram(chain->fStock); if (chain->vStock) cgDestroyProgram(chain->vStock); #endif } void renderchain_destroy_shader(void *data, int i) { renderchain_t *chain = (renderchain_t*)data; if (!chain) return; #ifdef HAVE_CG if (chain->passes[i].fPrg) cgDestroyProgram(chain->passes[i].fPrg); if (chain->passes[i].vPrg) cgDestroyProgram(chain->passes[i].vPrg); #endif } void renderchain_set_shader_mvp(void *data, CGprogram &vPrg, D3DXMATRIX &tmp) { CGparameter cgpModelViewProj = cgGetNamedParameter(vPrg, "modelViewProj"); if (cgpModelViewProj) cgD3D9SetUniformMatrix(cgpModelViewProj, &tmp); } #define set_cg_param(prog, param, val) do { \ CGparameter cgp = cgGetNamedParameter(prog, param); \ if (cgp) \ cgD3D9SetUniform(cgp, &val); \ } while(0) void renderchain_set_shader_params(void *data, Pass *pass, unsigned video_w, unsigned video_h, unsigned tex_w, unsigned tex_h, unsigned viewport_w, unsigned viewport_h) { renderchain_t *chain = (renderchain_t*)data; D3DXVECTOR2 video_size, texture_size, output_size; video_size.x = video_w; video_size.y = video_h; texture_size.x = tex_w; texture_size.y = tex_h; output_size.x = viewport_w; output_size.y = viewport_h; set_cg_param(pass->vPrg, "IN.video_size", video_size); set_cg_param(pass->fPrg, "IN.video_size", video_size); set_cg_param(pass->vPrg, "IN.texture_size", texture_size); set_cg_param(pass->fPrg, "IN.texture_size", texture_size); set_cg_param(pass->vPrg, "IN.output_size", output_size); set_cg_param(pass->fPrg, "IN.output_size", output_size); float frame_cnt = chain->frame_count; if (pass->info.pass->frame_count_mod) frame_cnt = chain->frame_count % pass->info.pass->frame_count_mod; set_cg_param(pass->fPrg, "IN.frame_count", frame_cnt); set_cg_param(pass->vPrg, "IN.frame_count", frame_cnt); } void renderchain_bind_tracker(void *data, Pass *pass, unsigned pass_index) { renderchain_t *chain = (renderchain_t*)data; if (!chain->tracker) return; if (pass_index == 1) chain->uniform_cnt = state_get_uniform(chain->tracker, chain->uniform_info, MAX_VARIABLES, chain->frame_count); for (unsigned i = 0; i < chain->uniform_cnt; i++) { set_cg_param(pass->fPrg, chain->uniform_info[i].id, chain->uniform_info[i].value); set_cg_param(pass->vPrg, chain->uniform_info[i].id, chain->uniform_info[i].value); } } #define DECL_FVF_POSITION(stream) \ { (WORD)(stream), 0 * sizeof(float), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, \ D3DDECLUSAGE_POSITION, 0 } #define DECL_FVF_TEXCOORD(stream, offset, index) \ { (WORD)(stream), (WORD)(offset * sizeof(float)), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, \ D3DDECLUSAGE_TEXCOORD, (BYTE)(index) } #define DECL_FVF_COLOR(stream, offset, index) \ { (WORD)(stream), (WORD)(offset * sizeof(float)), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, \ D3DDECLUSAGE_COLOR, (BYTE)(index) } \ bool renderchain_init_shader_fvf(void *data, Pass *pass) { renderchain_t *chain = (renderchain_t*)data; static const D3DVERTEXELEMENT decl_end = D3DDECL_END(); static const D3DVERTEXELEMENT position_decl = DECL_FVF_POSITION(0); static const D3DVERTEXELEMENT tex_coord0 = DECL_FVF_TEXCOORD(1, 3, 0); static const D3DVERTEXELEMENT tex_coord1 = DECL_FVF_TEXCOORD(2, 5, 1); static const D3DVERTEXELEMENT color = DECL_FVF_COLOR(3, 7, 0); D3DVERTEXELEMENT decl[MAXD3DDECLLENGTH] = {{0}}; if (cgD3D9GetVertexDeclaration(pass->vPrg, decl) == CG_FALSE) return false; unsigned count; for (count = 0; count < MAXD3DDECLLENGTH; count++) { if (memcmp(&decl_end, &decl[count], sizeof(decl_end)) == 0) break; } // This is completely insane. // We do not have a good and easy way of setting up our // attribute streams, so we have to do it ourselves, yay! // Stream 0 => POSITION // Stream 1 => TEXCOORD0 // Stream 2 => TEXCOORD1 // Stream 3 => COLOR // Not really used for anything. // Stream {4..N} => Texture coord streams for varying resources which have no semantics. std::vector indices(count); bool texcoord0_taken = false; bool texcoord1_taken = false; bool stream_taken[4] = {false}; CGparameter param = find_param_from_semantic(pass->vPrg, "POSITION"); if (!param) param = find_param_from_semantic(pass->vPrg, "POSITION0"); if (param) { stream_taken[0] = true; RARCH_LOG("[FVF]: POSITION semantic found.\n"); unsigned index = cgGetParameterResourceIndex(param); decl[index] = position_decl; indices[index] = true; } param = find_param_from_semantic(pass->vPrg, "TEXCOORD"); if (!param) param = find_param_from_semantic(pass->vPrg, "TEXCOORD0"); if (param) { stream_taken[1] = true; texcoord0_taken = true; RARCH_LOG("[FVF]: TEXCOORD0 semantic found.\n"); unsigned index = cgGetParameterResourceIndex(param); decl[index] = tex_coord0; indices[index] = true; } param = find_param_from_semantic(pass->vPrg, "TEXCOORD1"); if (param) { stream_taken[2] = true; texcoord1_taken = true; RARCH_LOG("[FVF]: TEXCOORD1 semantic found.\n"); unsigned index = cgGetParameterResourceIndex(param); decl[index] = tex_coord1; indices[index] = true; } param = find_param_from_semantic(pass->vPrg, "COLOR"); if (!param) param = find_param_from_semantic(pass->vPrg, "COLOR0"); if (param) { stream_taken[3] = true; RARCH_LOG("[FVF]: COLOR0 semantic found.\n"); unsigned index = cgGetParameterResourceIndex(param); decl[index] = color; indices[index] = true; } // Stream {0, 1, 2, 3} might be already taken. Find first vacant stream. unsigned index; for (index = 0; index < 4 && stream_taken[index]; index++); // Find first vacant texcoord declaration. unsigned tex_index = 0; if (texcoord0_taken && texcoord1_taken) tex_index = 2; else if (texcoord1_taken && !texcoord0_taken) tex_index = 0; else if (texcoord0_taken && !texcoord1_taken) tex_index = 1; for (unsigned i = 0; i < count; i++) { if (indices[i]) pass->attrib_map.push_back(0); else { pass->attrib_map.push_back(index); D3DVERTEXELEMENT elem = DECL_FVF_TEXCOORD(index, 3, tex_index); decl[i] = elem; // Find next vacant stream. index++; while (index < 4 && stream_taken[index]) index++; // Find next vacant texcoord declaration. tex_index++; if (tex_index == 1 && texcoord1_taken) tex_index++; } } if (FAILED(chain->dev->CreateVertexDeclaration(decl, &pass->vertex_decl))) return false; return true; } void renderchain_bind_orig(void *data, Pass *pass) { renderchain_t *chain = (renderchain_t*)data; D3DXVECTOR2 video_size, texture_size; video_size.x = chain->passes[0].last_width; video_size.y = chain->passes[0].last_height; texture_size.x = chain->passes[0].info.tex_w; texture_size.y = chain->passes[0].info.tex_h; set_cg_param(pass->vPrg, "ORIG.video_size", video_size); set_cg_param(pass->fPrg, "ORIG.video_size", video_size); set_cg_param(pass->vPrg, "ORIG.texture_size", texture_size); set_cg_param(pass->fPrg, "ORIG.texture_size", texture_size); CGparameter param = cgGetNamedParameter(pass->fPrg, "ORIG.texture"); if (param) { unsigned index = cgGetParameterResourceIndex(param); chain->dev->SetTexture(index, chain->passes[0].tex); chain->dev->SetSamplerState(index, D3DSAMP_MAGFILTER, translate_filter(chain->passes[0].info.pass->filter)); chain->dev->SetSamplerState(index, D3DSAMP_MINFILTER, translate_filter(chain->passes[0].info.pass->filter)); chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER); chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER); chain->bound_tex.push_back(index); } param = cgGetNamedParameter(pass->vPrg, "ORIG.tex_coord"); if (param) { unsigned index = pass->attrib_map[cgGetParameterResourceIndex(param)]; chain->dev->SetStreamSource(index, chain->passes[0].vertex_buf, 0, sizeof(Vertex)); chain->bound_vert.push_back(index); } } void renderchain_bind_prev(void *data, Pass *pass) { renderchain_t *chain = (renderchain_t*)data; static const char *prev_names[] = { "PREV", "PREV1", "PREV2", "PREV3", "PREV4", "PREV5", "PREV6", }; char attr_texture[64], attr_input_size[64], attr_tex_size[64], attr_coord[64]; D3DXVECTOR2 texture_size; texture_size.x = chain->passes[0].info.tex_w; texture_size.y = chain->passes[0].info.tex_h; for (unsigned i = 0; i < TEXTURES - 1; i++) { snprintf(attr_texture, sizeof(attr_texture), "%s.texture", prev_names[i]); snprintf(attr_input_size, sizeof(attr_input_size), "%s.video_size", prev_names[i]); snprintf(attr_tex_size, sizeof(attr_tex_size), "%s.texture_size", prev_names[i]); snprintf(attr_coord, sizeof(attr_coord), "%s.tex_coord", prev_names[i]); D3DXVECTOR2 video_size; video_size.x = chain->prev.last_width[(chain->prev.ptr - (i + 1)) & TEXTURESMASK]; video_size.y = chain->prev.last_height[(chain->prev.ptr - (i + 1)) & TEXTURESMASK]; set_cg_param(pass->vPrg, attr_input_size, video_size); set_cg_param(pass->fPrg, attr_input_size, video_size); set_cg_param(pass->vPrg, attr_tex_size, texture_size); set_cg_param(pass->fPrg, attr_tex_size, texture_size); CGparameter param = cgGetNamedParameter(pass->fPrg, attr_texture); if (param) { unsigned index = cgGetParameterResourceIndex(param); LPDIRECT3DTEXTURE tex = (LPDIRECT3DTEXTURE) chain->prev.tex[(chain->prev.ptr - (i + 1)) & TEXTURESMASK]; chain->dev->SetTexture(index, tex); chain->bound_tex.push_back(index); chain->dev->SetSamplerState(index, D3DSAMP_MAGFILTER, translate_filter(chain->passes[0].info.pass->filter)); chain->dev->SetSamplerState(index, D3DSAMP_MINFILTER, translate_filter(chain->passes[0].info.pass->filter)); chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER); chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER); } param = cgGetNamedParameter(pass->vPrg, attr_coord); if (param) { unsigned index = pass->attrib_map[cgGetParameterResourceIndex(param)]; LPDIRECT3DVERTEXBUFFER vert_buf = (LPDIRECT3DVERTEXBUFFER) chain->prev.vertex_buf[(chain->prev.ptr - (i + 1)) & TEXTURESMASK]; chain->bound_vert.push_back(index); chain->dev->SetStreamSource(index, vert_buf, 0, sizeof(Vertex)); } } } void renderchain_bind_luts(void *data, Pass *pass) { renderchain_t *chain = (renderchain_t*)data; for (unsigned i = 0; i < chain->luts.size(); i++) { CGparameter fparam = cgGetNamedParameter( pass->fPrg, chain->luts[i].id.c_str()); int bound_index = -1; if (fparam) { unsigned index = cgGetParameterResourceIndex(fparam); bound_index = index; chain->dev->SetTexture(index, chain->luts[i].tex); chain->dev->SetSamplerState(index, D3DSAMP_MAGFILTER, translate_filter(chain->luts[i].smooth)); chain->dev->SetSamplerState(index, D3DSAMP_MINFILTER, translate_filter(chain->luts[i].smooth)); chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER); chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER); chain->bound_tex.push_back(index); } CGparameter vparam = cgGetNamedParameter( pass->vPrg, chain->luts[i].id.c_str()); if (vparam) { unsigned index = cgGetParameterResourceIndex(vparam); if (index != (unsigned)bound_index) { chain->dev->SetTexture(index, chain->luts[i].tex); chain->dev->SetSamplerState(index, D3DSAMP_MAGFILTER, translate_filter(chain->luts[i].smooth)); chain->dev->SetSamplerState(index, D3DSAMP_MINFILTER, translate_filter(chain->luts[i].smooth)); chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER); chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER); chain->bound_tex.push_back(index); } } } } void renderchain_bind_pass(void *data, Pass *pass, unsigned pass_index) { renderchain_t *chain = (renderchain_t*)data; if (pass_index < 3) { /* We only bother binding passes which are two indices behind. */ return; } for (unsigned i = 1; i < pass_index - 1; i++) { char pass_base[64]; snprintf(pass_base, sizeof(pass_base), "PASS%u.", i); std::string attr_texture = pass_base; attr_texture += "texture"; std::string attr_video_size = pass_base; attr_video_size += "video_size"; std::string attr_texture_size = pass_base; attr_texture_size += "texture_size"; std::string attr_tex_coord = pass_base; attr_tex_coord += "tex_coord"; D3DXVECTOR2 video_size, texture_size; video_size.x = chain->passes[i].last_width; video_size.y = chain->passes[i].last_height; texture_size.x = chain->passes[i].info.tex_w; texture_size.y = chain->passes[i].info.tex_h; set_cg_param(pass->vPrg, attr_video_size.c_str(), video_size); set_cg_param(pass->fPrg, attr_video_size.c_str(), video_size); set_cg_param(pass->vPrg, attr_texture_size.c_str(), texture_size); set_cg_param(pass->fPrg, attr_texture_size.c_str(), texture_size); CGparameter param = cgGetNamedParameter(pass->fPrg, attr_texture.c_str()); if (param) { unsigned index = cgGetParameterResourceIndex(param); chain->bound_tex.push_back(index); chain->dev->SetTexture(index, chain->passes[i].tex); chain->dev->SetSamplerState(index, D3DSAMP_MAGFILTER, translate_filter(chain->passes[i].info.pass->filter)); chain->dev->SetSamplerState(index, D3DSAMP_MINFILTER, translate_filter(chain->passes[i].info.pass->filter)); chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER); chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER); } param = cgGetNamedParameter(pass->vPrg, attr_tex_coord.c_str()); if (param) { unsigned index = pass->attrib_map[cgGetParameterResourceIndex(param)]; chain->dev->SetStreamSource(index, chain->passes[i].vertex_buf, 0, sizeof(Vertex)); chain->bound_vert.push_back(index); } } } #endif