/* RetroArch - A frontend for libretro. * Copyright (C) 2011-2018 - Daniel De Matteis * * RetroArch is free software: you can redistribute it and/or modify it under the terms * of the GNU General Public License as published by the Free Software Found- * ation, either version 3 of the License, or (at your option) any later version. * * RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR * PURPOSE. See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along with RetroArch. * If not, see . */ #ifndef __D3D9_RENDERCHAIN_H__ #define __D3D9_RENDERCHAIN_H__ #include #include #include #include #include #include "../common/d3d9_common.h" #include "../../verbosity.h" RETRO_BEGIN_DECLS #define D3D_DEFAULT_NONPOW2 ((UINT)-2) #define D3D_FILTER_LINEAR (3 << 0) #define D3D_FILTER_POINT (2 << 0) struct lut_info { LPDIRECT3DTEXTURE9 tex; char id[64]; bool smooth; }; struct shader_pass { unsigned last_width, last_height; struct LinkInfo info; D3DPOOL pool; LPDIRECT3DTEXTURE9 tex; LPDIRECT3DVERTEXBUFFER9 vertex_buf; LPDIRECT3DVERTEXDECLARATION9 vertex_decl; void *attrib_map; void *vprg; void *fprg; void *vtable; void *ftable; }; #define D3D_PI 3.14159265358979323846264338327 #define VECTOR_LIST_TYPE unsigned #define VECTOR_LIST_NAME unsigned #include "../../libretro-common/lists/vector_list.c" #undef VECTOR_LIST_TYPE #undef VECTOR_LIST_NAME #define VECTOR_LIST_TYPE struct lut_info #define VECTOR_LIST_NAME lut_info #include "../../libretro-common/lists/vector_list.c" #undef VECTOR_LIST_TYPE #undef VECTOR_LIST_NAME #define VECTOR_LIST_TYPE struct shader_pass #define VECTOR_LIST_NAME shader_pass #include "../../libretro-common/lists/vector_list.c" #undef VECTOR_LIST_TYPE #undef VECTOR_LIST_NAME typedef struct d3d9_renderchain { unsigned pixel_size; uint64_t frame_count; struct { LPDIRECT3DTEXTURE9 tex[TEXTURES]; LPDIRECT3DVERTEXBUFFER9 vertex_buf[TEXTURES]; unsigned ptr; unsigned last_width[TEXTURES]; unsigned last_height[TEXTURES]; } prev; LPDIRECT3DDEVICE9 dev; D3DVIEWPORT9 *out_vp; struct shader_pass_vector_list *passes; struct unsigned_vector_list *bound_tex; struct unsigned_vector_list *bound_vert; struct lut_info_vector_list *luts; } d3d9_renderchain_t; static INLINE bool d3d9_renderchain_add_pass(d3d9_renderchain_t *chain, struct shader_pass *pass, const struct LinkInfo *info) { LPDIRECT3DTEXTURE9 tex; LPDIRECT3DVERTEXBUFFER9 vertbuf = (LPDIRECT3DVERTEXBUFFER9) d3d9_vertex_buffer_new(chain->dev, 4 * sizeof(struct Vertex), D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, NULL); if (!vertbuf) return false; pass->vertex_buf = vertbuf; tex = (LPDIRECT3DTEXTURE9)d3d9_texture_new( chain->dev, info->tex_w, info->tex_h, 1, D3DUSAGE_RENDERTARGET, (chain->passes->data[ chain->passes->count - 1].info.pass->fbo.flags & FBO_SCALE_FLAG_FP_FBO) ? D3DFMT_A32B32G32R32F : D3D9_ARGB8888_FORMAT, D3DPOOL_DEFAULT, 0, 0, 0, NULL, NULL, false); if (!tex) return false; pass->tex = tex; IDirect3DDevice9_SetTexture(chain->dev, 0, (IDirect3DBaseTexture9*)pass->tex); IDirect3DDevice9_SetSamplerState(chain->dev, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER); IDirect3DDevice9_SetSamplerState(chain->dev, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER); IDirect3DDevice9_SetTexture(chain->dev, 0, (IDirect3DBaseTexture9*)NULL); shader_pass_vector_list_append(chain->passes, *pass); return true; } static INLINE bool d3d9_renderchain_add_lut(d3d9_renderchain_t *chain, const char *id, const char *path, bool smooth) { struct lut_info info; LPDIRECT3DTEXTURE9 lut = (LPDIRECT3DTEXTURE9) d3d9_texture_new_from_file( chain->dev, path, D3D_DEFAULT_NONPOW2, D3D_DEFAULT_NONPOW2, 0, 0, ((D3DFORMAT)-3), /* D3DFMT_FROM_FILE */ D3DPOOL_MANAGED, smooth ? D3D_FILTER_LINEAR : D3D_FILTER_POINT, 0, 0, NULL, NULL, false ); if (!lut) return false; RARCH_LOG("[D3D9]: LUT texture loaded: %s.\n", path); info.tex = lut; info.smooth = smooth; strlcpy(info.id, id, sizeof(info.id)); IDirect3DDevice9_SetTexture(chain->dev, 0, (IDirect3DBaseTexture9*)lut); IDirect3DDevice9_SetSamplerState(chain->dev, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER); IDirect3DDevice9_SetSamplerState(chain->dev, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER); IDirect3DDevice9_SetTexture(chain->dev, 0, (IDirect3DBaseTexture9*)NULL); lut_info_vector_list_append(chain->luts, info); return true; } static INLINE void d3d9_renderchain_destroy_passes_and_luts( d3d9_renderchain_t *chain) { if (chain->passes) { int i; for (i = 0; i < (int) chain->passes->count; i++) { if (chain->passes->data[i].attrib_map) free(chain->passes->data[i].attrib_map); } shader_pass_vector_list_free(chain->passes); chain->passes = NULL; } lut_info_vector_list_free(chain->luts); unsigned_vector_list_free(chain->bound_tex); unsigned_vector_list_free(chain->bound_vert); chain->luts = NULL; chain->bound_tex = NULL; chain->bound_vert = NULL; } static INLINE void d3d9_renderchain_add_lut_internal( d3d9_renderchain_t *chain, unsigned index, unsigned i) { /* 2 = D3D_TEXTURE_FILTER_LINEAR, 1 = D3D_TEXTURE_FILTER_POINT */ int32_t filter = chain->luts->data[i].smooth ? 2 : 1; IDirect3DDevice9_SetTexture(chain->dev, index, (IDirect3DBaseTexture9*)chain->luts->data[i].tex); IDirect3DDevice9_SetSamplerState(chain->dev, index, D3DSAMP_MAGFILTER, filter); IDirect3DDevice9_SetSamplerState(chain->dev, index, D3DSAMP_MINFILTER, filter); IDirect3DDevice9_SetSamplerState(chain->dev, index, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER); IDirect3DDevice9_SetSamplerState(chain->dev, index, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER); unsigned_vector_list_append(chain->bound_tex, index); } static INLINE void d3d9_renderchain_start_render(d3d9_renderchain_t *chain) { chain->passes->data[0].tex = chain->prev.tex[ chain->prev.ptr]; chain->passes->data[0].vertex_buf = chain->prev.vertex_buf[ chain->prev.ptr]; chain->passes->data[0].last_width = chain->prev.last_width[ chain->prev.ptr]; chain->passes->data[0].last_height = chain->prev.last_height[ chain->prev.ptr]; } static INLINE void d3d9_renderchain_end_render(d3d9_renderchain_t *chain) { chain->prev.last_width[chain->prev.ptr] = chain->passes->data[0].last_width; chain->prev.last_height[chain->prev.ptr] = chain->passes->data[0].last_height; chain->prev.ptr = (chain->prev.ptr + 1) & TEXTURESMASK; } static INLINE void d3d9_renderchain_unbind_all(d3d9_renderchain_t *chain) { int i; /* Have to be a bit anal about it. * Render targets hate it when they have filters apparently. */ for (i = 0; i < (int) chain->bound_tex->count; i++) { IDirect3DDevice9_SetSamplerState(chain->dev, chain->bound_tex->data[i], D3DSAMP_MINFILTER, D3DTEXF_POINT); IDirect3DDevice9_SetSamplerState(chain->dev, chain->bound_tex->data[i], D3DSAMP_MAGFILTER, D3DTEXF_POINT); IDirect3DDevice9_SetTexture(chain->dev, chain->bound_tex->data[i], (IDirect3DBaseTexture9*)NULL); } for (i = 0; i < (int) chain->bound_vert->count; i++) IDirect3DDevice9_SetStreamSource(chain->dev, chain->bound_vert->data[i], 0, 0, 0); if (chain->bound_tex) { unsigned_vector_list_free(chain->bound_tex); chain->bound_tex = unsigned_vector_list_new(); } if (chain->bound_vert) { unsigned_vector_list_free(chain->bound_vert); chain->bound_vert = unsigned_vector_list_new(); } } static INLINE bool d3d9_renderchain_set_pass_size( LPDIRECT3DDEVICE9 dev, struct shader_pass *pass, struct shader_pass *pass2, unsigned width, unsigned height) { if (width != pass->info.tex_w || height != pass->info.tex_h) { IDirect3DTexture9_Release(pass->tex); pass->info.tex_w = width; pass->info.tex_h = height; pass->pool = D3DPOOL_DEFAULT; pass->tex = (LPDIRECT3DTEXTURE9) d3d9_texture_new(dev, width, height, 1, D3DUSAGE_RENDERTARGET, (pass2->info.pass->fbo.flags & FBO_SCALE_FLAG_FP_FBO) ? D3DFMT_A32B32G32R32F : D3D9_ARGB8888_FORMAT, D3DPOOL_DEFAULT, 0, 0, 0, NULL, NULL, false); if (!pass->tex) return false; IDirect3DDevice9_SetTexture(dev, 0, (IDirect3DBaseTexture9*)pass->tex); IDirect3DDevice9_SetSamplerState(dev, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER); IDirect3DDevice9_SetSamplerState(dev, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER); IDirect3DDevice9_SetTexture(dev, 0, (IDirect3DBaseTexture9*)NULL); } return true; } static INLINE void d3d9_convert_geometry( const struct LinkInfo *info, unsigned *out_width, unsigned *out_height, unsigned width, unsigned height, D3DVIEWPORT9 *out_vp) { switch (info->pass->fbo.type_x) { case RARCH_SCALE_VIEWPORT: *out_width = info->pass->fbo.scale_x * out_vp->Width; break; case RARCH_SCALE_ABSOLUTE: *out_width = info->pass->fbo.abs_x; break; case RARCH_SCALE_INPUT: *out_width = info->pass->fbo.scale_x * width; break; } switch (info->pass->fbo.type_y) { case RARCH_SCALE_VIEWPORT: *out_height = info->pass->fbo.scale_y * out_vp->Height; break; case RARCH_SCALE_ABSOLUTE: *out_height = info->pass->fbo.abs_y; break; case RARCH_SCALE_INPUT: *out_height = info->pass->fbo.scale_y * height; break; } } static INLINE void d3d9_recompute_pass_sizes( LPDIRECT3DDEVICE9 dev, d3d9_renderchain_t *chain, d3d9_video_t *d3d) { int i; struct LinkInfo link_info; unsigned input_scale = d3d->video_info.input_scale * RARCH_SCALE_BASE; unsigned current_width = input_scale; unsigned current_height = input_scale; unsigned out_width = 0; unsigned out_height = 0; link_info.pass = &d3d->shader.pass[0]; link_info.tex_w = current_width; link_info.tex_h = current_height; if (!d3d9_renderchain_set_pass_size(dev, (struct shader_pass*)&chain->passes->data[0], (struct shader_pass*)&chain->passes->data[ chain->passes->count - 1], current_width, current_height)) { RARCH_ERR("[D3D9]: Failed to set pass size.\n"); return; } for (i = 1; i < (int) d3d->shader.passes; i++) { d3d9_convert_geometry( &link_info, &out_width, &out_height, current_width, current_height, &d3d->out_vp); link_info.tex_w = next_pow2(out_width); link_info.tex_h = next_pow2(out_height); if (!d3d9_renderchain_set_pass_size(dev, (struct shader_pass*)&chain->passes->data[i], (struct shader_pass*)&chain->passes->data[ chain->passes->count - 1], link_info.tex_w, link_info.tex_h)) { RARCH_ERR("[D3D9]: Failed to set pass size.\n"); return; } current_width = out_width; current_height = out_height; link_info.pass = &d3d->shader.pass[i]; } } static INLINE void d3d9_init_renderchain(d3d9_renderchain_t *chain) { chain->passes = shader_pass_vector_list_new(); chain->luts = lut_info_vector_list_new(); chain->bound_tex = unsigned_vector_list_new(); chain->bound_vert = unsigned_vector_list_new(); } RETRO_END_DECLS #endif