/* RetroArch - A frontend for libretro. * Copyright (C) 2010-2013 - Hans-Kristian Arntzen * * 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 . */ #include "render_chain.hpp" #include #include #include #include #include namespace Global { 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);" "}"; } #define FVF 0 RenderChain::~RenderChain() { clear(); if (fStock) cgDestroyProgram(fStock); if (vStock) cgDestroyProgram(vStock); } RenderChain::RenderChain(const video_info_t &video_info, IDirect3DDevice9 *dev_, CGcontext cgCtx_, const LinkInfo &info, PixelFormat fmt, const D3DVIEWPORT9 &final_viewport_) : dev(dev_), cgCtx(cgCtx_), video_info(video_info), final_viewport(final_viewport_), frame_count(0) { pixel_size = fmt == RGB565 ? 2 : 4; create_first_pass(info, fmt); log_info(info); compile_shaders(fStock, vStock, ""); } void RenderChain::clear() { for (unsigned i = 0; i < Textures; i++) { if (prev.tex[i]) prev.tex[i]->Release(); if (prev.vertex_buf[i]) prev.vertex_buf[i]->Release(); } if (passes[0].vertex_decl) passes[0].vertex_decl->Release(); for (unsigned i = 1; i < passes.size(); i++) { if (passes[i].tex) passes[i].tex->Release(); if (passes[i].vertex_buf) passes[i].vertex_buf->Release(); if (passes[i].vertex_decl) passes[i].vertex_decl->Release(); if (passes[i].fPrg) cgDestroyProgram(passes[i].fPrg); if (passes[i].vPrg) cgDestroyProgram(passes[i].vPrg); } for (unsigned i = 0; i < luts.size(); i++) { if (luts[i].tex) luts[i].tex->Release(); } passes.clear(); luts.clear(); } void RenderChain::set_final_viewport(const D3DVIEWPORT9& final_viewport) { this->final_viewport = final_viewport; } void RenderChain::set_pass_size(unsigned pass_index, unsigned width, unsigned height) { Pass &pass = passes[pass_index]; if (width != pass.info.tex_w || height != pass.info.tex_h) { pass.tex->Release(); pass.info.tex_w = width; pass.info.tex_h = height; if (FAILED(dev->CreateTexture(width, height, 1, D3DUSAGE_RENDERTARGET, passes.back().info.pass->fbo.fp_fbo ? D3DFMT_A32B32G32R32F : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &pass.tex, nullptr))) { throw std::runtime_error("Failed to create texture ..."); } dev->SetTexture(0, pass.tex); dev->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER); dev->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER); dev->SetTexture(0, nullptr); } } void RenderChain::add_pass(const LinkInfo &info) { Pass pass; pass.info = info; pass.last_width = 0; pass.last_height = 0; compile_shaders(pass.fPrg, pass.vPrg, info.pass->source.cg); init_fvf(pass); if (FAILED(dev->CreateVertexBuffer( 4 * sizeof(Vertex), dev->GetSoftwareVertexProcessing() ? D3DUSAGE_SOFTWAREPROCESSING : 0, FVF, D3DPOOL_DEFAULT, &pass.vertex_buf, nullptr))) { throw std::runtime_error("Failed to create Vertex buf ..."); } if (FAILED(dev->CreateTexture(info.tex_w, info.tex_h, 1, D3DUSAGE_RENDERTARGET, passes.back().info.pass->fbo.fp_fbo ? D3DFMT_A32B32G32R32F : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &pass.tex, nullptr))) { throw std::runtime_error("Failed to create texture ..."); } dev->SetTexture(0, pass.tex); dev->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER); dev->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER); dev->SetTexture(0, nullptr); passes.push_back(pass); log_info(info); } void RenderChain::add_lut(const std::string &id, const std::string &path, bool smooth) { IDirect3DTexture9 *lut; RARCH_LOG("[D3D9]: Loading LUT texture: %s.\n", path.c_str()); if (FAILED(D3DXCreateTextureFromFileExA( dev, path.c_str(), D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_FROM_FILE, D3DPOOL_MANAGED, smooth ? D3DX_FILTER_LINEAR : D3DX_FILTER_POINT, 0, 0, nullptr, nullptr, &lut))) { throw std::runtime_error("Failed to load LUT!"); } dev->SetTexture(0, lut); dev->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER); dev->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER); dev->SetTexture(0, nullptr); lut_info info = { lut, id, smooth }; luts.push_back(info); } void RenderChain::add_state_tracker(std::shared_ptr tracker) { this->tracker = tracker; } void RenderChain::start_render() { passes[0].tex = prev.tex[prev.ptr]; passes[0].vertex_buf = prev.vertex_buf[prev.ptr]; passes[0].last_width = prev.last_width[prev.ptr]; passes[0].last_height = prev.last_height[prev.ptr]; } void RenderChain::end_render() { prev.last_width[prev.ptr] = passes[0].last_width; prev.last_height[prev.ptr] = passes[0].last_height; prev.ptr = (prev.ptr + 1) & TexturesMask; } bool RenderChain::render(const void *data, unsigned width, unsigned height, unsigned pitch, unsigned rotation) { start_render(); unsigned current_width = width, current_height = height; unsigned out_width = 0, out_height = 0; convert_geometry(passes[0].info, out_width, out_height, current_width, current_height, final_viewport); blit_to_texture(data, width, height, pitch); // Grab back buffer. IDirect3DSurface9 *back_buffer; dev->GetRenderTarget(0, &back_buffer); // In-between render target passes. for (unsigned i = 0; i < passes.size() - 1; i++) { Pass &from_pass = passes[i]; Pass &to_pass = passes[i + 1]; IDirect3DSurface9 *target; to_pass.tex->GetSurfaceLevel(0, &target); dev->SetRenderTarget(0, target); convert_geometry(from_pass.info, out_width, out_height, current_width, current_height, final_viewport); // Clear out whole FBO. D3DVIEWPORT9 viewport = {0}; viewport.Width = to_pass.info.tex_w; viewport.Height = to_pass.info.tex_h; viewport.MinZ = 0.0f; viewport.MaxZ = 1.0f; dev->SetViewport(&viewport); dev->Clear(0, 0, D3DCLEAR_TARGET, 0, 1, 0); viewport.Width = out_width; viewport.Height = out_height; set_viewport(viewport); set_vertices(from_pass, current_width, current_height, out_width, out_height, out_width, out_height, 0); render_pass(from_pass, i + 1); current_width = out_width; current_height = out_height; target->Release(); } // Final pass dev->SetRenderTarget(0, back_buffer); Pass &last_pass = passes.back(); convert_geometry(last_pass.info, out_width, out_height, current_width, current_height, final_viewport); set_viewport(final_viewport); set_vertices(last_pass, current_width, current_height, out_width, out_height, final_viewport.Width, final_viewport.Height, rotation); render_pass(last_pass, passes.size()); frame_count++; back_buffer->Release(); end_render(); set_shaders(fStock, vStock); set_cg_mvp(vStock, final_viewport.Width, final_viewport.Height, 0); return true; } D3DTEXTUREFILTERTYPE RenderChain::translate_filter(enum gfx_filter_type type) { if (type == RARCH_FILTER_UNSPEC) return g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT; else return type == RARCH_FILTER_LINEAR ? D3DTEXF_LINEAR : D3DTEXF_POINT; } D3DTEXTUREFILTERTYPE RenderChain::translate_filter(bool smooth) { return smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT; } void RenderChain::create_first_pass(const LinkInfo &info, PixelFormat fmt) { D3DXMATRIX ident; D3DXMatrixIdentity(&ident); dev->SetTransform(D3DTS_WORLD, &ident); dev->SetTransform(D3DTS_VIEW, &ident); Pass pass; pass.info = info; pass.last_width = 0; pass.last_height = 0; prev.ptr = 0; for (unsigned i = 0; i < Textures; i++) { prev.last_width[i] = 0; prev.last_height[i] = 0; if (FAILED(dev->CreateVertexBuffer( 4 * sizeof(Vertex), dev->GetSoftwareVertexProcessing() ? D3DUSAGE_SOFTWAREPROCESSING : 0, FVF, D3DPOOL_DEFAULT, &prev.vertex_buf[i], nullptr))) { throw std::runtime_error("Failed to create Vertex buf ..."); } if (FAILED(dev->CreateTexture(info.tex_w, info.tex_h, 1, 0, fmt == RGB565 ? D3DFMT_R5G6B5 : D3DFMT_X8R8G8B8, D3DPOOL_MANAGED, &prev.tex[i], nullptr))) { throw std::runtime_error("Failed to create texture ..."); } dev->SetTexture(0, prev.tex[i]); dev->SetSamplerState(0, D3DSAMP_MINFILTER, translate_filter(info.pass->filter)); dev->SetSamplerState(0, D3DSAMP_MAGFILTER, translate_filter(info.pass->filter)); dev->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER); dev->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER); dev->SetTexture(0, nullptr); } compile_shaders(pass.fPrg, pass.vPrg, info.pass->source.cg); init_fvf(pass); passes.push_back(pass); } void RenderChain::compile_shaders(CGprogram &fPrg, CGprogram &vPrg, const std::string &shader) { CGprofile vertex_profile = cgD3D9GetLatestVertexProfile(); CGprofile fragment_profile = cgD3D9GetLatestPixelProfile(); RARCH_LOG("[D3D9 Cg]: Vertex profile: %s\n", cgGetProfileString(vertex_profile)); RARCH_LOG("[D3D9 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("[D3D9 Cg]: Compiling shader: %s.\n", shader.c_str()); fPrg = cgCreateProgramFromFile(cgCtx, CG_SOURCE, shader.c_str(), fragment_profile, "main_fragment", fragment_opts); if (cgGetLastListing(cgCtx)) RARCH_ERR("[D3D9 Cg]: Fragment error:\n%s\n", cgGetLastListing(cgCtx)); vPrg = cgCreateProgramFromFile(cgCtx, CG_SOURCE, shader.c_str(), vertex_profile, "main_vertex", vertex_opts); if (cgGetLastListing(cgCtx)) RARCH_ERR("[D3D9 Cg]: Vertex error:\n%s\n", cgGetLastListing(cgCtx)); } else { RARCH_LOG("[D3D9 Cg]: Compiling stock shader.\n"); fPrg = cgCreateProgram(cgCtx, CG_SOURCE, Global::stock_program, fragment_profile, "main_fragment", fragment_opts); if (cgGetLastListing(cgCtx)) RARCH_ERR("[D3D9 Cg]: Fragment error:\n%s\n", cgGetLastListing(cgCtx)); vPrg = cgCreateProgram(cgCtx, CG_SOURCE, Global::stock_program, vertex_profile, "main_vertex", vertex_opts); if (cgGetLastListing(cgCtx)) RARCH_ERR("[D3D9 Cg]: Vertex error:\n%s\n", cgGetLastListing(cgCtx)); } if (!fPrg || !vPrg) throw std::runtime_error("Failed to compile shaders!"); cgD3D9LoadProgram(fPrg, true, 0); cgD3D9LoadProgram(vPrg, true, 0); } void RenderChain::set_shaders(CGprogram &fPrg, CGprogram &vPrg) { cgD3D9BindProgram(fPrg); cgD3D9BindProgram(vPrg); } void RenderChain::set_vertices(Pass &pass, unsigned width, unsigned height, unsigned out_width, unsigned out_height, unsigned vp_width, unsigned vp_height, unsigned rotation) { const LinkInfo &info = pass.info; if (pass.last_width != width || pass.last_height != height) { pass.last_width = width; pass.last_height = height; float _u = static_cast(width) / info.tex_w; float _v = static_cast(height) / info.tex_h; Vertex vert[4]; for (unsigned i = 0; i < 4; i++) { vert[i].z = 0.5f; vert[i].r = vert[i].g = vert[i].b = vert[i].a = 1.0f; } vert[0].x = 0.0f; vert[1].x = out_width; vert[2].x = 0.0f; vert[3].x = out_width; vert[0].y = out_height; vert[1].y = out_height; vert[2].y = 0.0f; vert[3].y = 0.0f; vert[0].u = 0.0f; vert[1].u = _u; vert[2].u = 0.0f; vert[3].u = _u; vert[0].v = 0.0f; vert[1].v = 0.0f; vert[2].v = _v; vert[3].v = _v; vert[0].lut_u = 0.0f; vert[1].lut_u = 1.0f; vert[2].lut_u = 0.0f; vert[3].lut_u = 1.0f; vert[0].lut_v = 0.0f; vert[1].lut_v = 0.0f; vert[2].lut_v = 1.0f; vert[3].lut_v = 1.0f; // Align texels and vertices. for (unsigned i = 0; i < 4; i++) { vert[i].x -= 0.5f; vert[i].y += 0.5f; } void *verts; pass.vertex_buf->Lock(0, sizeof(vert), &verts, 0); std::memcpy(verts, vert, sizeof(vert)); pass.vertex_buf->Unlock(); } set_cg_mvp(pass.vPrg, vp_width, vp_height, rotation); set_cg_params(pass, width, height, info.tex_w, info.tex_h, vp_width, vp_height); } void RenderChain::set_viewport(const D3DVIEWPORT9 &vp) { dev->SetViewport(&vp); } void RenderChain::set_cg_mvp(CGprogram &vPrg, unsigned vp_width, unsigned vp_height, unsigned rotation) { D3DXMATRIX proj, ortho, rot; D3DXMatrixOrthoOffCenterLH(&ortho, 0, vp_width, 0, vp_height, 0, 1); if (rotation) D3DXMatrixRotationZ(&rot, rotation * (M_PI / 2.0)); else D3DXMatrixIdentity(&rot); D3DXMatrixMultiply(&proj, &ortho, &rot); D3DXMATRIX tmp; D3DXMatrixTranspose(&tmp, &proj); CGparameter cgpModelViewProj = cgGetNamedParameter(vPrg, "modelViewProj"); if (cgpModelViewProj) cgD3D9SetUniformMatrix(cgpModelViewProj, &tmp); } template static void set_cg_param(CGprogram prog, const char *param, const T& val) { CGparameter cgp = cgGetNamedParameter(prog, param); if (cgp) cgD3D9SetUniform(cgp, &val); } void RenderChain::set_cg_params(Pass &pass, unsigned video_w, unsigned video_h, unsigned tex_w, unsigned tex_h, unsigned viewport_w, unsigned viewport_h) { D3DXVECTOR2 video_size; video_size.x = video_w; video_size.y = video_h; D3DXVECTOR2 texture_size; texture_size.x = tex_w; texture_size.y = tex_h; D3DXVECTOR2 output_size; 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 = frame_count; if (pass.info.pass->frame_count_mod) frame_cnt = 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::clear_texture(Pass &pass) { D3DLOCKED_RECT d3dlr; if (SUCCEEDED(pass.tex->LockRect(0, &d3dlr, nullptr, D3DLOCK_NOSYSLOCK))) { std::memset(d3dlr.pBits, 0, pass.info.tex_h * d3dlr.Pitch); pass.tex->UnlockRect(0); } } void RenderChain::convert_geometry(const LinkInfo &info, unsigned &out_width, unsigned &out_height, unsigned width, unsigned height, const D3DVIEWPORT9 &final_viewport) { switch (info.pass->fbo.type_x) { case RARCH_SCALE_VIEWPORT: out_width = info.pass->fbo.scale_x * final_viewport.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 * final_viewport.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; } } void RenderChain::blit_to_texture(const void *frame, unsigned width, unsigned height, unsigned pitch) { Pass &first = passes[0]; if (first.last_width != width || first.last_height != height) clear_texture(first); D3DLOCKED_RECT d3dlr; if (SUCCEEDED(first.tex->LockRect(0, &d3dlr, nullptr, D3DLOCK_NOSYSLOCK))) { for (unsigned y = 0; y < height; y++) { const uint8_t *in = reinterpret_cast(frame) + y * pitch; uint8_t *out = reinterpret_cast(d3dlr.pBits) + y * d3dlr.Pitch; std::memcpy(out, in, width * pixel_size); } first.tex->UnlockRect(0); } } void RenderChain::render_pass(Pass &pass, unsigned pass_index) { set_shaders(pass.fPrg, pass.vPrg); dev->SetTexture(0, pass.tex); dev->SetSamplerState(0, D3DSAMP_MINFILTER, translate_filter(pass.info.pass->filter)); dev->SetSamplerState(0, D3DSAMP_MAGFILTER, translate_filter(pass.info.pass->filter)); dev->SetVertexDeclaration(pass.vertex_decl); for (unsigned i = 0; i < 4; i++) dev->SetStreamSource(i, pass.vertex_buf, 0, sizeof(Vertex)); bind_orig(pass); bind_prev(pass); bind_pass(pass, pass_index); bind_luts(pass); bind_tracker(pass, pass_index); if (SUCCEEDED(dev->BeginScene())) { dev->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2); dev->EndScene(); } // So we don't render with linear filter into render targets, // which apparently looked odd (too blurry). dev->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT); dev->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); unbind_all(); } void RenderChain::log_info(const LinkInfo &info) { RARCH_LOG("[D3D9 Cg]: Render pass info:\n"); RARCH_LOG("\tTexture width: %u\n", info.tex_w); RARCH_LOG("\tTexture height: %u\n", info.tex_h); RARCH_LOG("\tScale type (X): "); switch (info.pass->fbo.type_x) { case RARCH_SCALE_INPUT: RARCH_LOG("Relative @ %fx\n", info.pass->fbo.scale_x); break; case RARCH_SCALE_VIEWPORT: RARCH_LOG("Viewport @ %fx\n", info.pass->fbo.scale_x); break; case RARCH_SCALE_ABSOLUTE: RARCH_LOG("Absolute @ %u px\n", info.pass->fbo.abs_x); break; } RARCH_LOG("\tScale type (Y): "); switch (info.pass->fbo.type_y) { case RARCH_SCALE_INPUT: RARCH_LOG("Relative @ %fx\n", info.pass->fbo.scale_y); break; case RARCH_SCALE_VIEWPORT: RARCH_LOG("Viewport @ %fx\n", info.pass->fbo.scale_y); break; case RARCH_SCALE_ABSOLUTE: RARCH_LOG("Absolute @ %u px\n", info.pass->fbo.abs_y); break; } RARCH_LOG("\tBilinear filter: %s\n", info.pass->filter == RARCH_FILTER_LINEAR ? "true" : "false"); } void RenderChain::bind_orig(Pass &pass) { D3DXVECTOR2 video_size; video_size.x = passes[0].last_width; video_size.y = passes[0].last_height; D3DXVECTOR2 texture_size; texture_size.x = passes[0].info.tex_w; texture_size.y = 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); dev->SetTexture(index, passes[0].tex); dev->SetSamplerState(index, D3DSAMP_MAGFILTER, translate_filter(passes[0].info.pass->filter)); dev->SetSamplerState(index, D3DSAMP_MINFILTER, translate_filter(passes[0].info.pass->filter)); dev->SetSamplerState(index, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER); dev->SetSamplerState(index, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER); bound_tex.push_back(index); } param = cgGetNamedParameter(pass.vPrg, "ORIG.tex_coord"); if (param) { unsigned index = pass.attrib_map[cgGetParameterResourceIndex(param)]; dev->SetStreamSource(index, passes[0].vertex_buf, 0, sizeof(Vertex)); bound_vert.push_back(index); } } void RenderChain::bind_prev(Pass &pass) { static const char *prev_names[] = { "PREV", "PREV1", "PREV2", "PREV3", "PREV4", "PREV5", "PREV6", }; char attr_texture[64]; char attr_input_size[64]; char attr_tex_size[64]; char attr_coord[64]; D3DXVECTOR2 texture_size; texture_size.x = passes[0].info.tex_w; texture_size.y = 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 = prev.last_width[(prev.ptr - (i + 1)) & TexturesMask]; video_size.y = prev.last_height[(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); IDirect3DTexture9 *tex = prev.tex[(prev.ptr - (i + 1)) & TexturesMask]; dev->SetTexture(index, tex); bound_tex.push_back(index); dev->SetSamplerState(index, D3DSAMP_MAGFILTER, translate_filter(passes[0].info.pass->filter)); dev->SetSamplerState(index, D3DSAMP_MINFILTER, translate_filter(passes[0].info.pass->filter)); dev->SetSamplerState(index, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER); dev->SetSamplerState(index, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER); } param = cgGetNamedParameter(pass.vPrg, attr_coord); if (param) { unsigned index = pass.attrib_map[cgGetParameterResourceIndex(param)]; IDirect3DVertexBuffer9 *vert_buf = prev.vertex_buf[(prev.ptr - (i + 1)) & TexturesMask]; bound_vert.push_back(index); dev->SetStreamSource(index, vert_buf, 0, sizeof(Vertex)); } } } void RenderChain::bind_pass(Pass &pass, unsigned pass_index) { // We only bother binding passes which are two indices behind. if (pass_index < 3) 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; video_size.x = passes[i].last_width; video_size.y = passes[i].last_height; D3DXVECTOR2 texture_size; texture_size.x = passes[i].info.tex_w; texture_size.y = 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); bound_tex.push_back(index); dev->SetTexture(index, passes[i].tex); dev->SetSamplerState(index, D3DSAMP_MAGFILTER, translate_filter(passes[i].info.pass->filter)); dev->SetSamplerState(index, D3DSAMP_MINFILTER, translate_filter(passes[i].info.pass->filter)); dev->SetSamplerState(index, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER); 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)]; dev->SetStreamSource(index, passes[i].vertex_buf, 0, sizeof(Vertex)); bound_vert.push_back(index); } } } void RenderChain::bind_luts(Pass &pass) { for (unsigned i = 0; i < luts.size(); i++) { CGparameter fparam = cgGetNamedParameter(pass.fPrg, luts[i].id.c_str()); int bound_index = -1; if (fparam) { unsigned index = cgGetParameterResourceIndex(fparam); bound_index = index; dev->SetTexture(index, luts[i].tex); dev->SetSamplerState(index, D3DSAMP_MAGFILTER, translate_filter(luts[i].smooth)); dev->SetSamplerState(index, D3DSAMP_MINFILTER, translate_filter(luts[i].smooth)); dev->SetSamplerState(index, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER); dev->SetSamplerState(index, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER); bound_tex.push_back(index); } CGparameter vparam = cgGetNamedParameter(pass.vPrg, luts[i].id.c_str()); if (vparam) { unsigned index = cgGetParameterResourceIndex(vparam); if (index != (unsigned)bound_index) { dev->SetTexture(index, luts[i].tex); dev->SetSamplerState(index, D3DSAMP_MAGFILTER, translate_filter(luts[i].smooth)); dev->SetSamplerState(index, D3DSAMP_MINFILTER, translate_filter(luts[i].smooth)); dev->SetSamplerState(index, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER); dev->SetSamplerState(index, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER); bound_tex.push_back(index); } } } } void RenderChain::unbind_all() { // Have to be a bit anal about it. // Render targets hate it when they have filters apparently. for (unsigned i = 0; i < bound_tex.size(); i++) { dev->SetSamplerState(bound_tex[i], D3DSAMP_MAGFILTER, D3DTEXF_POINT); dev->SetSamplerState(bound_tex[i], D3DSAMP_MINFILTER, D3DTEXF_POINT); dev->SetTexture(bound_tex[i], nullptr); } for (unsigned i = 0; i < bound_vert.size(); i++) dev->SetStreamSource(bound_vert[i], 0, 0, 0); bound_tex.clear(); bound_vert.clear(); } static inline bool validate_param_name(const char *name) { static const char *illegal[] = { "PREV.", "PREV1.", "PREV2.", "PREV3.", "PREV4.", "PREV5.", "PREV6.", "ORIG.", "IN.", "PASS", }; for (unsigned i = 0; i < sizeof(illegal) / sizeof(illegal[0]); i++) if (std::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 nullptr; } static inline CGparameter find_param_from_semantic(CGprogram prog, const std::string &sem) { return find_param_from_semantic(cgGetFirstParameter(prog, CG_PROGRAM), sem); } #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) } \ void RenderChain::init_fvf(Pass &pass) { static const D3DVERTEXELEMENT9 decl_end = D3DDECL_END(); static const D3DVERTEXELEMENT9 position_decl = DECL_FVF_POSITION(0); static const D3DVERTEXELEMENT9 tex_coord0 = DECL_FVF_TEXCOORD(1, 3, 0); static const D3DVERTEXELEMENT9 tex_coord1 = DECL_FVF_TEXCOORD(2, 5, 1); static const D3DVERTEXELEMENT9 color = DECL_FVF_COLOR(3, 7, 0); D3DVERTEXELEMENT9 decl[MAXD3DDECLLENGTH] = {{0}}; if (cgD3D9GetVertexDeclaration(pass.vPrg, decl) == CG_FALSE) throw std::runtime_error("Failed to get VertexDeclaration!"); unsigned count; for (count = 0; count < MAXD3DDECLLENGTH; count++) { if (std::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); D3DVERTEXELEMENT9 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(dev->CreateVertexDeclaration(decl, &pass.vertex_decl))) throw std::runtime_error("Failed to set up FVF!"); } void RenderChain::bind_tracker(Pass &pass, unsigned pass_index) { if (!tracker) return; if (pass_index == 1) uniform_cnt = state_get_uniform(tracker.get(), uniform_info, MAX_VARIABLES, frame_count); for (unsigned i = 0; i < uniform_cnt; i++) { set_cg_param(pass.fPrg, uniform_info[i].id, uniform_info[i].value); set_cg_param(pass.vPrg, uniform_info[i].id, uniform_info[i].value); } }