/* RetroArch - A frontend for libretro. * Copyright (C) 2010-2014 - Hans-Kristian Arntzen * Copyright (C) 2011-2017 - 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 . */ #define CINTERFACE #include #include #ifdef HAVE_CONFIG_H #include "../../config.h" #endif #include "../include/Cg/cg.h" #include "../include/Cg/cgD3D9.h" #include #include #include #include #include "../common/d3d_common.h" #include "../drivers/d3d_shaders/opaque.cg.d3d9.h" #include "../../retroarch.h" #include "../../verbosity.h" #include "d3d9_renderchain.h" #ifdef _MSC_VER #pragma comment(lib, "cgd3d9") #endif static void *d3d9_cg_get_constant_by_name(void *data, const char *name) { CGprogram prog = (CGprogram)data; return cgGetNamedParameter(prog, name); } static INLINE void d3d9_cg_set_param_1f(void *data, void *userdata, const char *name, const void *values) { CGprogram prog = (CGprogram)data; CGparameter cgp = d3d9_cg_get_constant_by_name(prog, name); if (cgp) cgD3D9SetUniform(cgp, values); } static INLINE void d3d9_cg_set_param_2f(void *data, void *userdata, const char *name, const void *values) { /* Makes zero difference to Cg D3D9 */ d3d9_cg_set_param_1f(data, userdata, name, values); } static INLINE void d3d9_cg_bind_program(void *data) { struct shader_pass *pass = (struct shader_pass*)data; if (!pass) return; cgD3D9BindProgram((CGprogram)pass->fprg); cgD3D9BindProgram((CGprogram)pass->vprg); } static INLINE void d3d9_cg_set_param_matrix(void *data, void *userdata, const char *name, const void *values) { CGprogram prog = (CGprogram)data; CGparameter cgp = d3d9_cg_get_constant_by_name(prog, name); if (cgp) cgD3D9SetUniformMatrix(cgp, (D3DMATRIX*)values); } typedef struct cg_renderchain { struct d3d9_renderchain chain; struct shader_pass stock_shader; CGcontext cgCtx; } cg_renderchain_t; static INLINE bool d3d9_cg_validate_param_name(const char *name) { unsigned i; static const char *illegal[] = { "PREV.", "PREV1.", "PREV2.", "PREV3.", "PREV4.", "PREV5.", "PREV6.", "ORIG.", "IN.", "PASS", }; if (!name) return false; for (i = 0; i < sizeof(illegal) / sizeof(illegal[0]); i++) if (strstr(name, illegal[i]) == name) return false; return true; } static INLINE CGparameter d3d9_cg_find_param_from_semantic( CGparameter param, const char *sem) { for (; param; param = cgGetNextParameter(param)) { const char *semantic = NULL; if (cgGetParameterType(param) == CG_STRUCT) { CGparameter ret = d3d9_cg_find_param_from_semantic( cgGetFirstStructParameter(param), sem); if (ret) return ret; } if ( cgGetParameterDirection(param) != CG_IN || cgGetParameterVariability(param) != CG_VARYING) continue; semantic = cgGetParameterSemantic(param); if (!semantic) continue; if (string_is_equal(sem, semantic) && d3d9_cg_validate_param_name(cgGetParameterName(param))) return param; } return NULL; } static bool d3d9_cg_load_program(void *data, struct shader_pass *pass, const char *prog, bool path_is_file) { const char *list = NULL; char *listing_f = NULL; char *listing_v = NULL; CGprofile vertex_profile = cgD3D9GetLatestVertexProfile(); CGprofile fragment_profile = cgD3D9GetLatestPixelProfile(); const char **fragment_opts = cgD3D9GetOptimalOptions(fragment_profile); const char **vertex_opts = cgD3D9GetOptimalOptions(vertex_profile); cg_renderchain_t *chain = (cg_renderchain_t*)data; CGcontext cgCtx = chain->cgCtx; if ( fragment_profile == CG_PROFILE_UNKNOWN || vertex_profile == CG_PROFILE_UNKNOWN) { RARCH_ERR("Invalid profile type\n"); goto error; } RARCH_LOG("[D3D9 Cg]: Vertex profile: %s\n", cgGetProfileString(vertex_profile)); RARCH_LOG("[D3D9 Cg]: Fragment profile: %s\n", cgGetProfileString(fragment_profile)); if (path_is_file && !string_is_empty(prog)) pass->fprg = cgCreateProgramFromFile(cgCtx, CG_SOURCE, prog, fragment_profile, "main_fragment", fragment_opts); else pass->fprg = cgCreateProgram(cgCtx, CG_SOURCE, stock_cg_d3d9_program, fragment_profile, "main_fragment", fragment_opts); list = cgGetLastListing(cgCtx); if (list) listing_f = strdup(list); if (path_is_file && !string_is_empty(prog)) pass->vprg = cgCreateProgramFromFile(cgCtx, CG_SOURCE, prog, vertex_profile, "main_vertex", vertex_opts); else pass->vprg = cgCreateProgram(cgCtx, CG_SOURCE, stock_cg_d3d9_program, vertex_profile, "main_vertex", vertex_opts); list = cgGetLastListing(cgCtx); if (list) listing_v = strdup(list); if (!pass->fprg || !pass->vprg) goto error; cgD3D9LoadProgram(pass->fprg, true, 0); cgD3D9LoadProgram(pass->vprg, true, 0); free(listing_f); free(listing_v); return true; error: RARCH_ERR("CG error: %s\n", cgGetErrorString(cgGetError())); if (listing_f) RARCH_ERR("Fragment:\n%s\n", listing_f); else if (listing_v) RARCH_ERR("Vertex:\n%s\n", listing_v); free(listing_f); free(listing_v); return false; } static void d3d9_cg_renderchain_set_shader_params( d3d9_renderchain_t *chain, LPDIRECT3DDEVICE9 dev, struct shader_pass *pass, unsigned video_w, unsigned video_h, unsigned tex_w, unsigned tex_h, unsigned viewport_w, unsigned viewport_h) { float frame_cnt; float video_size[2]; float texture_size[2]; float output_size[2]; void *fprg = pass->fprg; void *vprg = pass->vprg; video_size[0] = video_w; video_size[1] = video_h; texture_size[0] = tex_w; texture_size[1] = tex_h; output_size[0] = viewport_w; output_size[1] = viewport_h; d3d9_cg_set_param_2f(vprg, dev, "IN.video_size", &video_size); d3d9_cg_set_param_2f(fprg, dev, "IN.video_size", &video_size); d3d9_cg_set_param_2f(vprg, dev, "IN.texture_size", &texture_size); d3d9_cg_set_param_2f(fprg, dev, "IN.texture_size", &texture_size); d3d9_cg_set_param_2f(vprg, dev, "IN.output_size", &output_size); d3d9_cg_set_param_2f(fprg, dev, "IN.output_size", &output_size); frame_cnt = chain->frame_count; if (pass->info.pass->frame_count_mod) frame_cnt = chain->frame_count % pass->info.pass->frame_count_mod; d3d9_cg_set_param_1f(fprg, dev, "IN.frame_count", &frame_cnt); d3d9_cg_set_param_1f(vprg, dev, "IN.frame_count", &frame_cnt); } #define DECL_FVF_COLOR(stream, offset, index) \ { (WORD)(stream), (WORD)(offset * sizeof(float)), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, \ D3DDECLUSAGE_COLOR, (BYTE)(index) } \ static bool d3d9_cg_renderchain_init_shader_fvf( d3d9_renderchain_t *chain, struct shader_pass *pass) { CGparameter param; unsigned index, i, count; unsigned tex_index = 0; bool texcoord0_taken = false; bool texcoord1_taken = false; bool stream_taken[4] = {false}; static const D3DVERTEXELEMENT9 decl_end = D3DDECL_END(); D3DVERTEXELEMENT9 decl[MAXD3DDECLLENGTH] = {{0}}; bool *indices = NULL; if (cgD3D9GetVertexDeclaration(pass->vprg, decl) == CG_FALSE) return false; for (count = 0; count < MAXD3DDECLLENGTH; count++) { if (string_is_equal_fast(&decl_end, &decl[count], sizeof(decl_end))) 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. */ indices = (bool*)calloc(1, count * sizeof(*indices)); param = d3d9_cg_find_param_from_semantic(cgGetFirstParameter(pass->vprg, CG_PROGRAM), "POSITION"); if (!param) param = d3d9_cg_find_param_from_semantic(cgGetFirstParameter(pass->vprg, CG_PROGRAM), "POSITION0"); if (param) { static const D3DVERTEXELEMENT9 element = { 0, 0 * sizeof(float), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 }; stream_taken[0] = true; index = cgGetParameterResourceIndex(param); decl[index] = element; indices[index] = true; RARCH_LOG("[D3D9 Cg]: FVF POSITION semantic found.\n"); } param = d3d9_cg_find_param_from_semantic(cgGetFirstParameter(pass->vprg, CG_PROGRAM), "TEXCOORD"); if (!param) param = d3d9_cg_find_param_from_semantic(cgGetFirstParameter(pass->vprg, CG_PROGRAM), "TEXCOORD0"); if (param) { static const D3DVERTEXELEMENT9 tex_coord0 = D3D9_DECL_FVF_TEXCOORD(1, 3, 0); stream_taken[1] = true; texcoord0_taken = true; RARCH_LOG("[D3D9 Cg]: FVF TEXCOORD0 semantic found.\n"); index = cgGetParameterResourceIndex(param); decl[index] = tex_coord0; indices[index] = true; } param = d3d9_cg_find_param_from_semantic(cgGetFirstParameter(pass->vprg, CG_PROGRAM), "TEXCOORD1"); if (param) { static const D3DVERTEXELEMENT9 tex_coord1 = D3D9_DECL_FVF_TEXCOORD(2, 5, 1); stream_taken[2] = true; texcoord1_taken = true; RARCH_LOG("[D3D9 Cg]: FVF TEXCOORD1 semantic found.\n"); index = cgGetParameterResourceIndex(param); decl[index] = tex_coord1; indices[index] = true; } param = d3d9_cg_find_param_from_semantic(cgGetFirstParameter(pass->vprg, CG_PROGRAM), "COLOR"); if (!param) param = d3d9_cg_find_param_from_semantic(cgGetFirstParameter(pass->vprg, CG_PROGRAM), "COLOR0"); if (param) { static const D3DVERTEXELEMENT9 color = DECL_FVF_COLOR(3, 7, 0); stream_taken[3] = true; RARCH_LOG("[D3D9 Cg]: FVF COLOR0 semantic found.\n"); index = cgGetParameterResourceIndex(param); decl[index] = color; indices[index] = true; } /* Stream {0, 1, 2, 3} might be already taken. Find first vacant stream. */ for (index = 0; index < 4; index++) { if (!stream_taken[index]) break; } /* Find first vacant texcoord declaration. */ 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 (i = 0; i < count; i++) { if (indices[i]) unsigned_vector_list_append((struct unsigned_vector_list *) pass->attrib_map, 0); else { D3DVERTEXELEMENT9 elem = D3D9_DECL_FVF_TEXCOORD(index, 3, tex_index); unsigned_vector_list_append((struct unsigned_vector_list *) pass->attrib_map, index); decl[i] = elem; /* Find next vacant stream. */ while ((++index < 4) && stream_taken[index]) index++; /* Find next vacant texcoord declaration. */ if ((++tex_index == 1) && texcoord1_taken) tex_index++; } } free(indices); return d3d9_vertex_declaration_new(chain->dev, decl, (void**)&pass->vertex_decl); } static void d3d9_cg_renderchain_bind_orig( d3d9_renderchain_t *chain, LPDIRECT3DDEVICE9 dev, struct shader_pass *pass) { CGparameter param; float video_size[2]; float texture_size[2]; struct shader_pass *first_pass = (struct shader_pass*)&chain->passes->data[0]; video_size[0] = first_pass->last_width; video_size[1] = first_pass->last_height; texture_size[0] = first_pass->info.tex_w; texture_size[1] = first_pass->info.tex_h; d3d9_cg_set_param_2f(pass->vprg, dev, "ORIG.video_size", &video_size); d3d9_cg_set_param_2f(pass->fprg, dev, "ORIG.video_size", &video_size); d3d9_cg_set_param_2f(pass->vprg, dev, "ORIG.texture_size", &texture_size); d3d9_cg_set_param_2f(pass->fprg, dev, "ORIG.texture_size", &texture_size); param = d3d9_cg_get_constant_by_name(pass->fprg, "ORIG.texture"); if (param) { unsigned index = cgGetParameterResourceIndex(param); d3d9_set_texture(chain->dev, index, first_pass->tex); d3d9_set_sampler_magfilter(chain->dev, index, d3d_translate_filter(first_pass->info.pass->filter)); d3d9_set_sampler_minfilter(chain->dev, index, d3d_translate_filter(first_pass->info.pass->filter)); d3d9_set_sampler_address_u(chain->dev, index, D3DTADDRESS_BORDER); d3d9_set_sampler_address_v(chain->dev, index, D3DTADDRESS_BORDER); unsigned_vector_list_append(chain->bound_tex, index); } param = d3d9_cg_get_constant_by_name(pass->vprg, "ORIG.tex_coord"); if (param) { LPDIRECT3DVERTEXBUFFER9 vert_buf = (LPDIRECT3DVERTEXBUFFER9)first_pass->vertex_buf; struct unsigned_vector_list *attrib_map = (struct unsigned_vector_list*) pass->attrib_map; unsigned index = attrib_map->data[cgGetParameterResourceIndex(param)]; d3d9_set_stream_source(chain->dev, index, vert_buf, 0, sizeof(struct D3D9Vertex)); unsigned_vector_list_append(chain->bound_vert, index); } } static void d3d9_cg_renderchain_bind_prev(d3d9_renderchain_t *chain, LPDIRECT3DDEVICE9 dev, struct shader_pass *pass) { unsigned i; float texture_size[2]; char attr_texture[64] = {0}; char attr_input_size[64] = {0}; char attr_tex_size[64] = {0}; char attr_coord[64] = {0}; static const char *prev_names[] = { "PREV", "PREV1", "PREV2", "PREV3", "PREV4", "PREV5", "PREV6", }; texture_size[0] = chain->passes->data[0].info.tex_w; texture_size[1] = chain->passes->data[0].info.tex_h; for (i = 0; i < TEXTURES - 1; i++) { CGparameter param; float video_size[2]; 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]); video_size[0] = chain->prev.last_width[ (chain->prev.ptr - (i + 1)) & TEXTURESMASK]; video_size[1] = chain->prev.last_height[ (chain->prev.ptr - (i + 1)) & TEXTURESMASK]; d3d9_cg_set_param_2f(pass->vprg, dev, attr_input_size, &video_size); d3d9_cg_set_param_2f(pass->fprg, dev, attr_input_size, &video_size); d3d9_cg_set_param_2f(pass->vprg, dev, attr_tex_size, &texture_size); d3d9_cg_set_param_2f(pass->fprg, dev, attr_tex_size, &texture_size); param = d3d9_cg_get_constant_by_name(pass->fprg, attr_texture); if (param) { unsigned index = cgGetParameterResourceIndex(param); LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9) chain->prev.tex[ (chain->prev.ptr - (i + 1)) & TEXTURESMASK]; d3d9_set_texture(chain->dev, index, tex); unsigned_vector_list_append(chain->bound_tex, index); d3d9_set_sampler_magfilter(chain->dev, index, d3d_translate_filter(chain->passes->data[0].info.pass->filter)); d3d9_set_sampler_minfilter(chain->dev, index, d3d_translate_filter(chain->passes->data[0].info.pass->filter)); d3d9_set_sampler_address_u(chain->dev, index, D3DTADDRESS_BORDER); d3d9_set_sampler_address_v(chain->dev, index, D3DTADDRESS_BORDER); } param = d3d9_cg_get_constant_by_name(pass->vprg, attr_coord); if (param) { LPDIRECT3DVERTEXBUFFER9 vert_buf = (LPDIRECT3DVERTEXBUFFER9) chain->prev.vertex_buf[ (chain->prev.ptr - (i + 1)) & TEXTURESMASK]; struct unsigned_vector_list *attrib_map = (struct unsigned_vector_list*)pass->attrib_map; unsigned index = attrib_map->data[cgGetParameterResourceIndex(param)]; d3d9_set_stream_source(chain->dev, index, vert_buf, 0, sizeof(struct D3D9Vertex)); unsigned_vector_list_append(chain->bound_vert, index); } } } static void d3d9_cg_renderchain_bind_pass( d3d9_renderchain_t *chain, LPDIRECT3DDEVICE9 dev, struct shader_pass *pass, unsigned pass_index) { unsigned i; for (i = 1; i < pass_index - 1; i++) { CGparameter param; float video_size[2]; float texture_size[2]; char pass_base[64] = {0}; char attr_texture[64] = {0}; char attr_input_size[64] = {0}; char attr_tex_size[64] = {0}; char attr_coord[64] = {0}; struct shader_pass *curr_pass = (struct shader_pass*)&chain->passes->data[i]; snprintf(pass_base, sizeof(pass_base), "PASS%u", i); snprintf(attr_texture, sizeof(attr_texture), "%s.texture", pass_base); snprintf(attr_input_size, sizeof(attr_input_size), "%s.video_size", pass_base); snprintf(attr_tex_size, sizeof(attr_tex_size), "%s.texture_size", pass_base); snprintf(attr_coord, sizeof(attr_coord), "%s.tex_coord", pass_base); video_size[0] = curr_pass->last_width; video_size[1] = curr_pass->last_height; texture_size[0] = curr_pass->info.tex_w; texture_size[1] = curr_pass->info.tex_h; d3d9_cg_set_param_2f(pass->vprg, dev, attr_input_size, &video_size); d3d9_cg_set_param_2f(pass->fprg, dev, attr_input_size, &video_size); d3d9_cg_set_param_2f(pass->vprg, dev, attr_tex_size, &texture_size); d3d9_cg_set_param_2f(pass->fprg, dev, attr_tex_size, &texture_size); param = d3d9_cg_get_constant_by_name(pass->fprg, attr_texture); if (param) { unsigned index = cgGetParameterResourceIndex(param); unsigned_vector_list_append(chain->bound_tex, index); d3d9_set_texture(chain->dev, index, curr_pass->tex); d3d9_set_sampler_magfilter(chain->dev, index, d3d_translate_filter(curr_pass->info.pass->filter)); d3d9_set_sampler_minfilter(chain->dev, index, d3d_translate_filter(curr_pass->info.pass->filter)); d3d9_set_sampler_address_u(chain->dev, index, D3DTADDRESS_BORDER); d3d9_set_sampler_address_v(chain->dev, index, D3DTADDRESS_BORDER); } param = d3d9_cg_get_constant_by_name(pass->vprg, attr_coord); if (param) { struct unsigned_vector_list *attrib_map = (struct unsigned_vector_list*)pass->attrib_map; unsigned index = attrib_map->data[cgGetParameterResourceIndex(param)]; d3d9_set_stream_source(chain->dev, index, curr_pass->vertex_buf, 0, sizeof(struct D3D9Vertex)); unsigned_vector_list_append(chain->bound_vert, index); } } } static void d3d9_cg_deinit_progs(cg_renderchain_t *chain) { unsigned i; RARCH_LOG("[D3D9 Cg]: Destroying programs.\n"); if (chain->chain.passes->count >= 1) { d3d9_vertex_buffer_free(NULL, chain->chain.passes->data[0].vertex_decl); for (i = 1; i < chain->chain.passes->count; i++) { if (chain->chain.passes->data[i].tex) d3d9_texture_free(chain->chain.passes->data[i].tex); chain->chain.passes->data[i].tex = NULL; d3d9_vertex_buffer_free( chain->chain.passes->data[i].vertex_buf, chain->chain.passes->data[i].vertex_decl); if (chain->chain.passes->data[i].fprg) cgDestroyProgram(chain->chain.passes->data[i].fprg); if (chain->chain.passes->data[i].vprg) cgDestroyProgram(chain->chain.passes->data[i].vprg); } } if (chain->stock_shader.fprg) cgDestroyProgram(chain->stock_shader.fprg); if (chain->stock_shader.vprg) cgDestroyProgram(chain->stock_shader.vprg); } static void d3d9_cg_destroy_resources(cg_renderchain_t *chain) { unsigned i; for (i = 0; i < TEXTURES; i++) { if (chain->chain.prev.tex[i]) d3d9_texture_free(chain->chain.prev.tex[i]); if (chain->chain.prev.vertex_buf[i]) d3d9_vertex_buffer_free(chain->chain.prev.vertex_buf[i], NULL); } d3d9_cg_deinit_progs(chain); for (i = 0; i < chain->chain.luts->count; i++) { if (chain->chain.luts->data[i].tex) d3d9_texture_free(chain->chain.luts->data[i].tex); } cgD3D9UnloadAllPrograms(); cgD3D9SetDevice(NULL); } static void d3d9_cg_deinit_context_state(cg_renderchain_t *chain) { if (chain->cgCtx) { RARCH_LOG("[D3D9 Cg]: Destroying context.\n"); cgDestroyContext(chain->cgCtx); } chain->cgCtx = NULL; } void d3d9_cg_renderchain_free(void *data) { cg_renderchain_t *chain = (cg_renderchain_t*)data; if (!chain) return; d3d9_cg_destroy_resources(chain); d3d9_renderchain_destroy_passes_and_luts(&chain->chain); d3d9_cg_deinit_context_state(chain); free(chain); } static void *d3d9_cg_renderchain_new(void) { cg_renderchain_t *renderchain = (cg_renderchain_t*)calloc(1, sizeof(*renderchain)); if (!renderchain) return NULL; d3d9_init_renderchain(&renderchain->chain); return renderchain; } static bool d3d9_cg_renderchain_init_shader(d3d9_video_t *d3d, cg_renderchain_t *renderchain) { CGcontext cgCtx = cgCreateContext(); if (!cgCtx) { RARCH_ERR("Failed to create Cg context.\n"); return false; } if (FAILED(cgD3D9SetDevice((IDirect3DDevice9*)d3d->dev))) return false; renderchain->cgCtx = cgCtx; return true; } static bool d3d9_cg_renderchain_create_first_pass( LPDIRECT3DDEVICE9 dev, cg_renderchain_t *cg_chain, d3d9_renderchain_t *chain, const struct LinkInfo *info, unsigned _fmt) { unsigned i; struct shader_pass pass; struct d3d_matrix ident; unsigned fmt = (_fmt == RETRO_PIXEL_FORMAT_RGB565) ? d3d9_get_rgb565_format() : d3d9_get_xrgb8888_format(); d3d_matrix_identity(&ident); d3d9_set_transform(dev, D3DTS_WORLD, (D3DMATRIX*)&ident); d3d9_set_transform(dev, D3DTS_VIEW, (D3DMATRIX*)&ident); pass.info = *info; pass.last_width = 0; pass.last_height = 0; pass.attrib_map = (struct unsigned_vector_list*) unsigned_vector_list_new(); chain->prev.ptr = 0; for (i = 0; i < TEXTURES; i++) { chain->prev.last_width[i] = 0; chain->prev.last_height[i] = 0; chain->prev.vertex_buf[i] = (LPDIRECT3DVERTEXBUFFER9) d3d9_vertex_buffer_new( chain->dev, 4 * sizeof(struct D3D9Vertex), D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, NULL); if (!chain->prev.vertex_buf[i]) return false; chain->prev.tex[i] = (LPDIRECT3DTEXTURE9) d3d9_texture_new(chain->dev, NULL, info->tex_w, info->tex_h, 1, 0, fmt, D3DPOOL_MANAGED, 0, 0, 0, NULL, NULL, false); if (!chain->prev.tex[i]) return false; d3d9_set_texture(chain->dev, 0, chain->prev.tex[i]); d3d9_set_sampler_minfilter(dev, 0, d3d_translate_filter(info->pass->filter)); d3d9_set_sampler_magfilter(dev, 0, d3d_translate_filter(info->pass->filter)); d3d9_set_sampler_address_u(dev, 0, D3DTADDRESS_BORDER); d3d9_set_sampler_address_v(dev, 0, D3DTADDRESS_BORDER); d3d9_set_texture(chain->dev, 0, NULL); } d3d9_cg_load_program(cg_chain, &pass, info->pass->source.path, true); if (!d3d9_cg_renderchain_init_shader_fvf(chain, &pass)) return false; shader_pass_vector_list_append(chain->passes, pass); return true; } static bool d3d9_cg_renderchain_init( d3d9_video_t *d3d, LPDIRECT3DDEVICE9 dev, const D3DVIEWPORT9 *final_viewport, const struct LinkInfo *info, bool rgb32) { cg_renderchain_t *chain = (cg_renderchain_t*)d3d->renderchain_data; unsigned fmt = (rgb32) ? RETRO_PIXEL_FORMAT_XRGB8888 : RETRO_PIXEL_FORMAT_RGB565; if (!chain) return false; if (!d3d9_cg_renderchain_init_shader(d3d, chain)) { RARCH_ERR("[D3D9 Cg]: Failed to initialize shader subsystem.\n"); return false; } chain->chain.dev = dev; chain->chain.final_viewport = (D3DVIEWPORT9*)final_viewport; chain->chain.frame_count = 0; chain->chain.pixel_size = (fmt == RETRO_PIXEL_FORMAT_RGB565) ? 2 : 4; if (!d3d9_cg_renderchain_create_first_pass(dev, chain, &chain->chain, info, fmt)) return false; if (!d3d9_cg_load_program(chain, &chain->stock_shader, NULL, false)) return false; d3d9_cg_bind_program(&chain->stock_shader); return true; } static void d3d9_cg_renderchain_set_final_viewport( d3d9_video_t *d3d, void *renderchain_data, const D3DVIEWPORT9 *final_viewport) { cg_renderchain_t *_chain = (cg_renderchain_t*)renderchain_data; d3d9_renderchain_t *chain = (d3d9_renderchain_t*)&_chain->chain; if (chain && final_viewport) chain->final_viewport = (D3DVIEWPORT9*)final_viewport; d3d9_recompute_pass_sizes(chain->dev, chain, d3d); } static bool d3d9_cg_renderchain_add_pass( void *data, const struct LinkInfo *info) { struct shader_pass pass; cg_renderchain_t *chain = (cg_renderchain_t*)data; pass.info = *info; pass.last_width = 0; pass.last_height = 0; pass.attrib_map = (struct unsigned_vector_list*) unsigned_vector_list_new(); pass.pool = D3DPOOL_DEFAULT; d3d9_cg_load_program(chain, &pass, info->pass->source.path, true); if (!d3d9_cg_renderchain_init_shader_fvf(&chain->chain, &pass)) return false; return d3d9_renderchain_add_pass(&chain->chain, &pass, info); } static bool d3d9_cg_renderchain_add_lut(void *data, const char *id, const char *path, bool smooth) { cg_renderchain_t *_chain = (cg_renderchain_t*)data; d3d9_renderchain_t *chain = (d3d9_renderchain_t*)&_chain->chain; return d3d9_renderchain_add_lut(chain, id, path, smooth); } static void d3d9_cg_renderchain_calc_and_set_shader_mvp( void *data, /* stock vertex program */ unsigned vp_width, unsigned vp_height, unsigned rotation) { struct d3d_matrix proj, ortho, rot, matrix; d3d_matrix_ortho_off_center_lh(&ortho, 0, vp_width, 0, vp_height, 0, 1); d3d_matrix_identity(&rot); d3d_matrix_rotation_z(&rot, rotation * (D3D_PI / 2.0)); d3d_matrix_multiply(&proj, &ortho, &rot); d3d_matrix_transpose(&matrix, &proj); d3d9_cg_set_param_matrix(data, NULL, "modelViewProj", (const void*)&matrix); } static void d3d9_cg_renderchain_set_vertices( d3d9_renderchain_t *chain, struct shader_pass *pass, unsigned width, unsigned height, unsigned out_width, unsigned out_height, unsigned vp_width, unsigned vp_height, unsigned rotation) { if (pass->last_width != width || pass->last_height != height) d3d9_renderchain_set_vertices_on_change(chain, pass, width, height, out_width, out_height, vp_width, vp_height, rotation); d3d9_cg_renderchain_calc_and_set_shader_mvp( pass->vprg, vp_width, vp_height, rotation); d3d9_cg_renderchain_set_shader_params(chain, chain->dev, pass, width, height, pass->info.tex_w, pass->info.tex_h, vp_width, vp_height); } static void d3d9_cg_renderchain_render_pass( d3d9_renderchain_t *chain, struct shader_pass *pass, unsigned pass_index) { unsigned i; d3d9_cg_bind_program(pass); d3d9_set_texture(chain->dev, 0, pass->tex); d3d9_set_sampler_minfilter(chain->dev, 0, d3d_translate_filter(pass->info.pass->filter)); d3d9_set_sampler_magfilter(chain->dev, 0, d3d_translate_filter(pass->info.pass->filter)); d3d9_set_vertex_declaration(chain->dev, pass->vertex_decl); for (i = 0; i < 4; i++) d3d9_set_stream_source(chain->dev, i, pass->vertex_buf, 0, sizeof(struct D3D9Vertex)); /* Set orig texture. */ d3d9_cg_renderchain_bind_orig(chain, chain->dev, pass); /* Set prev textures. */ d3d9_cg_renderchain_bind_prev(chain, chain->dev, pass); /* Set lookup textures */ for (i = 0; i < chain->luts->count; i++) { CGparameter vparam; CGparameter fparam = d3d9_cg_get_constant_by_name( pass->fprg, chain->luts->data[i].id); int bound_index = -1; if (fparam) { unsigned index = cgGetParameterResourceIndex(fparam); bound_index = index; d3d9_renderchain_add_lut_internal(chain, index, i); } vparam = d3d9_cg_get_constant_by_name(pass->vprg, chain->luts->data[i].id); if (vparam) { unsigned index = cgGetParameterResourceIndex(vparam); if (index != (unsigned)bound_index) d3d9_renderchain_add_lut_internal(chain, index, i); } } /* We only bother binding passes which are two indices behind. */ if (pass_index >= 3) d3d9_cg_renderchain_bind_pass(chain, chain->dev, pass, pass_index); d3d9_draw_primitive(chain->dev, D3DPT_TRIANGLESTRIP, 0, 2); /* So we don't render with linear filter into render targets, * which apparently looked odd (too blurry). */ d3d9_set_sampler_minfilter(chain->dev, 0, D3DTEXF_POINT); d3d9_set_sampler_magfilter(chain->dev, 0, D3DTEXF_POINT); d3d9_renderchain_unbind_all(chain); } static bool d3d9_cg_renderchain_render( d3d9_video_t *d3d, const void *frame_data, unsigned width, unsigned height, unsigned pitch, unsigned rotation) { LPDIRECT3DSURFACE9 back_buffer, target; unsigned i, current_width, current_height, out_width = 0, out_height = 0; struct shader_pass *last_pass = NULL; struct shader_pass *first_pass = NULL; cg_renderchain_t *_chain = (cg_renderchain_t*)d3d->renderchain_data; d3d9_renderchain_t *chain = (d3d9_renderchain_t*)&_chain->chain; d3d9_renderchain_start_render(chain); current_width = width; current_height = height; first_pass = (struct shader_pass*)&chain->passes->data[0]; d3d9_convert_geometry( &first_pass->info, &out_width, &out_height, current_width, current_height, chain->final_viewport); d3d9_renderchain_blit_to_texture(first_pass->tex, frame_data, first_pass->info.tex_w, first_pass->info.tex_h, width, height, first_pass->last_width, first_pass->last_height, pitch, chain->pixel_size); /* Grab back buffer. */ d3d9_device_get_render_target(chain->dev, 0, (void**)&back_buffer); /* In-between render target passes. */ for (i = 0; i < chain->passes->count - 1; i++) { D3DVIEWPORT9 viewport = {0}; struct shader_pass *from_pass = (struct shader_pass*)&chain->passes->data[i]; struct shader_pass *to_pass = (struct shader_pass*)&chain->passes->data[i + 1]; d3d9_texture_get_surface_level(to_pass->tex, 0, (void**)&target); d3d9_device_set_render_target(chain->dev, 0, target); d3d9_convert_geometry(&from_pass->info, &out_width, &out_height, current_width, current_height, chain->final_viewport); /* Clear out whole FBO. */ viewport.Width = to_pass->info.tex_w; viewport.Height = to_pass->info.tex_h; viewport.MinZ = 0.0f; viewport.MaxZ = 1.0f; d3d9_set_viewports(chain->dev, &viewport); d3d9_clear(chain->dev, 0, 0, D3DCLEAR_TARGET, 0, 1, 0); viewport.Width = out_width; viewport.Height = out_height; d3d9_set_viewports(chain->dev, &viewport); d3d9_cg_renderchain_set_vertices( chain, from_pass, current_width, current_height, out_width, out_height, out_width, out_height, 0); d3d9_cg_renderchain_render_pass(chain, from_pass, i + 1); current_width = out_width; current_height = out_height; d3d9_surface_free(target); } /* Final pass */ d3d9_device_set_render_target(chain->dev, 0, back_buffer); last_pass = (struct shader_pass*)&chain->passes-> data[chain->passes->count - 1]; d3d9_convert_geometry(&last_pass->info, &out_width, &out_height, current_width, current_height, chain->final_viewport); d3d9_set_viewports(chain->dev, chain->final_viewport); d3d9_cg_renderchain_set_vertices( chain, last_pass, current_width, current_height, out_width, out_height, chain->final_viewport->Width, chain->final_viewport->Height, rotation); d3d9_cg_renderchain_render_pass(chain, last_pass, chain->passes->count); chain->frame_count++; d3d9_surface_free(back_buffer); d3d9_renderchain_end_render(chain); d3d9_cg_bind_program(&_chain->stock_shader); d3d9_cg_renderchain_calc_and_set_shader_mvp( _chain->stock_shader.vprg, chain->final_viewport->Width, chain->final_viewport->Height, 0); return true; } d3d9_renderchain_driver_t cg_d3d9_renderchain = { d3d9_cg_renderchain_free, d3d9_cg_renderchain_new, d3d9_cg_renderchain_init, d3d9_cg_renderchain_set_final_viewport, d3d9_cg_renderchain_add_pass, d3d9_cg_renderchain_add_lut, d3d9_cg_renderchain_render, "cg_d3d9", };