/* 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 struct D3D9Vertex { float x, y, z; float u, v; float lut_u, lut_v; float r, g, b, a; }; 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 *final_viewport; 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 void d3d9_renderchain_set_vertices_on_change( 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 ) { struct D3D9Vertex vert[4]; unsigned i; void *verts = NULL; const struct LinkInfo *info = (const struct LinkInfo*)&pass->info; float _u = (float)(width) / info->tex_w; float _v = (float)(height) / info->tex_h; pass->last_width = width; pass->last_height = height; vert[0].x = 0.0f; vert[0].y = out_height; vert[0].z = 0.5f; vert[0].u = 0.0f; vert[0].v = 0.0f; vert[0].lut_u = 0.0f; vert[0].lut_v = 0.0f; vert[0].r = 1.0f; vert[0].g = 1.0f; vert[0].b = 1.0f; vert[0].a = 1.0f; vert[1].x = out_width; vert[1].y = out_height; vert[1].z = 0.5f; vert[1].u = _u; vert[1].v = 0.0f; vert[1].lut_u = 1.0f; vert[1].lut_v = 0.0f; vert[1].r = 1.0f; vert[1].g = 1.0f; vert[1].b = 1.0f; vert[1].a = 1.0f; vert[2].x = 0.0f; vert[2].y = 0.0f; vert[2].z = 0.5f; vert[2].u = 0.0f; vert[2].v = _v; vert[2].lut_u = 0.0f; vert[2].lut_v = 1.0f; vert[2].r = 1.0f; vert[2].g = 1.0f; vert[2].b = 1.0f; vert[2].a = 1.0f; vert[3].x = out_width; vert[3].y = 0.0f; vert[3].z = 0.5f; vert[3].u = _u; vert[3].v = _v; vert[3].lut_u = 1.0f; vert[3].lut_v = 1.0f; vert[3].r = 1.0f; vert[3].g = 1.0f; vert[3].b = 1.0f; vert[3].a = 1.0f; /* Align texels and vertices. * * Fixes infamous 'half-texel offset' issue of D3D9 * http://msdn.microsoft.com/en-us/library/bb219690%28VS.85%29.aspx. */ for (i = 0; i < 4; i++) { vert[i].x -= 0.5f; vert[i].y += 0.5f; } verts = d3d9_vertex_buffer_lock(pass->vertex_buf); memcpy(verts, vert, sizeof(vert)); d3d9_vertex_buffer_unlock(pass->vertex_buf); } 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 D3D9Vertex), D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, NULL); if (!vertbuf) return false; pass->vertex_buf = vertbuf; tex = (LPDIRECT3DTEXTURE9)d3d9_texture_new( chain->dev, NULL, info->tex_w, info->tex_h, 1, D3DUSAGE_RENDERTARGET, chain->passes->data[ chain->passes->count - 1].info.pass->fbo.fp_fbo ? D3DFMT_A32B32G32R32F : d3d9_get_argb8888_format(), D3DPOOL_DEFAULT, 0, 0, 0, NULL, NULL, false); if (!tex) return false; pass->tex = tex; d3d9_set_texture(chain->dev, 0, pass->tex); d3d9_set_sampler_address_u(chain->dev, 0, D3DTADDRESS_BORDER); d3d9_set_sampler_address_v(chain->dev, 0, D3DTADDRESS_BORDER); d3d9_set_texture(chain->dev, 0, 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( 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 ); RARCH_LOG("[D3D9]: LUT texture loaded: %s.\n", path); info.tex = lut; info.smooth = smooth; strlcpy(info.id, id, sizeof(info.id)); if (!lut) return false; d3d9_set_texture(chain->dev, 0, lut); d3d9_set_sampler_address_u(chain->dev, 0, D3DTADDRESS_BORDER); d3d9_set_sampler_address_v(chain->dev, 0, D3DTADDRESS_BORDER); d3d9_set_texture(chain->dev, 0, 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) { unsigned i; for (i = 0; i < 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) { d3d9_set_texture(chain->dev, index, chain->luts->data[i].tex); d3d9_set_sampler_magfilter(chain->dev, index, d3d_translate_filter(chain->luts->data[i].smooth ? RARCH_FILTER_LINEAR : RARCH_FILTER_NEAREST)); d3d9_set_sampler_minfilter(chain->dev, index, d3d_translate_filter(chain->luts->data[i].smooth ? RARCH_FILTER_LINEAR : RARCH_FILTER_NEAREST)); 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); } 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) { unsigned i; /* Have to be a bit anal about it. * Render targets hate it when they have filters apparently. */ for (i = 0; i < chain->bound_tex->count; i++) { d3d9_set_sampler_minfilter(chain->dev, chain->bound_tex->data[i], D3DTEXF_POINT); d3d9_set_sampler_magfilter(chain->dev, chain->bound_tex->data[i], D3DTEXF_POINT); d3d9_set_texture(chain->dev, chain->bound_tex->data[i], NULL); } for (i = 0; i < chain->bound_vert->count; i++) d3d9_set_stream_source(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) { d3d9_texture_free(pass->tex); pass->info.tex_w = width; pass->info.tex_h = height; pass->pool = D3DPOOL_DEFAULT; pass->tex = (LPDIRECT3DTEXTURE9) d3d9_texture_new(dev, NULL, width, height, 1, D3DUSAGE_RENDERTARGET, pass2->info.pass->fbo.fp_fbo ? D3DFMT_A32B32G32R32F : d3d9_get_argb8888_format(), D3DPOOL_DEFAULT, 0, 0, 0, NULL, NULL, false); if (!pass->tex) return false; d3d9_set_texture(dev, 0, pass->tex); d3d9_set_sampler_address_u(dev, 0, D3DTADDRESS_BORDER); d3d9_set_sampler_address_v(dev, 0, D3DTADDRESS_BORDER); d3d9_set_texture(dev, 0, NULL); } return true; } static INLINE void d3d9_recompute_pass_sizes( LPDIRECT3DDEVICE9 dev, d3d9_renderchain_t *chain, d3d9_video_t *d3d) { unsigned 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 < d3d->shader.passes; i++) { d3d9_convert_geometry( &link_info, &out_width, &out_height, current_width, current_height, &d3d->final_viewport); 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(); } static INLINE void d3d9_renderchain_blit_to_texture( LPDIRECT3DTEXTURE9 tex, const void *frame, unsigned tex_width, unsigned tex_height, unsigned width, unsigned height, unsigned last_width, unsigned last_height, unsigned pitch, unsigned pixel_size) { D3DLOCKED_RECT d3dlr = {0, NULL}; if ( (last_width != width || last_height != height) ) { d3d9_lock_rectangle(tex, 0, &d3dlr, NULL, tex_height, D3DLOCK_NOSYSLOCK); d3d9_lock_rectangle_clear(tex, 0, &d3dlr, NULL, tex_height, D3DLOCK_NOSYSLOCK); } if (d3d9_lock_rectangle(tex, 0, &d3dlr, NULL, 0, 0)) { d3d9_texture_blit(pixel_size, tex, &d3dlr, frame, width, height, pitch); d3d9_unlock_rectangle(tex); } } RETRO_END_DECLS #endif