RetroArch/gfx/drivers_renderchain/d3d9_hlsl_renderchain.c
2018-05-14 20:50:02 +02:00

451 lines
12 KiB
C

/* 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 <http://www.gnu.org/licenses/>.
*/
#define CINTERFACE
#include <string.h>
#include <retro_inline.h>
#include <retro_math.h>
#include <d3d9.h>
#include "../../defines/d3d_defines.h"
#include "../common/d3d_common.h"
#include "../common/d3d9_common.h"
#include "../video_driver.h"
#include "../../configuration.h"
#include "../../retroarch.h"
#include "../../verbosity.h"
struct hlsl_pass
{
unsigned last_width, last_height;
struct LinkInfo info;
D3DPOOL pool;
LPDIRECT3DTEXTURE9 tex;
LPDIRECT3DVERTEXBUFFER9 vertex_buf;
LPDIRECT3DVERTEXDECLARATION9 vertex_decl;
void *attrib_map;
};
#define VECTOR_LIST_TYPE struct hlsl_pass
#define VECTOR_LIST_NAME hlsl_pass
#include "../../libretro-common/lists/vector_list.c"
#undef VECTOR_LIST_TYPE
#undef VECTOR_LIST_NAME
#include "d3d9_renderchain.h"
typedef struct hlsl_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;
unsigned last_width, last_height;
unsigned tex_w;
unsigned tex_h;
LPDIRECT3DDEVICE9 dev;
D3DVIEWPORT9 *final_viewport;
struct hlsl_pass_vector_list *passes;
struct unsigned_vector_list *bound_tex;
struct unsigned_vector_list *bound_vert;
struct lut_info_vector_list *luts;
LPDIRECT3DTEXTURE9 tex;
LPDIRECT3DVERTEXBUFFER9 vertex_buf;
LPDIRECT3DVERTEXDECLARATION9 vertex_decl;
} hlsl_d3d9_renderchain_t;
static bool hlsl_d3d9_renderchain_init_shader_fvf(LPDIRECT3DDEVICE9 dev,
hlsl_d3d9_renderchain_t *chain)
{
static const D3DVERTEXELEMENT9 VertexElements[] =
{
{ 0, 0 * sizeof(float), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
D3D9_DECL_FVF_TEXCOORD(0, 2, 0),
D3DDECL_END()
};
return d3d9_vertex_declaration_new(dev,
VertexElements, (void**)&chain->vertex_decl);
}
static bool hlsl_d3d9_renderchain_create_first_pass(
LPDIRECT3DDEVICE9 dev,
hlsl_d3d9_renderchain_t *chain,
const struct LinkInfo *info,
unsigned _fmt)
{
unsigned fmt =
(_fmt == RETRO_PIXEL_FORMAT_RGB565) ?
d3d9_get_rgb565_format() : d3d9_get_xrgb8888_format();
chain->vertex_buf = d3d9_vertex_buffer_new(
dev, 4 * sizeof(Vertex),
D3DUSAGE_WRITEONLY,
0,
D3DPOOL_MANAGED,
NULL);
if (!chain->vertex_buf)
return false;
chain->tex = d3d9_texture_new(dev, NULL,
chain->tex_w, chain->tex_h, 1, 0, fmt,
0, 0, 0, 0, NULL, NULL, false);
if (!chain->tex)
return false;
d3d9_set_sampler_address_u(dev, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
d3d9_set_sampler_address_v(dev, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
d3d9_set_render_state(dev, D3DRS_CULLMODE, D3DCULL_NONE);
d3d9_set_render_state(dev, D3DRS_ZENABLE, FALSE);
if (!hlsl_d3d9_renderchain_init_shader_fvf(dev, chain))
return false;
return true;
}
static void hlsl_d3d9_renderchain_set_vertices(
d3d9_video_t *d3d,
hlsl_d3d9_renderchain_t *chain,
unsigned pass,
unsigned vert_width, unsigned vert_height,
uint64_t frame_count)
{
video_shader_ctx_params_t params;
video_shader_ctx_info_t shader_info;
unsigned width, height;
video_driver_get_size(&width, &height);
if (chain->last_width != vert_width || chain->last_height != vert_height)
{
unsigned i;
Vertex vert[4];
float tex_w = 0.0f;
float tex_h = 0.0f;
void *verts = NULL;
chain->last_width = vert_width;
chain->last_height = vert_height;
tex_w = vert_width / ((float)chain->tex_w);
tex_h = vert_height / ((float)chain->tex_h);
vert[0].x = -1.0f;
vert[0].y = -1.0f;
vert[0].u = 0.0f;
vert[0].v = tex_h;
vert[1].x = 1.0f;
vert[1].y = -1.0f;
vert[1].u = tex_w;
vert[1].v = tex_h;
vert[2].x = -1.0f;
vert[2].y = 1.0f;
vert[2].u = 0.0f;
vert[2].v = 0.0f;
vert[3].x = 1.0f;
vert[3].y = 1.0f;
vert[3].u = tex_w;
vert[3].v = 0.0f;
/* Align texels and vertices. */
for (i = 0; i < 4; i++)
{
vert[i].x -= 0.5f / ((float)chain->tex_w);
vert[i].y += 0.5f / ((float)chain->tex_h);
}
verts = d3d9_vertex_buffer_lock(chain->vertex_buf);
memcpy(verts, vert, sizeof(vert));
d3d9_vertex_buffer_unlock(chain->vertex_buf);
}
shader_info.data = d3d;
shader_info.idx = pass;
shader_info.set_active = true;
video_shader_driver_use(&shader_info);
params.data = d3d;
params.width = vert_width;
params.height = vert_height;
params.tex_width = chain->tex_w;
params.tex_height = chain->tex_h;
params.out_width = width;
params.out_height = height;
params.frame_counter = (unsigned int)frame_count;
params.info = NULL;
params.prev_info = NULL;
params.feedback_info = NULL;
params.fbo_info = NULL;
params.fbo_info_cnt = 0;
video_shader_driver_set_parameters(&params);
}
static void d3d9_hlsl_deinit_progs(hlsl_d3d9_renderchain_t *chain)
{
RARCH_LOG("[D3D9 HLSL]: Destroying programs.\n");
if (chain->passes->count >= 1)
{
unsigned i;
d3d9_vertex_buffer_free(NULL, chain->passes->data[0].vertex_decl);
for (i = 1; i < chain->passes->count; i++)
{
if (chain->passes->data[i].tex)
d3d9_texture_free(chain->passes->data[i].tex);
chain->passes->data[i].tex = NULL;
d3d9_vertex_buffer_free(
chain->passes->data[i].vertex_buf,
chain->passes->data[i].vertex_decl);
}
}
}
static void d3d9_hlsl_destroy_resources(hlsl_d3d9_renderchain_t *chain)
{
unsigned i;
for (i = 0; i < TEXTURES; i++)
{
if (chain->prev.tex[i])
d3d9_texture_free(chain->prev.tex[i]);
if (chain->prev.vertex_buf[i])
d3d9_vertex_buffer_free(chain->prev.vertex_buf[i], NULL);
}
d3d9_hlsl_deinit_progs(chain);
for (i = 0; i < chain->luts->count; i++)
{
if (chain->luts->data[i].tex)
d3d9_texture_free(chain->luts->data[i].tex);
}
}
static void hlsl_d3d9_renderchain_free(void *data)
{
unsigned i;
hlsl_d3d9_renderchain_t *chain = (hlsl_d3d9_renderchain_t*)data;
if (!chain)
return;
d3d9_hlsl_destroy_resources(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);
}
hlsl_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;
d3d9_texture_free(chain->tex);
d3d9_vertex_buffer_free(chain->vertex_buf, chain->vertex_decl);
free(chain);
}
void *hlsl_d3d9_renderchain_new(void)
{
hlsl_d3d9_renderchain_t *renderchain =
(hlsl_d3d9_renderchain_t*)calloc(1, sizeof(*renderchain));
if (!renderchain)
return NULL;
renderchain->passes = hlsl_pass_vector_list_new();
renderchain->luts = lut_info_vector_list_new();
renderchain->bound_tex = unsigned_vector_list_new();
renderchain->bound_vert = unsigned_vector_list_new();
return renderchain;
}
static bool hlsl_d3d9_renderchain_init_shader(d3d9_video_t *d3d,
hlsl_d3d9_renderchain_t *chain)
{
video_shader_ctx_init_t init;
init.shader_type = RARCH_SHADER_HLSL;
init.data = d3d;
init.path = retroarch_get_shader_preset();
init.shader = NULL;
RARCH_LOG("[D3D9]: Using HLSL shader backend.\n");
return video_shader_driver_init(&init);
}
static bool hlsl_d3d9_renderchain_init(
d3d9_video_t *d3d,
const video_info_t *video_info,
LPDIRECT3DDEVICE9 dev,
const D3DVIEWPORT9 *final_viewport,
const struct LinkInfo *info,
bool rgb32
)
{
hlsl_d3d9_renderchain_t *chain = (hlsl_d3d9_renderchain_t*)
d3d->renderchain_data;
unsigned fmt = (rgb32)
? RETRO_PIXEL_FORMAT_XRGB8888 : RETRO_PIXEL_FORMAT_RGB565;
if (!chain)
return false;
if (!hlsl_d3d9_renderchain_init_shader(d3d, chain))
{
RARCH_ERR("[D3D9 HLSL]: Failed to initialize shader subsystem.\n");
return false;
}
chain->dev = dev;
chain->final_viewport = (D3DVIEWPORT9*)final_viewport;
chain->frame_count = 0;
chain->pixel_size = (fmt == RETRO_PIXEL_FORMAT_RGB565) ? 2 : 4;
chain->tex_w = info->tex_w;
chain->tex_h = info->tex_h;
if (!hlsl_d3d9_renderchain_create_first_pass(dev, chain, info, fmt))
return false;
return true;
}
static void hlsl_d3d9_renderchain_set_final_viewport(
d3d9_video_t *d3d,
void *renderchain_data, const D3DVIEWPORT9 *final_viewport)
{
}
static bool hlsl_d3d9_renderchain_render(
d3d9_video_t *d3d,
state_tracker_t *tracker,
const void *frame,
unsigned frame_width, unsigned frame_height,
unsigned pitch, unsigned rotation)
{
unsigned i;
unsigned width, height;
settings_t *settings = config_get_ptr();
hlsl_d3d9_renderchain_t *chain = (hlsl_d3d9_renderchain_t*)
d3d->renderchain_data;
bool video_smooth = settings->bools.video_smooth;
chain->frame_count++;
video_driver_get_size(&width, &height);
d3d9_renderchain_blit_to_texture(chain->tex,
frame,
chain->tex_w,
chain->tex_h,
frame_width,
frame_height,
chain->last_width,
chain->last_height,
pitch,
chain->pixel_size);
hlsl_d3d9_renderchain_set_vertices(d3d, chain,
1, frame_width, frame_height, chain->frame_count);
d3d9_set_texture(chain->dev, 0, chain->tex);
d3d9_set_viewports(chain->dev, &d3d->final_viewport);
d3d9_set_sampler_minfilter(chain->dev, 0,
video_smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT);
d3d9_set_sampler_magfilter(chain->dev, 0,
video_smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT);
d3d9_set_vertex_declaration(chain->dev, chain->vertex_decl);
for (i = 0; i < 4; i++)
d3d9_set_stream_source(chain->dev, i,
chain->vertex_buf, 0, sizeof(Vertex));
d3d9_draw_primitive(chain->dev, D3DPT_TRIANGLESTRIP, 0, 2);
return true;
}
static bool hlsl_d3d9_renderchain_add_pass(
void *data, const struct LinkInfo *info)
{
(void)data;
/* stub */
return true;
}
static void hlsl_d3d9_renderchain_convert_geometry(
void *data, const struct LinkInfo *info,
unsigned *out_width, unsigned *out_height,
unsigned width, unsigned height,
D3DVIEWPORT9 *final_viewport)
{
(void)data;
(void)out_width;
(void)out_height;
(void)width;
(void)height;
/* stub */
}
d3d9_renderchain_driver_t hlsl_d3d9_renderchain = {
hlsl_d3d9_renderchain_free,
hlsl_d3d9_renderchain_new,
hlsl_d3d9_renderchain_init,
hlsl_d3d9_renderchain_set_final_viewport,
hlsl_d3d9_renderchain_add_pass,
NULL, /* add_lut */
hlsl_d3d9_renderchain_render,
hlsl_d3d9_renderchain_convert_geometry,
NULL, /* read_viewport */
"hlsl_d3d9",
};