mirror of
https://github.com/libretro/RetroArch
synced 2024-12-29 12:31:05 +00:00
493 lines
14 KiB
C
493 lines
14 KiB
C
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2011-2018 - Daniel De Matteis
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*
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* RetroArch is free software: you can redistribute it and/or modify it under the terms
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* of the GNU General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with RetroArch.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef __D3D9_RENDERCHAIN_H__
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#define __D3D9_RENDERCHAIN_H__
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#include <stdint.h>
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#include <retro_common_api.h>
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#include <retro_inline.h>
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#include <boolean.h>
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#include <d3d9.h>
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#include "../common/d3d9_common.h"
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#include "../../verbosity.h"
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RETRO_BEGIN_DECLS
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#define D3D_DEFAULT_NONPOW2 ((UINT)-2)
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#define D3D_FILTER_LINEAR (3 << 0)
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#define D3D_FILTER_POINT (2 << 0)
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struct lut_info
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{
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LPDIRECT3DTEXTURE9 tex;
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char id[64];
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bool smooth;
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};
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struct shader_pass
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{
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unsigned last_width, last_height;
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struct LinkInfo info;
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D3DPOOL pool;
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LPDIRECT3DTEXTURE9 tex;
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LPDIRECT3DVERTEXBUFFER9 vertex_buf;
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LPDIRECT3DVERTEXDECLARATION9 vertex_decl;
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void *attrib_map;
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void *vprg;
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void *fprg;
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void *vtable;
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void *ftable;
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};
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#define D3D_PI 3.14159265358979323846264338327
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#define VECTOR_LIST_TYPE unsigned
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#define VECTOR_LIST_NAME unsigned
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#include "../../libretro-common/lists/vector_list.c"
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#undef VECTOR_LIST_TYPE
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#undef VECTOR_LIST_NAME
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#define VECTOR_LIST_TYPE struct lut_info
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#define VECTOR_LIST_NAME lut_info
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#include "../../libretro-common/lists/vector_list.c"
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#undef VECTOR_LIST_TYPE
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#undef VECTOR_LIST_NAME
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#define VECTOR_LIST_TYPE struct shader_pass
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#define VECTOR_LIST_NAME shader_pass
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#include "../../libretro-common/lists/vector_list.c"
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#undef VECTOR_LIST_TYPE
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#undef VECTOR_LIST_NAME
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struct D3D9Vertex
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{
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float x, y, z;
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float u, v;
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float lut_u, lut_v;
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float r, g, b, a;
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};
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typedef struct d3d9_renderchain
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{
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unsigned pixel_size;
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uint64_t frame_count;
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struct
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{
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LPDIRECT3DTEXTURE9 tex[TEXTURES];
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LPDIRECT3DVERTEXBUFFER9 vertex_buf[TEXTURES];
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unsigned ptr;
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unsigned last_width[TEXTURES];
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unsigned last_height[TEXTURES];
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} prev;
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LPDIRECT3DDEVICE9 dev;
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D3DVIEWPORT9 *final_viewport;
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struct shader_pass_vector_list *passes;
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struct unsigned_vector_list *bound_tex;
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struct unsigned_vector_list *bound_vert;
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struct lut_info_vector_list *luts;
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} d3d9_renderchain_t;
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static INLINE void d3d9_renderchain_set_vertices_on_change(
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d3d9_renderchain_t *chain,
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struct shader_pass *pass,
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unsigned width, unsigned height,
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unsigned out_width, unsigned out_height,
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unsigned vp_width, unsigned vp_height,
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unsigned rotation
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)
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{
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struct D3D9Vertex vert[4];
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unsigned i;
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void *verts = NULL;
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const struct
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LinkInfo *info = (const struct LinkInfo*)&pass->info;
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float _u = (float)(width) / info->tex_w;
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float _v = (float)(height) / info->tex_h;
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pass->last_width = width;
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pass->last_height = height;
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vert[0].x = 0.0f;
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vert[0].y = out_height;
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vert[0].z = 0.5f;
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vert[0].u = 0.0f;
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vert[0].v = 0.0f;
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vert[0].lut_u = 0.0f;
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vert[0].lut_v = 0.0f;
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vert[0].r = 1.0f;
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vert[0].g = 1.0f;
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vert[0].b = 1.0f;
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vert[0].a = 1.0f;
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vert[1].x = out_width;
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vert[1].y = out_height;
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vert[1].z = 0.5f;
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vert[1].u = _u;
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vert[1].v = 0.0f;
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vert[1].lut_u = 1.0f;
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vert[1].lut_v = 0.0f;
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vert[1].r = 1.0f;
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vert[1].g = 1.0f;
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vert[1].b = 1.0f;
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vert[1].a = 1.0f;
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vert[2].x = 0.0f;
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vert[2].y = 0.0f;
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vert[2].z = 0.5f;
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vert[2].u = 0.0f;
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vert[2].v = _v;
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vert[2].lut_u = 0.0f;
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vert[2].lut_v = 1.0f;
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vert[2].r = 1.0f;
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vert[2].g = 1.0f;
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vert[2].b = 1.0f;
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vert[2].a = 1.0f;
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vert[3].x = out_width;
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vert[3].y = 0.0f;
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vert[3].z = 0.5f;
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vert[3].u = _u;
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vert[3].v = _v;
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vert[3].lut_u = 1.0f;
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vert[3].lut_v = 1.0f;
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vert[3].r = 1.0f;
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vert[3].g = 1.0f;
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vert[3].b = 1.0f;
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vert[3].a = 1.0f;
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/* Align texels and vertices.
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*
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* Fixes infamous 'half-texel offset' issue of D3D9
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* http://msdn.microsoft.com/en-us/library/bb219690%28VS.85%29.aspx.
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*/
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for (i = 0; i < 4; i++)
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{
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vert[i].x -= 0.5f;
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vert[i].y += 0.5f;
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}
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verts = d3d9_vertex_buffer_lock(pass->vertex_buf);
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memcpy(verts, vert, sizeof(vert));
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d3d9_vertex_buffer_unlock(pass->vertex_buf);
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}
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static INLINE bool d3d9_renderchain_add_pass(d3d9_renderchain_t *chain,
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struct shader_pass *pass,
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const struct LinkInfo *info)
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{
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LPDIRECT3DTEXTURE9 tex;
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LPDIRECT3DVERTEXBUFFER9 vertbuf = (LPDIRECT3DVERTEXBUFFER9)
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d3d9_vertex_buffer_new(chain->dev,
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4 * sizeof(struct D3D9Vertex),
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D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, NULL);
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if (!vertbuf)
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return false;
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pass->vertex_buf = vertbuf;
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tex = (LPDIRECT3DTEXTURE9)d3d9_texture_new(
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chain->dev,
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NULL,
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info->tex_w,
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info->tex_h,
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1,
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D3DUSAGE_RENDERTARGET,
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chain->passes->data[
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chain->passes->count - 1].info.pass->fbo.fp_fbo
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? D3DFMT_A32B32G32R32F : d3d9_get_argb8888_format(),
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D3DPOOL_DEFAULT, 0, 0, 0, NULL, NULL, false);
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if (!tex)
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return false;
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pass->tex = tex;
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d3d9_set_texture(chain->dev, 0, pass->tex);
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d3d9_set_sampler_address_u(chain->dev, 0, D3DTADDRESS_BORDER);
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d3d9_set_sampler_address_v(chain->dev, 0, D3DTADDRESS_BORDER);
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d3d9_set_texture(chain->dev, 0, NULL);
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shader_pass_vector_list_append(chain->passes, *pass);
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return true;
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}
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static INLINE bool d3d9_renderchain_add_lut(d3d9_renderchain_t *chain,
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const char *id, const char *path, bool smooth)
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{
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struct lut_info info;
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LPDIRECT3DTEXTURE9 lut = (LPDIRECT3DTEXTURE9)
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d3d9_texture_new(
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chain->dev,
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path,
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D3D_DEFAULT_NONPOW2,
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D3D_DEFAULT_NONPOW2,
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0,
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0,
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((D3DFORMAT)-3), /* D3DFMT_FROM_FILE */
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D3DPOOL_MANAGED,
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smooth ? D3D_FILTER_LINEAR : D3D_FILTER_POINT,
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0,
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0,
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NULL,
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NULL,
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false
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);
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RARCH_LOG("[D3D9]: LUT texture loaded: %s.\n", path);
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info.tex = lut;
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info.smooth = smooth;
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strlcpy(info.id, id, sizeof(info.id));
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if (!lut)
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return false;
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d3d9_set_texture(chain->dev, 0, lut);
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d3d9_set_sampler_address_u(chain->dev, 0, D3DTADDRESS_BORDER);
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d3d9_set_sampler_address_v(chain->dev, 0, D3DTADDRESS_BORDER);
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d3d9_set_texture(chain->dev, 0, NULL);
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lut_info_vector_list_append(chain->luts, info);
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return true;
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}
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static INLINE void d3d9_renderchain_destroy_passes_and_luts(
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d3d9_renderchain_t *chain)
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{
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if (chain->passes)
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{
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unsigned i;
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for (i = 0; i < chain->passes->count; i++)
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{
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if (chain->passes->data[i].attrib_map)
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free(chain->passes->data[i].attrib_map);
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}
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shader_pass_vector_list_free(chain->passes);
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chain->passes = NULL;
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}
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lut_info_vector_list_free(chain->luts);
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unsigned_vector_list_free(chain->bound_tex);
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unsigned_vector_list_free(chain->bound_vert);
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chain->luts = NULL;
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chain->bound_tex = NULL;
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chain->bound_vert = NULL;
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}
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static INLINE void d3d9_renderchain_add_lut_internal(
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d3d9_renderchain_t *chain,
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unsigned index, unsigned i)
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{
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d3d9_set_texture(chain->dev, index, chain->luts->data[i].tex);
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d3d9_set_sampler_magfilter(chain->dev, index,
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d3d_translate_filter(chain->luts->data[i].smooth ? RARCH_FILTER_LINEAR : RARCH_FILTER_NEAREST));
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d3d9_set_sampler_minfilter(chain->dev, index,
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d3d_translate_filter(chain->luts->data[i].smooth ? RARCH_FILTER_LINEAR : RARCH_FILTER_NEAREST));
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d3d9_set_sampler_address_u(chain->dev, index, D3DTADDRESS_BORDER);
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d3d9_set_sampler_address_v(chain->dev, index, D3DTADDRESS_BORDER);
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unsigned_vector_list_append(chain->bound_tex, index);
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}
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static INLINE void d3d9_renderchain_start_render(d3d9_renderchain_t *chain)
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{
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chain->passes->data[0].tex = chain->prev.tex[
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chain->prev.ptr];
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chain->passes->data[0].vertex_buf = chain->prev.vertex_buf[
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chain->prev.ptr];
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chain->passes->data[0].last_width = chain->prev.last_width[
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chain->prev.ptr];
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chain->passes->data[0].last_height = chain->prev.last_height[
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chain->prev.ptr];
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}
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static INLINE void d3d9_renderchain_end_render(d3d9_renderchain_t *chain)
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{
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chain->prev.last_width[chain->prev.ptr] = chain->passes->data[0].last_width;
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chain->prev.last_height[chain->prev.ptr] = chain->passes->data[0].last_height;
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chain->prev.ptr = (chain->prev.ptr + 1) & TEXTURESMASK;
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}
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static INLINE void d3d9_renderchain_unbind_all(d3d9_renderchain_t *chain)
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{
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unsigned i;
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/* Have to be a bit anal about it.
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* Render targets hate it when they have filters apparently.
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*/
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for (i = 0; i < chain->bound_tex->count; i++)
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{
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d3d9_set_sampler_minfilter(chain->dev,
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chain->bound_tex->data[i], D3DTEXF_POINT);
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d3d9_set_sampler_magfilter(chain->dev,
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chain->bound_tex->data[i], D3DTEXF_POINT);
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d3d9_set_texture(chain->dev,
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chain->bound_tex->data[i], NULL);
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}
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for (i = 0; i < chain->bound_vert->count; i++)
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d3d9_set_stream_source(chain->dev,
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chain->bound_vert->data[i], 0, 0, 0);
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if (chain->bound_tex)
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{
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unsigned_vector_list_free(chain->bound_tex);
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chain->bound_tex = unsigned_vector_list_new();
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}
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if (chain->bound_vert)
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{
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unsigned_vector_list_free(chain->bound_vert);
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chain->bound_vert = unsigned_vector_list_new();
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}
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}
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static INLINE bool d3d9_renderchain_set_pass_size(
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LPDIRECT3DDEVICE9 dev,
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struct shader_pass *pass,
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struct shader_pass *pass2,
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unsigned width, unsigned height)
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{
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if (width != pass->info.tex_w || height != pass->info.tex_h)
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{
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d3d9_texture_free(pass->tex);
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pass->info.tex_w = width;
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pass->info.tex_h = height;
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pass->pool = D3DPOOL_DEFAULT;
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pass->tex = (LPDIRECT3DTEXTURE9)
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d3d9_texture_new(dev, NULL,
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width, height, 1,
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D3DUSAGE_RENDERTARGET,
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pass2->info.pass->fbo.fp_fbo ?
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D3DFMT_A32B32G32R32F : d3d9_get_argb8888_format(),
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D3DPOOL_DEFAULT, 0, 0, 0,
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NULL, NULL, false);
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if (!pass->tex)
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return false;
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d3d9_set_texture(dev, 0, pass->tex);
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d3d9_set_sampler_address_u(dev, 0, D3DTADDRESS_BORDER);
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d3d9_set_sampler_address_v(dev, 0, D3DTADDRESS_BORDER);
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d3d9_set_texture(dev, 0, NULL);
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}
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return true;
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}
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static INLINE void d3d9_recompute_pass_sizes(
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LPDIRECT3DDEVICE9 dev,
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d3d9_renderchain_t *chain,
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d3d9_video_t *d3d)
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{
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unsigned i;
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struct LinkInfo link_info;
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unsigned input_scale = d3d->video_info.input_scale
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* RARCH_SCALE_BASE;
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unsigned current_width = input_scale;
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unsigned current_height = input_scale;
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unsigned out_width = 0;
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unsigned out_height = 0;
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link_info.pass = &d3d->shader.pass[0];
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link_info.tex_w = current_width;
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link_info.tex_h = current_height;
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if (!d3d9_renderchain_set_pass_size(dev,
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(struct shader_pass*)&chain->passes->data[0],
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(struct shader_pass*)&chain->passes->data[
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chain->passes->count - 1],
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current_width, current_height))
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{
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RARCH_ERR("[D3D9]: Failed to set pass size.\n");
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return;
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}
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for (i = 1; i < d3d->shader.passes; i++)
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{
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d3d9_convert_geometry(
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&link_info,
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&out_width, &out_height,
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current_width, current_height, &d3d->final_viewport);
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link_info.tex_w = next_pow2(out_width);
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link_info.tex_h = next_pow2(out_height);
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if (!d3d9_renderchain_set_pass_size(dev,
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(struct shader_pass*)&chain->passes->data[i],
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(struct shader_pass*)&chain->passes->data[
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chain->passes->count - 1],
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link_info.tex_w, link_info.tex_h))
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{
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RARCH_ERR("[D3D9]: Failed to set pass size.\n");
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return;
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}
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current_width = out_width;
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current_height = out_height;
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link_info.pass = &d3d->shader.pass[i];
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}
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}
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static INLINE void d3d9_init_renderchain(d3d9_renderchain_t *chain)
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{
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chain->passes = shader_pass_vector_list_new();
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chain->luts = lut_info_vector_list_new();
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chain->bound_tex = unsigned_vector_list_new();
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chain->bound_vert = unsigned_vector_list_new();
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}
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static INLINE void d3d9_renderchain_blit_to_texture(
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LPDIRECT3DTEXTURE9 tex,
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const void *frame,
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unsigned tex_width, unsigned tex_height,
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unsigned width, unsigned height,
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unsigned last_width, unsigned last_height,
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unsigned pitch, unsigned pixel_size)
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{
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D3DLOCKED_RECT d3dlr = {0, NULL};
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if (
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(last_width != width || last_height != height)
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)
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{
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d3d9_lock_rectangle(tex, 0, &d3dlr,
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NULL, tex_height, D3DLOCK_NOSYSLOCK);
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d3d9_lock_rectangle_clear(tex, 0, &d3dlr,
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NULL, tex_height, D3DLOCK_NOSYSLOCK);
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}
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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
|