static void *hlsl_init(void *data, const char *path) { unsigned i; d3d_video_t *d3d = (d3d_video_t*)data; hlsl_shader_data_t *hlsl_data = (hlsl_shader_data_t*) calloc(1, sizeof(hlsl_shader_data_t)); if (!hlsl_data) return NULL; if (path && (string_is_equal_fast(path_get_extension(path), ".cgp", 4))) { if (!hlsl_load_preset(hlsl_data, d3d, path)) goto error; } else { if (!hlsl_load_plain(hlsl_data, d3d, path)) goto error; } for(i = 1; i <= hlsl_data->cg_shader->passes; i++) hlsl_set_program_attributes(hlsl_data, i); d3d_set_vertex_shader(d3d->dev, 1, hlsl_data->prg[1].vprg); d3d->dev->SetPixelShader(hlsl_data->prg[1].fprg); return hlsl_data; error: if (hlsl_data) free(hlsl_data); return NULL; }
static bool texture_image_render(d3d_video_t *d3d, struct texture_image *out_img, int x, int y, int w, int h, bool force_fullscreen) { LPDIRECT3DTEXTURE d3dt; LPDIRECT3DVERTEXBUFFER d3dv; void *verts = NULL; float fX = (float)(x); float fY = (float)(y); if (!d3d) return false; d3dt = (LPDIRECT3DTEXTURE)out_img->texture_buf; d3dv = (LPDIRECT3DVERTEXBUFFER)out_img->vertex_buf; if (!d3dt || !d3dv) return false; /* Create the new vertices. */ Vertex newVerts[] = { // x, y, z, color, u ,v {fX, fY, 0.0f, 0, 0, 0}, {fX + w, fY, 0.0f, 0, 1, 0}, {fX + w, fY + h, 0.0f, 0, 1, 1}, {fX, fY + h, 0.0f, 0, 0, 1} }; /* Load the existing vertices */ verts = d3d_vertex_buffer_lock(d3dv); if (!verts) return false; /* Copy the new verts over the old verts */ memcpy(verts, newVerts, sizeof(newVerts)); d3d_vertex_buffer_unlock(d3dv); d3d_enable_blend_func(d3d->dev); d3d_enable_alpha_blend_texture_func(d3d->dev); /* Draw the quad. */ d3d_set_texture(d3d->dev, 0, d3dt); d3d_set_stream_source(d3d->dev, 0, d3dv, 0, sizeof(Vertex)); d3d_set_vertex_shader(d3d->dev, D3DFVF_CUSTOMVERTEX, NULL); if (force_fullscreen) d3d_set_viewport(d3d, w, h, force_fullscreen, false); d3d_draw_primitive(d3d->dev, D3DPT_QUADLIST, 0, 1); return true; }
void d3d_set_vertex_declaration(void *data, void *vertex_data) { LPDIRECT3DDEVICE dev = (LPDIRECT3DDEVICE)data; #if defined(HAVE_D3D9) LPDIRECT3DVERTEXDECLARATION decl = (LPDIRECT3DVERTEXDECLARATION)vertex_data; #endif if (!dev) return; #ifdef _XBOX1 d3d_set_vertex_shader(dev, D3DFVF_XYZ | D3DFVF_TEX1, NULL); #elif defined(HAVE_D3D9) dev->SetVertexDeclaration(decl); #endif }
static void hlsl_use(void *data, unsigned idx) { d3d_video_t *d3d = (d3d_video_t*)data; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev; driver_t *driver = driver_get_ptr(); hlsl_shader_data_t *hlsl = (hlsl_shader_data_t*)driver->video_shader_data; if (hlsl && hlsl->prg[idx].vprg && hlsl->prg[idx].fprg) { hlsl->active_idx = idx; d3d_set_vertex_shader(d3dr, idx, hlsl->prg[idx].vprg); #ifdef _XBOX D3DDevice_SetPixelShader(d3dr, hlsl->prg[idx].fprg); #else d3dr->SetPixelShader(hlsl->prg[idx].fprg); #endif } }
static void hlsl_use(void *data, void *shader_data, unsigned idx, bool set_active) { d3d_video_t *d3d = (d3d_video_t*)data; hlsl_shader_data_t *hlsl_data = (hlsl_shader_data_t*)shader_data; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev; if (hlsl_data && hlsl_data->prg[idx].vprg && hlsl_data->prg[idx].fprg) { if (set_active) hlsl_data->active_idx = idx; d3d_set_vertex_shader(d3dr, idx, hlsl_data->prg[idx].vprg); #ifdef _XBOX D3DDevice_SetPixelShader(d3dr, hlsl_data->prg[idx].fprg); #else d3dr->SetPixelShader(hlsl_data->prg[idx].fprg); #endif } }
static bool hlsl_init(void *data, const char *path) { d3d_video_t *d3d = (d3d_video_t*)data; hlsl_shader_data_t *hlsl = (hlsl_shader_data_t*) calloc(1, sizeof(hlsl_shader_data_t)); driver_t *driver = driver_get_ptr(); if (!hlsl) return false; if (path && !strcmp(path_get_extension(path), ".cgp")) { if (!load_preset(hlsl, d3d, path)) goto error; } else { if (!load_plain(hlsl, d3d, path)) goto error; } for(unsigned i = 1; i <= hlsl->cg_shader->passes; i++) set_program_attributes(hlsl, i); d3d_set_vertex_shader(d3d->dev, 1, hlsl->prg[1].vprg); d3d->dev->SetPixelShader(hlsl->prg[1].fprg); driver->video_shader_data = hlsl; return true; error: if (hlsl) free(hlsl); return false; }
static bool texture_image_render(d3d_video_t *d3d, struct texture_image *out_img, int x, int y, int w, int h, bool force_fullscreen) { void *verts = NULL; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev; float fX = (float)(x); float fY = (float)(y); if (!d3d) return false; if (!out_img->pixels || !out_img->vertex_buf) return false; /* Create the new vertices. */ Vertex newVerts[] = { // x, y, z, color, u ,v {fX, fY, 0.0f, 0, 0, 0}, {fX + w, fY, 0.0f, 0, 1, 0}, {fX + w, fY + h, 0.0f, 0, 1, 1}, {fX, fY + h, 0.0f, 0, 0, 1} }; /* Load the existing vertices */ verts = d3d_vertex_buffer_lock(out_img->vertex_buf); if (!verts) return false; /* Copy the new verts over the old verts */ memcpy(verts, newVerts, sizeof(newVerts)); d3d_vertex_buffer_unlock(out_img->vertex_buf); d3d_enable_blend_func(d3d->dev); /* Also blend the texture with the set alpha value. */ d3d->dev->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); d3d->dev->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE); d3d->dev->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_TEXTURE); /* Draw the quad. */ d3d_set_texture(d3dr, 0, out_img->texture_buf); d3d_set_stream_source(d3dr, 0, out_img->vertex_buf, 0, sizeof(Vertex)); d3d_set_vertex_shader(d3dr, D3DFVF_CUSTOMVERTEX, NULL); if (force_fullscreen) { D3DVIEWPORT vp = {0}; vp.Width = w; vp.Height = h; vp.X = 0; vp.Y = 0; vp.MinZ = 0.0f; vp.MaxZ = 1.0f; d3d_set_viewport(d3dr, &vp); } d3d_draw_primitive(d3dr, D3DPT_QUADLIST, 0, 1); return true; }