static void d3d9_cg_renderchain_render_pass(
      d3d9_renderchain_t *chain,
      struct shader_pass *pass,
      state_tracker_t *tracker,
      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);

   if (tracker)
      d3d9_cg_renderchain_set_params(chain, chain->dev, pass, tracker, 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);
}
예제 #2
0
static void menu_display_d3d9_draw(menu_display_ctx_draw_t *draw,
      video_frame_info_t *video_info)
{
   unsigned i;
   video_shader_ctx_mvp_t mvp;
   math_matrix_4x4 mop, m1, m2;
   unsigned width, height;
   LPDIRECT3DDEVICE9 dev;
   d3d9_video_t *d3d              = video_info ?
      (d3d9_video_t*)video_info->userdata : NULL;
   Vertex * pv                   = NULL;
   const float *vertex           = NULL;
   const float *tex_coord        = NULL;
   const float *color            = NULL;

   if (!d3d || !draw || draw->pipeline.id)
      return;

   dev                           = d3d->dev;

   if((d3d->menu_display.offset + draw->coords->vertices )
         > (unsigned)d3d->menu_display.size)
      return;

   pv           = (Vertex*)
      d3d9_vertex_buffer_lock((LPDIRECT3DVERTEXBUFFER9)d3d->menu_display.buffer);

   if (!pv)
      return;

   pv          += d3d->menu_display.offset;
   vertex       = draw->coords->vertex;
   tex_coord    = draw->coords->tex_coord;
   color        = draw->coords->color;

   if (!vertex)
      vertex    = menu_display_d3d9_get_default_vertices();
   if (!tex_coord)
      tex_coord = menu_display_d3d9_get_default_tex_coords();

   for (i = 0; i < draw->coords->vertices; i++)
   {
      int colors[4];

      colors[0]   = *color++ * 0xFF;
      colors[1]   = *color++ * 0xFF;
      colors[2]   = *color++ * 0xFF;
      colors[3]   = *color++ * 0xFF;

      pv[i].x     = *vertex++;
      pv[i].y     = *vertex++;
      pv[i].z     = 0.5f;
      pv[i].u     = *tex_coord++;
      pv[i].v     = *tex_coord++;

      pv[i].color =
         D3DCOLOR_ARGB(
               colors[3], /* A */
               colors[0], /* R */
               colors[1], /* G */
               colors[2]  /* B */
               );
   }
   d3d9_vertex_buffer_unlock((LPDIRECT3DVERTEXBUFFER9)d3d->menu_display.buffer);

   if(!draw->matrix_data)
      draw->matrix_data = menu_display_d3d9_get_default_mvp(video_info);

   /* ugh */
   video_driver_get_size(&width, &height);
   matrix_4x4_scale(m1,       2.0,  2.0, 0);
   matrix_4x4_translate(mop, -1.0, -1.0, 0);
   matrix_4x4_multiply(m2, mop, m1);
   matrix_4x4_multiply(m1,
         *((math_matrix_4x4*)draw->matrix_data), m2);
   matrix_4x4_scale(mop,
         (draw->width  / 2.0) / width,
         (draw->height / 2.0) / height, 0);
   matrix_4x4_multiply(m2, mop, m1);
   matrix_4x4_translate(mop,
         (draw->x + (draw->width  / 2.0)) / width,
         (draw->y + (draw->height / 2.0)) / height,
         0);
   matrix_4x4_multiply(m1, mop, m2);
   matrix_4x4_multiply(m2, d3d->mvp_transposed, m1);
   d3d_matrix_transpose(&m1, &m2);

   mvp.data   = d3d;
   mvp.matrix = &m1;
   video_driver_set_mvp(&mvp);

   if (draw && draw->texture)
      menu_display_d3d9_bind_texture(draw, d3d);

   d3d9_draw_primitive(dev,
         (D3DPRIMITIVETYPE)menu_display_prim_to_d3d9_enum(draw->prim_type),
         d3d->menu_display.offset,
         draw->coords->vertices -
         ((draw->prim_type == MENU_DISPLAY_PRIM_TRIANGLESTRIP)
          ? 2 : 0));

   d3d->menu_display.offset += draw->coords->vertices;
}