Exemplo n.º 1
0
static bool renderchain_create_first_pass(void *data,
      const video_info_t *info)
{
   d3d_video_t *d3d         = (d3d_video_t*)data;
   LPDIRECT3DDEVICE d3dr    = (LPDIRECT3DDEVICE)d3d->dev;
   xdk_renderchain_t *chain = (xdk_renderchain_t*)d3d->renderchain_data;

   chain->vertex_buf     = d3d_vertex_buffer_new(d3dr, 4 * sizeof(Vertex), 
         D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_MANAGED, 
         NULL);

   if (!chain->vertex_buf)
      return false;

   chain->tex = (LPDIRECT3DTEXTURE)d3d_texture_new(d3dr, NULL, 
         chain->tex_w, chain->tex_h, 1, 0,
         info->rgb32 ? D3DFMT_LIN_X8R8G8B8 : D3DFMT_LIN_R5G6B5,
         0, 0, 0, 0, NULL, NULL);

   if (!chain->tex)
      return false;

   d3d_set_sampler_address_u(d3dr, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
   d3d_set_sampler_address_v(d3dr, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
#ifdef _XBOX1
   d3dr->SetRenderState(D3DRS_LIGHTING, FALSE);
#endif
   d3dr->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
   d3dr->SetRenderState(D3DRS_ZENABLE, FALSE);

   if (!xdk_renderchain_init_shader_fvf(chain, chain))
      return false;

   return true;
}
Exemplo n.º 2
0
static bool renderchain_create_first_pass(cg_renderchain_t *chain,
      const LinkInfo *info, unsigned fmt)
{
   unsigned i;
   Pass pass;
   D3DXMATRIX ident;

   if (!chain)
	   return false;
   
   D3DXMatrixIdentity(&ident);

   d3d_set_transform(chain->dev, D3DTS_WORLD, &ident);
   d3d_set_transform(chain->dev, D3DTS_VIEW, &ident);

   pass.info        = *info;
   pass.last_width  = 0;
   pass.last_height = 0;

   chain->prev.ptr  = 0;

   for (i = 0; i < TEXTURES; i++)
   {
      chain->prev.last_width[i]  = 0;
      chain->prev.last_height[i] = 0;
      chain->prev.vertex_buf[i]  = d3d_vertex_buffer_new(
            chain->dev, 4 * sizeof(Vertex), 0, 0, D3DPOOL_DEFAULT, NULL);

      if (!chain->prev.vertex_buf[i])
         return false;

      chain->prev.tex[i] = d3d_texture_new(chain->dev, NULL,
            info->tex_w, info->tex_h, 1, 0,
      (fmt == RETRO_PIXEL_FORMAT_RGB565) ? D3DFMT_R5G6B5 : D3DFMT_X8R8G8B8,
      D3DPOOL_MANAGED, 0, 0, 0, NULL, NULL);

      if (!chain->prev.tex[i])
         return false;

      d3d_set_texture(chain->dev, 0, chain->prev.tex[i]);
      d3d_set_sampler_minfilter(chain->dev, 0,
            d3d_translate_filter(info->pass->filter));
      d3d_set_sampler_magfilter(chain->dev, 0,
            d3d_translate_filter(info->pass->filter));
      d3d_set_sampler_address_u(chain->dev, 0, D3DTADDRESS_BORDER);
      d3d_set_sampler_address_v(chain->dev, 0, D3DTADDRESS_BORDER);
      d3d_set_texture(chain->dev, 0, NULL);
   }

   d3d9_cg_load_program(chain, &pass.fPrg,
         &pass.vPrg, info->pass->source.path, true);

   if (!cg_d3d9_renderchain_init_shader_fvf(chain, &pass))
      return false;
   chain->passes.push_back(pass);
   return true;
}
Exemplo n.º 3
0
static bool cg_d3d9_renderchain_add_pass(void *data, const void *info_data)
{
   Pass pass;
   const LinkInfo *info     = (const LinkInfo*)info_data;
   cg_renderchain_t *chain  = (cg_renderchain_t*)data;

   pass.info                = *info;
   pass.last_width          = 0;
   pass.last_height         = 0;

   d3d9_cg_load_program(chain, &pass.fPrg, 
        &pass.vPrg, info->pass->source.path, true);

   if (!cg_d3d9_renderchain_init_shader_fvf(chain, &pass))
      return false;

   pass.vertex_buf = d3d_vertex_buffer_new(chain->dev, 4 * sizeof(Vertex),
	   0, 0, D3DPOOL_DEFAULT, NULL);

   if (!pass.vertex_buf)
      return false;

   pass.tex = d3d_texture_new(
         chain->dev,
         NULL,
         info->tex_w,
         info->tex_h,
         1,
         D3DUSAGE_RENDERTARGET,
         chain->passes.back().info.pass->fbo.fp_fbo 
         ? D3DFMT_A32B32G32R32F : D3DFMT_A8R8G8B8,
         D3DPOOL_DEFAULT, 0, 0, 0, NULL, NULL);

   if (!pass.tex)
      return false;

   d3d_set_texture(chain->dev, 0, pass.tex);
   d3d_set_sampler_address_u(chain->dev, 0, D3DTADDRESS_BORDER);
   d3d_set_sampler_address_v(chain->dev, 0, D3DTADDRESS_BORDER);
   d3d_set_texture(chain->dev, 0, NULL);

   chain->passes.push_back(pass);

   renderchain_log_info(chain, info);
   return true;
}
Exemplo n.º 4
0
static void d3d_overlay_render(d3d_video_t *d3d, overlay_t *overlay)
{
   struct video_viewport vp;
   unsigned width, height;
   void *verts;
   unsigned i;
   float vert[4][9];
   float overlay_width, overlay_height;
#ifndef _XBOX1
   LPDIRECT3DVERTEXDECLARATION vertex_decl;
   /* set vertex declaration for overlay. */
   D3DVERTEXELEMENT vElems[4] = {
      {0, 0,  D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT,
         D3DDECLUSAGE_POSITION, 0},
      {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT,
         D3DDECLUSAGE_TEXCOORD, 0},
      {0, 20, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT,
         D3DDECLUSAGE_COLOR, 0},
      D3DDECL_END()
   };
#endif

   if (!d3d)
      return;
   if (!overlay || !overlay->tex)
      return;

   if (!overlay->vert_buf)
   {
      overlay->vert_buf = d3d_vertex_buffer_new(
      d3d->dev, sizeof(vert), 0, 0, D3DPOOL_MANAGED, NULL);

	  if (!overlay->vert_buf)
		  return;
   }

   for (i = 0; i < 4; i++)
   {
      vert[i][2]   = 0.5f;
      vert[i][5]   = 1.0f;
      vert[i][6]   = 1.0f;
      vert[i][7]   = 1.0f;
      vert[i][8]   = overlay->alpha_mod;
   }
   
   d3d_viewport_info(d3d, &vp);

   overlay_width  = vp.width;
   overlay_height = vp.height;

   vert[0][0]      = overlay->vert_coords[0] * overlay_width;
   vert[1][0]      = (overlay->vert_coords[0] + overlay->vert_coords[2])
      * overlay_width;
   vert[2][0]      = overlay->vert_coords[0] * overlay_width;
   vert[3][0]      = (overlay->vert_coords[0] + overlay->vert_coords[2])
      * overlay_width;
   vert[0][1]      = overlay->vert_coords[1] * overlay_height;
   vert[1][1]      = overlay->vert_coords[1] * overlay_height;
   vert[2][1]      = (overlay->vert_coords[1] + overlay->vert_coords[3])
      * overlay_height;
   vert[3][1]      = (overlay->vert_coords[1] + overlay->vert_coords[3])
      * overlay_height;

   vert[0][3]      = overlay->tex_coords[0];
   vert[1][3]      = overlay->tex_coords[0] + overlay->tex_coords[2];
   vert[2][3]      = overlay->tex_coords[0];
   vert[3][3]      = overlay->tex_coords[0] + overlay->tex_coords[2];
   vert[0][4]      = overlay->tex_coords[1];
   vert[1][4]      = overlay->tex_coords[1];
   vert[2][4]      = overlay->tex_coords[1] + overlay->tex_coords[3];
   vert[3][4]      = overlay->tex_coords[1] + overlay->tex_coords[3];

   /* Align texels and vertices. */
   for (i = 0; i < 4; i++)
   {
      vert[i][0]  -= 0.5f;
      vert[i][1]  += 0.5f;
   }

   overlay->vert_buf->Lock(0, sizeof(vert), &verts, 0);
   memcpy(verts, vert, sizeof(vert));
   d3d_vertex_buffer_unlock(overlay->vert_buf);

   d3d_enable_blend_func(d3d->dev);

#ifndef _XBOX1
   d3d->dev->CreateVertexDeclaration(vElems, &vertex_decl);
   d3d_set_vertex_declaration(d3d->dev, vertex_decl);
   vertex_decl->Release();
#endif

   d3d_set_stream_source(d3d->dev, 0, overlay->vert_buf,
         0, sizeof(*vert));

   video_driver_get_size(&width, &height);

   if (overlay->fullscreen)
   {
      D3DVIEWPORT vp_full;

      vp_full.X      = 0;
      vp_full.Y      = 0;
      vp_full.Width  = width;
      vp_full.Height = height;
      vp_full.MinZ   = 0.0f;
      vp_full.MaxZ   = 1.0f;
      d3d_set_viewports(d3d->dev, &vp_full);
   }

   /* Render overlay. */
   d3d_set_texture(d3d->dev, 0, overlay->tex);
   d3d_set_sampler_address_u(d3d->dev, 0, D3DTADDRESS_BORDER);
   d3d_set_sampler_address_v(d3d->dev, 0, D3DTADDRESS_BORDER);
   d3d_set_sampler_minfilter(d3d->dev, 0, D3DTEXF_LINEAR);
   d3d_set_sampler_magfilter(d3d->dev, 0, D3DTEXF_LINEAR);
   d3d_draw_primitive(d3d->dev, D3DPT_TRIANGLESTRIP, 0, 2);

   /* Restore previous state. */
   d3d_disable_blend_func(d3d->dev);
   d3d_set_viewports(d3d->dev, &d3d->final_viewport);
}
Exemplo n.º 5
0
static void d3d_overlay_render(d3d_video_t *d3d, overlay_t *overlay)
{
   void *verts;
   unsigned i;
   struct overlay_vertex
   {
      float x, y, z;
      float u, v;
      float r, g, b, a;
   } vert[4];
   float overlay_width, overlay_height;
#ifndef _XBOX1
   LPDIRECT3DVERTEXDECLARATION vertex_decl;
   /* set vertex declaration for overlay. */
   D3DVERTEXELEMENT vElems[4] = {
      {0, 0,  D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT,
         D3DDECLUSAGE_POSITION, 0},
      {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT,
         D3DDECLUSAGE_TEXCOORD, 0},
      {0, 20, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT,
         D3DDECLUSAGE_COLOR, 0},
      D3DDECL_END()
   };
#endif

   if (!d3d)
      return;
   if (!overlay || !overlay->tex)
      return;

   if (!overlay->vert_buf)
   {
      overlay->vert_buf = (LPDIRECT3DVERTEXBUFFER)d3d_vertex_buffer_new(
      d3d->dev, sizeof(vert), 0, 0, D3DPOOL_MANAGED, NULL);

	  if (!overlay->vert_buf)
		  return;
   }

   for (i = 0; i < 4; i++)
   {
      vert[i].z   = 0.5f;
      vert[i].r   = vert[i].g = vert[i].b = 1.0f;
      vert[i].a   = overlay->alpha_mod;
   }

   overlay_width  = d3d->final_viewport.Width;
   overlay_height = d3d->final_viewport.Height;

   vert[0].x      = overlay->vert_coords.x * overlay_width;
   vert[1].x      = (overlay->vert_coords.x + overlay->vert_coords.w)
      * overlay_width;
   vert[2].x      = overlay->vert_coords.x * overlay_width;
   vert[3].x      = (overlay->vert_coords.x + overlay->vert_coords.w)
      * overlay_width;
   vert[0].y      = overlay->vert_coords.y * overlay_height;
   vert[1].y      = overlay->vert_coords.y * overlay_height;
   vert[2].y      = (overlay->vert_coords.y + overlay->vert_coords.h)
      * overlay_height;
   vert[3].y      = (overlay->vert_coords.y + overlay->vert_coords.h)
      * overlay_height;

   vert[0].u      = overlay->tex_coords.x;
   vert[1].u      = overlay->tex_coords.x + overlay->tex_coords.w;
   vert[2].u      = overlay->tex_coords.x;
   vert[3].u      = overlay->tex_coords.x + overlay->tex_coords.w;
   vert[0].v      = overlay->tex_coords.y;
   vert[1].v      = overlay->tex_coords.y;
   vert[2].v      = overlay->tex_coords.y + overlay->tex_coords.h;
   vert[3].v      = overlay->tex_coords.y + overlay->tex_coords.h;

   /* Align texels and vertices. */
   for (i = 0; i < 4; i++)
   {
      vert[i].x  -= 0.5f;
      vert[i].y  += 0.5f;
   }

   overlay->vert_buf->Lock(0, sizeof(vert), &verts, 0);
   memcpy(verts, vert, sizeof(vert));
   d3d_vertex_buffer_unlock(overlay->vert_buf);

   d3d_enable_blend_func(d3d->dev);

#ifndef _XBOX1
   d3d->dev->CreateVertexDeclaration(vElems, &vertex_decl);
   d3d->dev->SetVertexDeclaration(vertex_decl);
   vertex_decl->Release();
#endif

   d3d_set_stream_source(d3d->dev, 0, overlay->vert_buf,
         0, sizeof(overlay_vertex));

   if (overlay->fullscreen)
   {
      /* Set viewport to full window. */
      D3DVIEWPORT vp_full = {0};

      vp_full.X           = 0;
      vp_full.Y           = 0;
      vp_full.Width       = d3d->screen_width;
      vp_full.Height      = d3d->screen_height;
      vp_full.MinZ        = 0.0f;
      vp_full.MaxZ        = 1.0f;
      d3d_set_viewport(d3d->dev, &vp_full);
   }

   /* Render overlay. */
   d3d_set_texture(d3d->dev, 0, overlay->tex);
   d3d_set_sampler_address_u(d3d->dev, 0, D3DTADDRESS_BORDER);
   d3d_set_sampler_address_v(d3d->dev, 0, D3DTADDRESS_BORDER);
   d3d_set_sampler_minfilter(d3d->dev, 0, D3DTEXF_LINEAR);
   d3d_set_sampler_magfilter(d3d->dev, 0, D3DTEXF_LINEAR);
   d3d_draw_primitive(d3d->dev, D3DPT_TRIANGLESTRIP, 0, 2);

   /* Restore previous state. */
   d3d_disable_blend_func(d3d->dev);
   d3d_set_viewport(d3d->dev, &d3d->final_viewport);
}