Пример #1
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;
}
Пример #2
0
static void cg_d3d9_renderchain_add_lut_internal(void *data,
      unsigned index, unsigned i)
{
   cg_renderchain_t *chain = (cg_renderchain_t*)data;
   if (!chain)
      return;

   d3d_set_texture(chain->dev, index, chain->luts[i].tex);
   d3d_set_sampler_magfilter(chain->dev, index,
         d3d_translate_filter(chain->luts[i].smooth ? RARCH_FILTER_LINEAR : RARCH_FILTER_NEAREST));
   d3d_set_sampler_minfilter(chain->dev, index, 
         d3d_translate_filter(chain->luts[i].smooth ? RARCH_FILTER_LINEAR : RARCH_FILTER_NEAREST));
   d3d_set_sampler_address_u(chain->dev, index, D3DTADDRESS_BORDER);
   d3d_set_sampler_address_v(chain->dev, index, D3DTADDRESS_BORDER);
   chain->bound_tex.push_back(index);
}
static void d3d9_cg_renderchain_bind_orig(
      d3d9_renderchain_t *chain,
      LPDIRECT3DDEVICE9 dev,
      struct shader_pass *pass)
{
   CGparameter param;
   float video_size[2];
   float texture_size[2];
   struct shader_pass *first_pass = (struct shader_pass*)&chain->passes->data[0];
   video_size[0]              = first_pass->last_width;
   video_size[1]              = first_pass->last_height;
   texture_size[0]            = first_pass->info.tex_w;
   texture_size[1]            = first_pass->info.tex_h;

   d3d9_cg_set_param_2f(pass->vprg, dev, "ORIG.video_size",   &video_size);
   d3d9_cg_set_param_2f(pass->fprg, dev, "ORIG.video_size",   &video_size);
   d3d9_cg_set_param_2f(pass->vprg, dev, "ORIG.texture_size", &texture_size);
   d3d9_cg_set_param_2f(pass->fprg, dev, "ORIG.texture_size", &texture_size);

   param = d3d9_cg_get_constant_by_name(pass->fprg, "ORIG.texture");

   if (param)
   {
      unsigned index = cgGetParameterResourceIndex(param);
      d3d9_set_texture(chain->dev, index, first_pass->tex);
      d3d9_set_sampler_magfilter(chain->dev, index,
            d3d_translate_filter(first_pass->info.pass->filter));
      d3d9_set_sampler_minfilter(chain->dev, index,
            d3d_translate_filter(first_pass->info.pass->filter));
      d3d9_set_sampler_address_u(chain->dev, index, D3DTADDRESS_BORDER);
      d3d9_set_sampler_address_v(chain->dev, index, D3DTADDRESS_BORDER);
      unsigned_vector_list_append(chain->bound_tex, index);
   }

   param = d3d9_cg_get_constant_by_name(pass->vprg, "ORIG.tex_coord");
   if (param)
   {
      LPDIRECT3DVERTEXBUFFER9 vert_buf = (LPDIRECT3DVERTEXBUFFER9)first_pass->vertex_buf;
      struct unsigned_vector_list *attrib_map = (struct unsigned_vector_list*)
         pass->attrib_map;
      unsigned index = attrib_map->data[cgGetParameterResourceIndex(param)];

      d3d9_set_stream_source(chain->dev, index,
            vert_buf, 0, sizeof(struct D3D9Vertex));
      unsigned_vector_list_append(chain->bound_vert, index);
   }
}
Пример #4
0
static void renderchain_bind_orig(cg_renderchain_t *chain, void *pass_data)
{
   unsigned index;
   CGparameter param;
   D3DXVECTOR2 video_size, texture_size;
   Pass           *pass = (Pass*)pass_data;
   video_size.x         = chain->passes[0].last_width;
   video_size.y         = chain->passes[0].last_height;
   texture_size.x       = chain->passes[0].info.tex_w;
   texture_size.y       = chain->passes[0].info.tex_h;

   set_cg_param(pass->vPrg, "ORIG.video_size", video_size);
   set_cg_param(pass->fPrg, "ORIG.video_size", video_size);
   set_cg_param(pass->vPrg, "ORIG.texture_size", texture_size);
   set_cg_param(pass->fPrg, "ORIG.texture_size", texture_size);

   param = cgGetNamedParameter(pass->fPrg, "ORIG.texture");
   if (param)
   {
      index = cgGetParameterResourceIndex(param);
      d3d_set_texture(chain->dev, index, chain->passes[0].tex);
      d3d_set_sampler_magfilter(chain->dev, index,
            d3d_translate_filter(chain->passes[0].info.pass->filter));
      d3d_set_sampler_minfilter(chain->dev, index, 
            d3d_translate_filter(chain->passes[0].info.pass->filter));
      d3d_set_sampler_address_u(chain->dev, index, D3DTADDRESS_BORDER);
      d3d_set_sampler_address_v(chain->dev, index, D3DTADDRESS_BORDER);
      chain->bound_tex.push_back(index);
   }

   param = cgGetNamedParameter(pass->vPrg, "ORIG.tex_coord");
   if (param)
   {
      LPDIRECT3DVERTEXBUFFER vert_buf = (LPDIRECT3DVERTEXBUFFER)chain->passes[0].vertex_buf;

      index = pass->attrib_map[cgGetParameterResourceIndex(param)];

      d3d_set_stream_source(chain->dev, index, vert_buf, 0, sizeof(Vertex));
      chain->bound_vert.push_back(index);
   }
}
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);
}
static bool d3d9_cg_renderchain_create_first_pass(
      LPDIRECT3DDEVICE9 dev,
      cg_renderchain_t   *cg_chain,
      d3d9_renderchain_t *chain,
      const struct LinkInfo *info, unsigned _fmt)
{
   unsigned i;
   struct shader_pass pass;
   struct d3d_matrix ident;
   unsigned fmt = (_fmt == RETRO_PIXEL_FORMAT_RGB565) ? 
      d3d9_get_rgb565_format() : d3d9_get_xrgb8888_format();

   d3d_matrix_identity(&ident);

   d3d9_set_transform(dev, D3DTS_WORLD, (D3DMATRIX*)&ident);
   d3d9_set_transform(dev, D3DTS_VIEW,  (D3DMATRIX*)&ident);

   pass.info        = *info;
   pass.last_width  = 0;
   pass.last_height = 0;
   pass.attrib_map  = (struct unsigned_vector_list*)
      unsigned_vector_list_new();

   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]  = (LPDIRECT3DVERTEXBUFFER9)
         d3d9_vertex_buffer_new(
            chain->dev, 4 * sizeof(struct D3D9Vertex),
            D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, NULL);

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

      chain->prev.tex[i] = (LPDIRECT3DTEXTURE9)
         d3d9_texture_new(chain->dev, NULL,
            info->tex_w, info->tex_h, 1, 0, fmt,
            D3DPOOL_MANAGED, 0, 0, 0, NULL, NULL, false);

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

      d3d9_set_texture(chain->dev, 0, chain->prev.tex[i]);
      d3d9_set_sampler_minfilter(dev, 0,
            d3d_translate_filter(info->pass->filter));
      d3d9_set_sampler_magfilter(dev, 0,
            d3d_translate_filter(info->pass->filter));
      d3d9_set_sampler_address_u(dev, 0, D3DTADDRESS_BORDER);
      d3d9_set_sampler_address_v(dev, 0, D3DTADDRESS_BORDER);
      d3d9_set_texture(chain->dev, 0, NULL);
   }

   d3d9_cg_load_program(cg_chain, &pass, info->pass->source.path, true);

   if (!d3d9_cg_renderchain_init_shader_fvf(chain, &pass))
      return false;
   shader_pass_vector_list_append(chain->passes, pass);
   return true;
}
static void d3d9_cg_renderchain_bind_pass(
      d3d9_renderchain_t *chain,
      LPDIRECT3DDEVICE9 dev,
      struct shader_pass *pass, unsigned pass_index)
{
   unsigned i;

   for (i = 1; i < pass_index - 1; i++)
   {
      CGparameter param;
      float video_size[2];
      float texture_size[2];
      char pass_base[64]        = {0};
      char attr_texture[64]     = {0};
      char attr_input_size[64]  = {0};
      char attr_tex_size[64]    = {0};
      char attr_coord[64]       = {0};
      struct shader_pass *curr_pass = (struct shader_pass*)&chain->passes->data[i];

      snprintf(pass_base,       sizeof(pass_base),       "PASS%u",          i);
      snprintf(attr_texture,    sizeof(attr_texture),    "%s.texture",      pass_base);
      snprintf(attr_input_size, sizeof(attr_input_size), "%s.video_size",   pass_base);
      snprintf(attr_tex_size,   sizeof(attr_tex_size),   "%s.texture_size", pass_base);
      snprintf(attr_coord,      sizeof(attr_coord),      "%s.tex_coord",    pass_base);

      video_size[0]   = curr_pass->last_width;
      video_size[1]   = curr_pass->last_height;
      texture_size[0] = curr_pass->info.tex_w;
      texture_size[1] = curr_pass->info.tex_h;

      d3d9_cg_set_param_2f(pass->vprg, dev, attr_input_size,   &video_size);
      d3d9_cg_set_param_2f(pass->fprg, dev, attr_input_size,   &video_size);
      d3d9_cg_set_param_2f(pass->vprg, dev, attr_tex_size,     &texture_size);
      d3d9_cg_set_param_2f(pass->fprg, dev, attr_tex_size,     &texture_size);

      param = d3d9_cg_get_constant_by_name(pass->fprg, attr_texture);
      if (param)
      {
         unsigned index = cgGetParameterResourceIndex(param);
         unsigned_vector_list_append(chain->bound_tex, index);

         d3d9_set_texture(chain->dev, index, curr_pass->tex);
         d3d9_set_sampler_magfilter(chain->dev, index,
               d3d_translate_filter(curr_pass->info.pass->filter));
         d3d9_set_sampler_minfilter(chain->dev, index,
               d3d_translate_filter(curr_pass->info.pass->filter));
         d3d9_set_sampler_address_u(chain->dev, index, D3DTADDRESS_BORDER);
         d3d9_set_sampler_address_v(chain->dev, index, D3DTADDRESS_BORDER);
      }

      param = d3d9_cg_get_constant_by_name(pass->vprg, attr_coord);
      if (param)
      {
         struct unsigned_vector_list *attrib_map = 
            (struct unsigned_vector_list*)pass->attrib_map;
         unsigned index = attrib_map->data[cgGetParameterResourceIndex(param)];

         d3d9_set_stream_source(chain->dev, index, curr_pass->vertex_buf,
               0, sizeof(struct D3D9Vertex));
         unsigned_vector_list_append(chain->bound_vert, index);
      }
   }
}
static void d3d9_cg_renderchain_bind_prev(d3d9_renderchain_t *chain,
      LPDIRECT3DDEVICE9 dev,
      struct shader_pass *pass)
{
   unsigned i;
   float texture_size[2];
   char attr_texture[64]    = {0};
   char attr_input_size[64] = {0};
   char attr_tex_size[64]   = {0};
   char attr_coord[64]      = {0};
   static const char *prev_names[] = {
      "PREV",
      "PREV1",
      "PREV2",
      "PREV3",
      "PREV4",
      "PREV5",
      "PREV6",
   };

   texture_size[0] = chain->passes->data[0].info.tex_w;
   texture_size[1] = chain->passes->data[0].info.tex_h;

   for (i = 0; i < TEXTURES - 1; i++)
   {
      CGparameter param;
      float video_size[2];

      snprintf(attr_texture,    sizeof(attr_texture),    "%s.texture",      prev_names[i]);
      snprintf(attr_input_size, sizeof(attr_input_size), "%s.video_size",   prev_names[i]);
      snprintf(attr_tex_size,   sizeof(attr_tex_size),   "%s.texture_size", prev_names[i]);
      snprintf(attr_coord,      sizeof(attr_coord),      "%s.tex_coord",    prev_names[i]);

      video_size[0] = chain->prev.last_width[
         (chain->prev.ptr - (i + 1)) & TEXTURESMASK];
      video_size[1] = chain->prev.last_height[
         (chain->prev.ptr - (i + 1)) & TEXTURESMASK];

      d3d9_cg_set_param_2f(pass->vprg, dev, attr_input_size, &video_size);
      d3d9_cg_set_param_2f(pass->fprg, dev, attr_input_size, &video_size);
      d3d9_cg_set_param_2f(pass->vprg, dev, attr_tex_size,   &texture_size);
      d3d9_cg_set_param_2f(pass->fprg, dev, attr_tex_size,   &texture_size);

      param = d3d9_cg_get_constant_by_name(pass->fprg, attr_texture);
      if (param)
      {
         unsigned         index = cgGetParameterResourceIndex(param);
         LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)
            chain->prev.tex[
            (chain->prev.ptr - (i + 1)) & TEXTURESMASK];

         d3d9_set_texture(chain->dev, index, tex);
         unsigned_vector_list_append(chain->bound_tex, index);

         d3d9_set_sampler_magfilter(chain->dev, index,
               d3d_translate_filter(chain->passes->data[0].info.pass->filter));
         d3d9_set_sampler_minfilter(chain->dev, index,
               d3d_translate_filter(chain->passes->data[0].info.pass->filter));
         d3d9_set_sampler_address_u(chain->dev, index, D3DTADDRESS_BORDER);
         d3d9_set_sampler_address_v(chain->dev, index, D3DTADDRESS_BORDER);
      }

      param = d3d9_cg_get_constant_by_name(pass->vprg, attr_coord);
      if (param)
      {
         LPDIRECT3DVERTEXBUFFER9 vert_buf = (LPDIRECT3DVERTEXBUFFER9)
            chain->prev.vertex_buf[
            (chain->prev.ptr - (i + 1)) & TEXTURESMASK];
         struct unsigned_vector_list *attrib_map = (struct unsigned_vector_list*)pass->attrib_map;
         unsigned index = attrib_map->data[cgGetParameterResourceIndex(param)];

         d3d9_set_stream_source(chain->dev, index,
               vert_buf, 0, sizeof(struct D3D9Vertex));
         unsigned_vector_list_append(chain->bound_vert, index);
      }
   }
}
Пример #9
0
static void renderchain_bind_pass(cg_renderchain_t *chain,
      Pass *pass, unsigned pass_index)
{
   unsigned i, index;

   /* We only bother binding passes which are two indices behind. */
   if (pass_index < 3)
      return;

   for (i = 1; i < pass_index - 1; i++)
   {
      CGparameter param;
      D3DXVECTOR2 video_size, texture_size;
      char pass_base[64]       = {0};
      char attr_texture[64]    = {0};
      char attr_input_size[64] = {0};
      char attr_tex_size[64]   = {0};
      char attr_coord[64]      = {0};

      snprintf(pass_base,       sizeof(pass_base),       "PASS%u",          i);
      snprintf(attr_texture,    sizeof(attr_texture),    "%s.texture",      pass_base);
      snprintf(attr_input_size, sizeof(attr_input_size), "%s.video_size",   pass_base);
      snprintf(attr_tex_size,   sizeof(attr_tex_size),   "%s.texture_size", pass_base);
      snprintf(attr_coord,      sizeof(attr_coord),      "%s.tex_coord",    pass_base);

      video_size.x   = chain->passes[i].last_width;
      video_size.y   = chain->passes[i].last_height;
      texture_size.x = chain->passes[i].info.tex_w;
      texture_size.y = chain->passes[i].info.tex_h;

      set_cg_param(pass->vPrg, attr_input_size,   video_size);
      set_cg_param(pass->fPrg, attr_input_size,   video_size);
      set_cg_param(pass->vPrg, attr_tex_size,     texture_size);
      set_cg_param(pass->fPrg, attr_tex_size,     texture_size);

      param = cgGetNamedParameter(pass->fPrg, attr_texture);
      if (param)
      {
         index = cgGetParameterResourceIndex(param);
         chain->bound_tex.push_back(index);

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

      param = cgGetNamedParameter(pass->vPrg, attr_coord);
      if (param)
      {
         index = pass->attrib_map[cgGetParameterResourceIndex(param)];

         d3d_set_stream_source(chain->dev, index, chain->passes[i].vertex_buf,
               0, sizeof(Vertex));
         chain->bound_vert.push_back(index);
      }
   }
}
Пример #10
0
static void renderchain_bind_prev(void *data, void *pass_data)
{
   unsigned i, index;
   D3DXVECTOR2 texture_size;
   char attr_texture[64]    = {0};
   char attr_input_size[64] = {0};
   char attr_tex_size[64]   = {0};
   char attr_coord[64]      = {0};
   cg_renderchain_t *chain  = (cg_renderchain_t*)data;
   Pass               *pass = (Pass*)pass_data;
   static const char *prev_names[] = {
      "PREV",
      "PREV1",
      "PREV2",
      "PREV3",
      "PREV4",
      "PREV5",
      "PREV6",
   };

   texture_size.x = chain->passes[0].info.tex_w;
   texture_size.y = chain->passes[0].info.tex_h;

   for (i = 0; i < TEXTURES - 1; i++)
   {
      CGparameter param;
      D3DXVECTOR2 video_size;

      snprintf(attr_texture,    sizeof(attr_texture),    "%s.texture",      prev_names[i]);
      snprintf(attr_input_size, sizeof(attr_input_size), "%s.video_size",   prev_names[i]);
      snprintf(attr_tex_size,   sizeof(attr_tex_size),   "%s.texture_size", prev_names[i]);
      snprintf(attr_coord,      sizeof(attr_coord),      "%s.tex_coord",    prev_names[i]);

      video_size.x = chain->prev.last_width[(chain->prev.ptr - (i + 1)) & TEXTURESMASK];
      video_size.y = chain->prev.last_height[(chain->prev.ptr - (i + 1)) & TEXTURESMASK];

      set_cg_param(pass->vPrg, attr_input_size, video_size);
      set_cg_param(pass->fPrg, attr_input_size, video_size);
      set_cg_param(pass->vPrg, attr_tex_size, texture_size);
      set_cg_param(pass->fPrg, attr_tex_size, texture_size);

      param = cgGetNamedParameter(pass->fPrg, attr_texture);
      if (param)
      {
         LPDIRECT3DTEXTURE tex;

         index = cgGetParameterResourceIndex(param);

         tex = (LPDIRECT3DTEXTURE)
            chain->prev.tex[(chain->prev.ptr - (i + 1)) & TEXTURESMASK];

         d3d_set_texture(chain->dev, index, tex);
         chain->bound_tex.push_back(index);

         d3d_set_sampler_magfilter(chain->dev, index,
               d3d_translate_filter(chain->passes[0].info.pass->filter));
         d3d_set_sampler_minfilter(chain->dev, index, 
               d3d_translate_filter(chain->passes[0].info.pass->filter));
         d3d_set_sampler_address_u(chain->dev, index, D3DTADDRESS_BORDER);
         d3d_set_sampler_address_v(chain->dev, index, D3DTADDRESS_BORDER);
      }

      param = cgGetNamedParameter(pass->vPrg, attr_coord);
      if (param)
      {
         LPDIRECT3DVERTEXBUFFER vert_buf = (LPDIRECT3DVERTEXBUFFER)
            chain->prev.vertex_buf[(chain->prev.ptr - (i + 1)) & TEXTURESMASK];

         index = pass->attrib_map[cgGetParameterResourceIndex(param)];

         d3d_set_stream_source(chain->dev, index, vert_buf, 0, sizeof(Vertex));
         chain->bound_vert.push_back(index);
      }
   }
}
Пример #11
0
static void renderchain_render_pass(
      cg_renderchain_t *chain,
      Pass *pass,
      unsigned pass_index)
{
   unsigned i, index;

   if (!chain)
      return;
   
   renderchain_set_shaders(pass->fPrg, pass->vPrg);

   d3d_set_texture(chain->dev, 0, pass->tex);
   d3d_set_sampler_minfilter(chain->dev, 0,
         d3d_translate_filter(pass->info.pass->filter));
   d3d_set_sampler_magfilter(chain->dev, 0,
         d3d_translate_filter(pass->info.pass->filter));

   d3d_set_vertex_declaration(chain->dev, pass->vertex_decl);
   for (i = 0; i < 4; i++)
      d3d_set_stream_source(chain->dev, i,
            pass->vertex_buf, 0, sizeof(Vertex));

   /* Set orig texture. */
   renderchain_bind_orig(chain, pass);

   /* Set prev textures. */
   renderchain_bind_prev(chain, pass);

   /* Set lookup textures */
   for (i = 0; i < chain->luts.size(); i++)
   {
      CGparameter vparam;
      CGparameter fparam = cgGetNamedParameter(
            pass->fPrg, chain->luts[i].id);
      int bound_index    = -1;

      if (fparam)
      {
         index           = cgGetParameterResourceIndex(fparam);
         bound_index     = index;

         cg_d3d9_renderchain_add_lut_internal(chain, index, i);
      }

      vparam             = cgGetNamedParameter(pass->vPrg, chain->luts[i].id);

      if (vparam)
      {
         index           = cgGetParameterResourceIndex(vparam);
         if (index != (unsigned)bound_index)
            cg_d3d9_renderchain_add_lut_internal(chain, index, i);
      }
   }

   renderchain_bind_pass(chain, pass, pass_index);

   /* Set state parameters. */
   if (chain->state_tracker)
   {
      /* Only query uniforms in first pass. */
      static struct state_tracker_uniform tracker_info[GFX_MAX_VARIABLES];
      static unsigned cnt = 0;

      if (pass_index == 1)
         cnt = state_tracker_get_uniform(chain->state_tracker, tracker_info,
               GFX_MAX_VARIABLES, chain->frame_count);

      for (i = 0; i < cnt; i++)
      {
         CGparameter param_f = cgGetNamedParameter(
               pass->fPrg, tracker_info[i].id);
         CGparameter param_v = cgGetNamedParameter(
               pass->vPrg, tracker_info[i].id);
         cg_d3d9_set_param_1f(param_f, &tracker_info[i].value);
         cg_d3d9_set_param_1f(param_v, &tracker_info[i].value);
      }
   }

   d3d_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). */
   d3d_set_sampler_minfilter(chain->dev, 0, D3DTEXF_POINT);
   d3d_set_sampler_magfilter(chain->dev, 0, D3DTEXF_POINT);

   renderchain_unbind_all(chain);
}