bool RenderChain::render(const void *data, unsigned width, unsigned height, unsigned pitch, unsigned rotation) { start_render(); unsigned current_width = width, current_height = height; unsigned out_width = 0, out_height = 0; convert_geometry(passes[0].info, out_width, out_height, current_width, current_height, final_viewport); blit_to_texture(data, width, height, pitch); // Grab back buffer. LPDIRECT3DSURFACE back_buffer; dev->GetRenderTarget(0, &back_buffer); // In-between render target passes. for (unsigned i = 0; i < passes.size() - 1; i++) { Pass &from_pass = passes[i]; Pass &to_pass = passes[i + 1]; LPDIRECT3DSURFACE target; to_pass.tex->GetSurfaceLevel(0, &target); dev->SetRenderTarget(0, target); convert_geometry(from_pass.info, out_width, out_height, current_width, current_height, final_viewport); // Clear out whole FBO. D3DVIEWPORT viewport = {0}; viewport.Width = to_pass.info.tex_w; viewport.Height = to_pass.info.tex_h; viewport.MinZ = 0.0f; viewport.MaxZ = 1.0f; dev->SetViewport(&viewport); dev->Clear(0, 0, D3DCLEAR_TARGET, 0, 1, 0); viewport.Width = out_width; viewport.Height = out_height; set_viewport(viewport); set_vertices(from_pass, current_width, current_height, out_width, out_height, out_width, out_height, 0); render_pass(from_pass, i + 1); current_width = out_width; current_height = out_height; target->Release(); } // Final pass dev->SetRenderTarget(0, back_buffer); Pass &last_pass = passes.back(); convert_geometry(last_pass.info, out_width, out_height, current_width, current_height, final_viewport); set_viewport(final_viewport); set_vertices(last_pass, current_width, current_height, out_width, out_height, final_viewport.Width, final_viewport.Height, rotation); render_pass(last_pass, passes.size()); frame_count++; back_buffer->Release(); end_render(); set_shaders(fStock, vStock); set_cg_mvp(vStock, final_viewport.Width, final_viewport.Height, 0); return true; }
bool renderchain_render(void *chain_data, const void *data, unsigned width, unsigned height, unsigned pitch, unsigned rotation) { renderchain_t *chain = (renderchain_t*)chain_data; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev; renderchain_start_render(chain); unsigned current_width = width; unsigned current_height = height; unsigned out_width = 0; unsigned out_height = 0; renderchain_convert_geometry(chain, &chain->passes[0].info, out_width, out_height, current_width, current_height, chain->final_viewport); #ifdef _XBOX1 d3dr->SetFlickerFilter(g_extern.console.screen.flicker_filter_index); d3dr->SetSoftDisplayFilter(g_extern.lifecycle_state & (1ULL << MODE_VIDEO_SOFT_FILTER_ENABLE)); #endif renderchain_blit_to_texture(chain, data, width, height, pitch); // Grab back buffer. LPDIRECT3DSURFACE back_buffer; d3dr->GetRenderTarget(0, &back_buffer); // In-between render target passes. for (unsigned i = 0; i < chain->passes.size() - 1; i++) { Pass &from_pass = chain->passes[i]; Pass &to_pass = chain->passes[i + 1]; LPDIRECT3DSURFACE target; to_pass.tex->GetSurfaceLevel(0, &target); d3dr->SetRenderTarget(0, target); renderchain_convert_geometry(chain, &from_pass.info, out_width, out_height, current_width, current_height, chain->final_viewport); // Clear out whole FBO. D3DVIEWPORT viewport = {0}; viewport.Width = to_pass.info.tex_w; viewport.Height = to_pass.info.tex_h; viewport.MinZ = 0.0f; viewport.MaxZ = 1.0f; d3dr->SetViewport(&viewport); d3dr->Clear(0, 0, D3DCLEAR_TARGET, 0, 1, 0); viewport.Width = out_width; viewport.Height = out_height; renderchain_set_viewport(chain, &viewport); renderchain_set_vertices(chain, from_pass, current_width, current_height, out_width, out_height, out_width, out_height, 0); renderchain_render_pass(chain, from_pass, i + 1); current_width = out_width; current_height = out_height; target->Release(); } // Final pass d3dr->SetRenderTarget(0, back_buffer); Pass &last_pass = chain->passes.back(); renderchain_convert_geometry(chain, &last_pass.info, out_width, out_height, current_width, current_height, chain->final_viewport); renderchain_set_viewport(chain, chain->final_viewport); renderchain_set_vertices(chain, last_pass, current_width, current_height, out_width, out_height, chain->final_viewport->Width, chain->final_viewport->Height, rotation); renderchain_render_pass(chain, last_pass, chain->passes.size()); chain->frame_count++; back_buffer->Release(); renderchain_end_render(chain); renderchain_set_shaders(chain, chain->fStock, chain->vStock); renderchain_set_mvp(chain, chain->vStock, chain->final_viewport->Width, chain->final_viewport->Height, 0); return true; }