示例#1
0
static bool xdk_renderchain_render(void *data, const void *frame,
      unsigned width, unsigned height, unsigned pitch, unsigned rotation)
{
   unsigned i;
   d3d_video_t      *d3d    = (d3d_video_t*)data;
   LPDIRECT3DDEVICE d3dr    = (LPDIRECT3DDEVICE)d3d->dev;
   settings_t *settings     = config_get_ptr();
   global_t   *global       = global_get_ptr();
   xdk_renderchain_t *chain = (xdk_renderchain_t*)d3d->renderchain_data;

   renderchain_blit_to_texture(chain, frame, width, height, pitch);
   renderchain_set_vertices(d3d, 1, width, height);

   d3d_set_texture(d3dr, 0, chain->tex);
   d3d_set_viewport(chain->dev, &d3d->final_viewport);
   d3d_set_sampler_minfilter(d3dr, 0, settings->video.smooth ?
         D3DTEXF_LINEAR : D3DTEXF_POINT);
   d3d_set_sampler_magfilter(d3dr, 0, settings->video.smooth ?
         D3DTEXF_LINEAR : D3DTEXF_POINT);

   d3d_set_vertex_declaration(d3dr, chain->vertex_decl);
   for (i = 0; i < 4; i++)
      d3d_set_stream_source(d3dr, i, chain->vertex_buf, 0, sizeof(Vertex));

   d3d_draw_primitive(d3dr, D3DPT_TRIANGLESTRIP, 0, 2);
   renderchain_set_mvp(d3d, global->video_data.width,
	   global->video_data.height, d3d->dev_rotation);

   return true;
}
static bool xdk_renderchain_render(void *data, const void *frame,
      unsigned frame_width, unsigned frame_height,
      unsigned pitch, unsigned rotation)
{
   unsigned i;
   unsigned width, height;
   uint64_t *frame_count    = NULL;
   d3d_video_t      *d3d    = (d3d_video_t*)data;
   LPDIRECT3DDEVICE d3dr    = (LPDIRECT3DDEVICE)d3d->dev;
   settings_t *settings     = config_get_ptr();
   xdk_renderchain_t *chain = (xdk_renderchain_t*)d3d->renderchain_data;

   video_driver_ctl(RARCH_DISPLAY_CTL_GET_FRAME_COUNT, &frame_count);

   video_driver_get_size(&width, &height);

   renderchain_blit_to_texture(chain, frame, frame_width, frame_height, pitch);
   renderchain_set_vertices(d3d, 1, frame_width, frame_height, *frame_count);

   d3d_set_texture(d3dr, 0, chain->tex);
   d3d_set_viewports(chain->dev, &d3d->final_viewport);
   d3d_set_sampler_minfilter(d3dr, 0, settings->video.smooth ?
         D3DTEXF_LINEAR : D3DTEXF_POINT);
   d3d_set_sampler_magfilter(d3dr, 0, settings->video.smooth ?
         D3DTEXF_LINEAR : D3DTEXF_POINT);

   d3d_set_vertex_declaration(d3dr, chain->vertex_decl);
   for (i = 0; i < 4; i++)
      d3d_set_stream_source(d3dr, i, chain->vertex_buf, 0, sizeof(Vertex));

   d3d_draw_primitive(d3dr, D3DPT_TRIANGLESTRIP, 0, 2);
   renderchain_set_mvp(d3d, width, height, d3d->dev_rotation);

   return true;
}
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;
}
示例#4
0
static void renderchain_render_pass(
      cg_renderchain_t *chain,
      Pass *pass,
      unsigned pass_index)
{
   unsigned i;

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

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

   renderchain_bind_orig(chain, pass);
   renderchain_bind_prev(chain, pass);
   renderchain_bind_pass(chain, pass, pass_index);
   renderchain_bind_luts(chain, pass);
   renderchain_bind_tracker(chain, pass, pass_index);

   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);
}
示例#5
0
static void menu_display_d3d_bind_texture(void *data, d3d_video_t *d3d)
{
   menu_display_ctx_draw_t *draw = (menu_display_ctx_draw_t*)data;

   if (!d3d || !draw || !draw->texture)
      return;

   d3d_set_texture(d3d->dev, 0, (void*)draw->texture);
   d3d_set_sampler_address_u(d3d->dev, 0, D3DTADDRESS_COMM_CLAMP);
   d3d_set_sampler_address_v(d3d->dev, 0, D3DTADDRESS_COMM_CLAMP);
   d3d_set_sampler_minfilter(d3d->dev, 0, D3DTEXF_COMM_LINEAR);
   d3d_set_sampler_magfilter(d3d->dev, 0, D3DTEXF_COMM_LINEAR);
   d3d_set_sampler_mipfilter(d3d->dev, 0, D3DTEXF_COMM_LINEAR);
}
static void menu_display_d3d_bind_texture(void *data)
{
   d3d_video_t              *d3d = (d3d_video_t*)video_driver_get_ptr(false);
   menu_display_ctx_draw_t *draw = (menu_display_ctx_draw_t*)data;
   
   if (!d3d || !draw)
      return;

   d3d_set_texture(d3d->dev, 0, (LPDIRECT3DTEXTURE)draw->texture);
   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);
}
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 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 renderchain_unbind_all(cg_renderchain_t *chain)
{
   unsigned i;

   /* Have to be a bit anal about it.
    * Render targets hate it when they have filters apparently.
    */
   for (i = 0; i < chain->bound_tex.size(); i++)
   {
      d3d_set_sampler_minfilter(chain->dev,
            chain->bound_tex[i], D3DTEXF_POINT);
      d3d_set_sampler_magfilter(chain->dev,
            chain->bound_tex[i], D3DTEXF_POINT);
      d3d_set_texture(chain->dev, chain->bound_tex[i], NULL);
   }

   for (i = 0; i < chain->bound_vert.size(); i++)
      d3d_set_stream_source(chain->dev, chain->bound_vert[i], 0, 0, 0);

   chain->bound_tex.clear();
   chain->bound_vert.clear();
}
示例#10
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);
}
示例#11
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);
      }
   }
}
示例#12
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);
      }
   }
}
示例#13
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);
}
示例#14
0
文件: d3d.cpp 项目: equil/RetroArch
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);
}