void renderchain_render_pass(void *data, Pass &pass, unsigned pass_index) { renderchain_t *chain = (renderchain_t*)data; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev; renderchain_set_shaders(chain, pass.fPrg, pass.vPrg); d3dr->SetTexture(0, pass.tex); D3DDevice_SetSamplerState_MinFilter(d3dr, 0, translate_filter(pass.info.pass->filter)); D3DDevice_SetSamplerState_MagFilter(d3dr, 0, translate_filter(pass.info.pass->filter)); #ifdef _XBOX1 d3dr->SetVertexShader(D3DFVF_XYZ | D3DFVF_TEX1); #else d3dr->SetVertexDeclaration(pass.vertex_decl); #endif for (unsigned i = 0; i < 4; i++) { D3DDevice_SetStreamSources(d3dr, 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); D3DDevice_DrawPrimitive(d3dr, D3DPT_TRIANGLESTRIP, 0, 2); // So we don't render with linear filter into render targets, // which apparently looked odd (too blurry). D3DDevice_SetSamplerState_MinFilter(d3dr, 0, D3DTEXF_POINT); D3DDevice_SetSamplerState_MagFilter(d3dr, 0, D3DTEXF_POINT); renderchain_unbind_all(chain); }
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); }
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); }