示例#1
0
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);
}
示例#2
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);
}
static bool cg_d3d9_renderchain_init(void *data,
      const void *_video_info,
      void *dev_,
      const void *final_viewport_,
      const void *info_data, bool rgb32)
{
   const LinkInfo *info           = (const LinkInfo*)info_data;
   d3d_video_t *d3d               = (d3d_video_t*)data;
   cg_renderchain_t *chain        = (cg_renderchain_t*)d3d->renderchain_data;
   const video_info_t *video_info = (const video_info_t*)_video_info;
   unsigned fmt                   = (rgb32) ? RETRO_PIXEL_FORMAT_XRGB8888 : RETRO_PIXEL_FORMAT_RGB565;
   
   if (!chain)
      return false;
   if (!cg_d3d9_renderchain_init_shader(d3d, chain))
   {
      RARCH_ERR("Failed to initialize shader subsystem.\n");
      return false;
   }

   chain->dev            = (LPDIRECT3DDEVICE)dev_;
   chain->video_info     = video_info;
   chain->state_tracker  = NULL;
   chain->final_viewport = (D3DVIEWPORT*)final_viewport_;
   chain->frame_count    = 0;
   chain->pixel_size     = (fmt == RETRO_PIXEL_FORMAT_RGB565) ? 2 : 4;

   if (!renderchain_create_first_pass(chain, info, fmt))
      return false;
   renderchain_log_info(chain, info);
   if (!d3d9_cg_load_program(chain, &chain->fStock, &chain->vStock, NULL, false))
      return false;

   renderchain_set_shaders(chain->fStock, chain->vStock);

   return true;
}
static bool cg_d3d9_renderchain_render(
      void *data,
      const void *frame_data,
      unsigned width, unsigned height,
      unsigned pitch, unsigned rotation)
{
   Pass *last_pass;
   LPDIRECT3DDEVICE d3dr;
   LPDIRECT3DSURFACE back_buffer, target;
   unsigned i, current_width, current_height, out_width = 0, out_height = 0;
   d3d_video_t *d3d        = (d3d_video_t*)data;
   cg_renderchain_t *chain = d3d ? (cg_renderchain_t*)d3d->renderchain_data : NULL;

   if (chain)
      d3dr   = (LPDIRECT3DDEVICE)chain->dev;

   renderchain_start_render(chain);

   current_width         = width;
   current_height        = height;
   cg_d3d9_renderchain_convert_geometry(chain, &chain->passes[0].info,
         &out_width, &out_height,
         current_width, current_height, chain->final_viewport);

   renderchain_blit_to_texture(chain, frame_data, width, height, pitch);

   /* Grab back buffer. */
   d3dr->GetRenderTarget(0, &back_buffer);

   /* In-between render target passes. */
   for (i = 0; i < chain->passes.size() - 1; i++)
   {
      D3DVIEWPORT viewport = {0};
      Pass *from_pass = (Pass*)&chain->passes[i];
      Pass *to_pass   = (Pass*)&chain->passes[i + 1];

      to_pass->tex->GetSurfaceLevel(0, &target);
      d3dr->SetRenderTarget(0, target);

      cg_d3d9_renderchain_convert_geometry(chain, &from_pass->info,
            &out_width, &out_height,
            current_width, current_height, chain->final_viewport);

      /* Clear out whole FBO. */
      viewport.Width  = to_pass->info.tex_w;
      viewport.Height = to_pass->info.tex_h;
      viewport.MinZ   = 0.0f;
      viewport.MaxZ   = 1.0f;

      d3d_set_viewports(d3dr, &viewport);
      d3d_clear(d3dr, 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);

   last_pass = (Pass*)&chain->passes.back();

   cg_d3d9_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->fStock, chain->vStock);
   renderchain_set_mvp(chain, chain->vStock, chain->final_viewport->Width,
         chain->final_viewport->Height, 0);

   return true;
}
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#6
0
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;
}