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;
}
示例#2
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 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;
}
示例#4
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;
}