snes9x/win32/CD3DCG.h
Brandon Wright 5f56cadafb Use a license stub everywhere.
This points to the full license in the root directory.
2018-11-15 17:31:39 -06:00

100 lines
3.0 KiB
C++

/*****************************************************************************\
Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
This file is licensed under the Snes9x License.
For further information, consult the LICENSE file in the root directory.
\*****************************************************************************/
#ifndef CGD3DCG_H
#define CGD3DCG_H
#include <vector>
#include <d3d9.h>
#include <windows.h>
#include "CCGShader.h"
#include <vector>
#include <deque>
#undef Zero // DirectXMath uses Zero as a variable name
#include "DirectXMath/Inc/DirectXMath.h"
using namespace DirectX;
class CD3DCG
{
private:
typedef struct _parameterEntry {
unsigned long rIndex;
const char* semantic;
bool isKnownParam;
UINT streamNumber;
} parameterEntry;
typedef struct _shaderPass {
cgScaleParams scaleParams;
bool linearFilter;
bool useFloatTex;
unsigned int frameCounterMod;
CGprogram cgVertexProgram, cgFragmentProgram;
LPDIRECT3DTEXTURE9 tex;
LPDIRECT3DVERTEXBUFFER9 vertexBuffer;
LPDIRECT3DVERTEXDECLARATION9 vertexDeclaration;
std::vector<parameterEntry> parameterMap;
XMFLOAT2 outputSize;
XMFLOAT2 textureSize;
_shaderPass() {cgVertexProgram=NULL;
cgFragmentProgram=NULL;
tex=NULL;
vertexBuffer=NULL;
vertexDeclaration=NULL;}
} shaderPass;
typedef struct _prevPass {
LPDIRECT3DTEXTURE9 tex;
LPDIRECT3DVERTEXBUFFER9 vertexBuffer;
XMFLOAT2 imageSize;
XMFLOAT2 textureSize;
_prevPass() {tex=NULL;
vertexBuffer=NULL;}
_prevPass(const shaderPass &pass) {tex = pass.tex;
vertexBuffer = pass.vertexBuffer;
imageSize = pass.outputSize;
textureSize = pass.textureSize;}
} prevPass;
typedef struct _lookupTexture {
char id[PATH_MAX];
LPDIRECT3DTEXTURE9 tex;
bool linearFilter;
_lookupTexture() {tex=NULL;}
} lookupTexture;
std::vector<shaderPass> shaderPasses;
std::vector<lookupTexture> lookupTextures;
std::deque<prevPass> prevPasses;
bool shaderLoaded;
void checkForCgError(const char *situation);
void setVertexStream(IDirect3DVertexBuffer9 *vertexBuffer, XMFLOAT2 inputSize, XMFLOAT2 textureSize, XMFLOAT2 outputSize);
void setViewport(DWORD x, DWORD y, DWORD width, DWORD height);
void setShaderVars(int pass);
void ensureTextureSize(LPDIRECT3DTEXTURE9 &tex, XMFLOAT2 &texSize, XMFLOAT2 wantedSize,bool renderTarget, bool useFloat = false);
void fillParameterMap(std::vector<parameterEntry> &map, CGparameter param);
void setupVertexDeclaration(shaderPass &pass);
void calculateMatrix();
LPDIRECT3DDEVICE9 pDevice;
CGcontext cgContext;
unsigned int frameCnt;
XMFLOAT4X4 mvp;
public:
CD3DCG(CGcontext cgContext,LPDIRECT3DDEVICE9 pDevice);
~CD3DCG(void);
bool LoadShader(const TCHAR *shaderFile);
void Render(LPDIRECT3DTEXTURE9 &origTex, XMFLOAT2 textureSize, XMFLOAT2 inputSize, XMFLOAT2 viewportSize, XMFLOAT2 windowSize);
void ClearPasses();
void OnLostDevice();
void OnResetDevice();
};
#endif