267 lines
8.6 KiB
C++
267 lines
8.6 KiB
C++
/***********************************************************************************
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Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
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(c) Copyright 1996 - 2002 Gary Henderson (gary.henderson@ntlworld.com),
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Jerremy Koot (jkoot@snes9x.com)
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(c) Copyright 2002 - 2004 Matthew Kendora
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(c) Copyright 2002 - 2005 Peter Bortas (peter@bortas.org)
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(c) Copyright 2004 - 2005 Joel Yliluoma (http://iki.fi/bisqwit/)
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(c) Copyright 2001 - 2006 John Weidman (jweidman@slip.net)
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(c) Copyright 2002 - 2006 funkyass (funkyass@spam.shaw.ca),
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Kris Bleakley (codeviolation@hotmail.com)
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(c) Copyright 2002 - 2010 Brad Jorsch (anomie@users.sourceforge.net),
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Nach (n-a-c-h@users.sourceforge.net),
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(c) Copyright 2002 - 2011 zones (kasumitokoduck@yahoo.com)
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(c) Copyright 2006 - 2007 nitsuja
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(c) Copyright 2009 - 2016 BearOso,
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OV2
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BS-X C emulator code
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(c) Copyright 2005 - 2006 Dreamer Nom,
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zones
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C4 x86 assembler and some C emulation code
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(c) Copyright 2000 - 2003 _Demo_ (_demo_@zsnes.com),
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Nach,
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zsKnight (zsknight@zsnes.com)
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C4 C++ code
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(c) Copyright 2003 - 2006 Brad Jorsch,
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Nach
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DSP-1 emulator code
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(c) Copyright 1998 - 2006 _Demo_,
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Andreas Naive (andreasnaive@gmail.com),
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Gary Henderson,
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Ivar (ivar@snes9x.com),
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John Weidman,
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Kris Bleakley,
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Matthew Kendora,
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Nach,
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neviksti (neviksti@hotmail.com)
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DSP-2 emulator code
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(c) Copyright 2003 John Weidman,
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Kris Bleakley,
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Lord Nightmare (lord_nightmare@users.sourceforge.net),
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Matthew Kendora,
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neviksti
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DSP-3 emulator code
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(c) Copyright 2003 - 2006 John Weidman,
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Kris Bleakley,
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Lancer,
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z80 gaiden
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DSP-4 emulator code
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(c) Copyright 2004 - 2006 Dreamer Nom,
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John Weidman,
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Kris Bleakley,
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Nach,
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z80 gaiden
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OBC1 emulator code
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(c) Copyright 2001 - 2004 zsKnight,
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pagefault (pagefault@zsnes.com),
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Kris Bleakley
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Ported from x86 assembler to C by sanmaiwashi
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SPC7110 and RTC C++ emulator code used in 1.39-1.51
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(c) Copyright 2002 Matthew Kendora with research by
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zsKnight,
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John Weidman,
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Dark Force
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SPC7110 and RTC C++ emulator code used in 1.52+
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(c) Copyright 2009 byuu,
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neviksti
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S-DD1 C emulator code
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(c) Copyright 2003 Brad Jorsch with research by
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Andreas Naive,
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John Weidman
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S-RTC C emulator code
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(c) Copyright 2001 - 2006 byuu,
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John Weidman
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ST010 C++ emulator code
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(c) Copyright 2003 Feather,
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John Weidman,
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Kris Bleakley,
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Matthew Kendora
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Super FX x86 assembler emulator code
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(c) Copyright 1998 - 2003 _Demo_,
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pagefault,
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zsKnight
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Super FX C emulator code
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(c) Copyright 1997 - 1999 Ivar,
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Gary Henderson,
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John Weidman
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Sound emulator code used in 1.5-1.51
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(c) Copyright 1998 - 2003 Brad Martin
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(c) Copyright 1998 - 2006 Charles Bilyue'
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Sound emulator code used in 1.52+
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(c) Copyright 2004 - 2007 Shay Green (gblargg@gmail.com)
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SH assembler code partly based on x86 assembler code
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(c) Copyright 2002 - 2004 Marcus Comstedt (marcus@mc.pp.se)
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2xSaI filter
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(c) Copyright 1999 - 2001 Derek Liauw Kie Fa
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HQ2x, HQ3x, HQ4x filters
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(c) Copyright 2003 Maxim Stepin (maxim@hiend3d.com)
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NTSC filter
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(c) Copyright 2006 - 2007 Shay Green
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GTK+ GUI code
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(c) Copyright 2004 - 2016 BearOso
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Win32 GUI code
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(c) Copyright 2003 - 2006 blip,
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funkyass,
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Matthew Kendora,
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Nach,
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nitsuja
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(c) Copyright 2009 - 2011 OV2
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Mac OS GUI code
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(c) Copyright 1998 - 2001 John Stiles
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(c) Copyright 2001 - 2011 zones
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Specific ports contains the works of other authors. See headers in
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individual files.
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Snes9x homepage: http://www.snes9x.com/
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Permission to use, copy, modify and/or distribute Snes9x in both binary
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and source form, for non-commercial purposes, is hereby granted without
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fee, providing that this license information and copyright notice appear
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with all copies and any derived work.
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This software is provided 'as-is', without any express or implied
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warranty. In no event shall the authors be held liable for any damages
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arising from the use of this software or it's derivatives.
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Snes9x is freeware for PERSONAL USE only. Commercial users should
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seek permission of the copyright holders first. Commercial use includes,
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but is not limited to, charging money for Snes9x or software derived from
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Snes9x, including Snes9x or derivatives in commercial game bundles, and/or
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using Snes9x as a promotion for your commercial product.
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The copyright holders request that bug fixes and improvements to the code
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should be forwarded to them so everyone can benefit from the modifications
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in future versions.
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Super NES and Super Nintendo Entertainment System are trademarks of
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Nintendo Co., Limited and its subsidiary companies.
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***********************************************************************************/
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#ifndef CGD3DCG_H
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#define CGD3DCG_H
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#include <vector>
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#include <d3d9.h>
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#include <d3dx9.h>
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#include <windows.h>
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#include "CCGShader.h"
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#include <vector>
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#include <deque>
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class CD3DCG
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{
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private:
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typedef struct _parameterEntry {
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unsigned long rIndex;
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const char* semantic;
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bool isKnownParam;
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UINT streamNumber;
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} parameterEntry;
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typedef struct _shaderPass {
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cgScaleParams scaleParams;
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bool linearFilter;
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bool useFloatTex;
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unsigned int frameCounterMod;
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CGprogram cgVertexProgram, cgFragmentProgram;
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LPDIRECT3DTEXTURE9 tex;
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LPDIRECT3DVERTEXBUFFER9 vertexBuffer;
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LPDIRECT3DVERTEXDECLARATION9 vertexDeclaration;
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std::vector<parameterEntry> parameterMap;
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D3DXVECTOR2 outputSize;
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D3DXVECTOR2 textureSize;
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_shaderPass() {cgVertexProgram=NULL;
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cgFragmentProgram=NULL;
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tex=NULL;
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vertexBuffer=NULL;
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vertexDeclaration=NULL;}
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} shaderPass;
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typedef struct _prevPass {
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LPDIRECT3DTEXTURE9 tex;
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LPDIRECT3DVERTEXBUFFER9 vertexBuffer;
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D3DXVECTOR2 imageSize;
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D3DXVECTOR2 textureSize;
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_prevPass() {tex=NULL;
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vertexBuffer=NULL;}
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_prevPass(const shaderPass &pass) {tex = pass.tex;
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vertexBuffer = pass.vertexBuffer;
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imageSize = pass.outputSize;
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textureSize = pass.textureSize;}
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} prevPass;
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typedef struct _lookupTexture {
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char id[PATH_MAX];
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LPDIRECT3DTEXTURE9 tex;
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bool linearFilter;
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_lookupTexture() {tex=NULL;}
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} lookupTexture;
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std::vector<shaderPass> shaderPasses;
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std::vector<lookupTexture> lookupTextures;
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std::deque<prevPass> prevPasses;
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bool shaderLoaded;
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void checkForCgError(const char *situation);
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void setVertexStream(IDirect3DVertexBuffer9 *vertexBuffer,D3DXVECTOR2 inputSize,D3DXVECTOR2 textureSize,D3DXVECTOR2 outputSize);
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void setViewport(DWORD x, DWORD y, DWORD width, DWORD height);
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void setShaderVars(int pass);
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void ensureTextureSize(LPDIRECT3DTEXTURE9 &tex, D3DXVECTOR2 &texSize, D3DXVECTOR2 wantedSize,bool renderTarget, bool useFloat = false);
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void fillParameterMap(std::vector<parameterEntry> &map, CGparameter param);
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void setupVertexDeclaration(shaderPass &pass);
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void calculateMatrix();
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LPDIRECT3DDEVICE9 pDevice;
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CGcontext cgContext;
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unsigned int frameCnt;
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D3DXMATRIX mvp;
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public:
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CD3DCG(CGcontext cgContext,LPDIRECT3DDEVICE9 pDevice);
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~CD3DCG(void);
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bool LoadShader(const TCHAR *shaderFile);
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void Render(LPDIRECT3DTEXTURE9 &origTex, D3DXVECTOR2 textureSize, D3DXVECTOR2 inputSize, D3DXVECTOR2 viewportSize, D3DXVECTOR2 windowSize);
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void ClearPasses();
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void OnLostDevice();
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void OnResetDevice();
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};
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#endif
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