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path: root/src/osd/modules/render/bgfx/chainentry.cpp
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Diffstat (limited to 'src/osd/modules/render/bgfx/chainentry.cpp')
-rw-r--r--src/osd/modules/render/bgfx/chainentry.cpp109
1 files changed, 94 insertions, 15 deletions
diff --git a/src/osd/modules/render/bgfx/chainentry.cpp b/src/osd/modules/render/bgfx/chainentry.cpp
index d02754884d8..e51c5b04818 100644
--- a/src/osd/modules/render/bgfx/chainentry.cpp
+++ b/src/osd/modules/render/bgfx/chainentry.cpp
@@ -12,6 +12,7 @@
#include "emu.h"
#include <bgfx/bgfx.h>
+#include <bx/fpumath.h>
#include "chainentry.h"
@@ -20,6 +21,7 @@
#include "target.h"
#include "entryuniform.h"
#include "texturemanager.h"
+#include "vertex.h"
bgfx_chain_entry::bgfx_chain_entry(std::string name, bgfx_effect* effect, std::vector<bgfx_input_pair>& inputs, std::vector<bgfx_entry_uniform*> uniforms, bgfx_target* output)
: m_name(name)
@@ -47,25 +49,102 @@ bgfx_chain_entry::~bgfx_chain_entry()
void bgfx_chain_entry::submit(render_primitive* prim, int view, texture_manager& textures, uint16_t screen_width, uint16_t screen_height, uint64_t blend)
{
- for (bgfx_input_pair input : m_inputs)
- {
- input.bind(m_effect, textures);
- }
- if (m_output != nullptr)
- {
- printf("Setting view to %s, %dx%d\n", m_output->name().c_str(), m_outptu->width, m_output->height());
- bgfx::setViewFrameBuffer(view, m_output->target());
- bgfx::setViewRect(view, 0, 0, m_output->width(), m_output->height());
- }
- else
- {
- printf("Setting view to backbuffer, %dx%d\n", screen_width, screen_height);
- bgfx::setViewFrameBuffer(view, BGFX_INVALID_HANDLE);
- bgfx::setViewRect(view, 0, 0, screen_width, screen_height);
+ bgfx::setViewSeq(view, true);
+
+ setup_view(view, screen_width, screen_height);
+
+ for (bgfx_input_pair input : m_inputs) {
+ input.bind(m_effect, textures);
}
+
+ bgfx::TransientVertexBuffer buffer;
+ put_screen_buffer(prim, &buffer);
+ bgfx::setVertexBuffer(&buffer);
+
for (bgfx_entry_uniform* uniform : m_uniforms)
{
uniform->bind();
}
+
m_effect->submit(view, blend);
}
+
+void bgfx_chain_entry::setup_view(int view, uint16_t screen_width, uint16_t screen_height)
+{
+ bgfx::FrameBufferHandle handle = BGFX_INVALID_HANDLE;
+ uint16_t width = screen_width;
+ uint16_t height = screen_height;
+ if (m_output != nullptr)
+ {
+ handle = m_output->target();
+ width = m_output->width();
+ height = m_output->height();
+ }
+
+ bgfx::setViewFrameBuffer(view, handle);
+ bgfx::setViewRect(view, 0, 0, width, height);
+
+ {
+ float viewMat[16];
+ bx::mtxIdentity(viewMat);
+
+ float projMat[16];
+ bx::mtxOrtho(projMat, 0.0f, width, height, 0.0f, 0.0f, 100.0f);
+ bgfx::setViewTransform(view, viewMat, projMat);
+ }
+
+ bgfx::setViewClear(view, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, 0x000000ff, 1.0f, 0);
+}
+
+void bgfx_chain_entry::put_screen_buffer(render_primitive* prim, bgfx::TransientVertexBuffer* buffer)
+{
+ if (bgfx::checkAvailTransientVertexBuffer(6, ScreenVertex::ms_decl)) {
+ bgfx::allocTransientVertexBuffer(buffer, 6, ScreenVertex::ms_decl);
+ } else {
+ return;
+ }
+
+ ScreenVertex* vertex = reinterpret_cast<ScreenVertex*>(buffer->data);
+
+ vertex[0].m_x = prim->bounds.x0;
+ vertex[0].m_y = prim->bounds.y0;
+ vertex[0].m_z = 0;
+ vertex[0].m_rgba = 0xffffffff;
+ vertex[0].m_u = prim->texcoords.tl.u;
+ vertex[0].m_v = prim->texcoords.tl.v;
+
+ vertex[1].m_x = prim->bounds.x1;
+ vertex[1].m_y = prim->bounds.y0;
+ vertex[1].m_z = 0;
+ vertex[1].m_rgba = 0xffffffff;
+ vertex[1].m_u = prim->texcoords.tr.u;
+ vertex[1].m_v = prim->texcoords.tr.v;
+
+ vertex[2].m_x = prim->bounds.x1;
+ vertex[2].m_y = prim->bounds.y1;
+ vertex[2].m_z = 0;
+ vertex[2].m_rgba = 0xffffffff;
+ vertex[2].m_u = prim->texcoords.br.u;
+ vertex[2].m_v = prim->texcoords.br.v;
+
+ vertex[3].m_x = prim->bounds.x1;
+ vertex[3].m_y = prim->bounds.y1;
+ vertex[3].m_z = 0;
+ vertex[3].m_rgba = 0xffffffff;
+ vertex[3].m_u = prim->texcoords.br.u;
+ vertex[3].m_v = prim->texcoords.br.v;
+
+ vertex[4].m_x = prim->bounds.x0;
+ vertex[4].m_y = prim->bounds.y1;
+ vertex[4].m_z = 0;
+ vertex[4].m_rgba = 0xffffffff;
+ vertex[4].m_u = prim->texcoords.bl.u;
+ vertex[4].m_v = prim->texcoords.bl.v;
+
+ vertex[5].m_x = prim->bounds.x0;
+ vertex[5].m_y = prim->bounds.y0;
+ vertex[5].m_z = 0;
+ vertex[5].m_rgba = 0xffffffff;
+ vertex[5].m_u = prim->texcoords.tl.u;
+ vertex[5].m_v = prim->texcoords.tl.v;
+} \ No newline at end of file