~random-stuff/random-stuff/snes9x-OLD

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/***********************************************************************************
  Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.

  (c) Copyright 1996 - 2002  Gary Henderson (gary.henderson@ntlworld.com),
                             Jerremy Koot (jkoot@snes9x.com)

  (c) Copyright 2002 - 2004  Matthew Kendora

  (c) Copyright 2002 - 2005  Peter Bortas (peter@bortas.org)

  (c) Copyright 2004 - 2005  Joel Yliluoma (http://iki.fi/bisqwit/)

  (c) Copyright 2001 - 2006  John Weidman (jweidman@slip.net)

  (c) Copyright 2002 - 2006  funkyass (funkyass@spam.shaw.ca),
                             Kris Bleakley (codeviolation@hotmail.com)

  (c) Copyright 2002 - 2010  Brad Jorsch (anomie@users.sourceforge.net),
                             Nach (n-a-c-h@users.sourceforge.net),

  (c) Copyright 2002 - 2011  zones (kasumitokoduck@yahoo.com)

  (c) Copyright 2006 - 2007  nitsuja

  (c) Copyright 2009 - 2016  BearOso,
                             OV2


  BS-X C emulator code
  (c) Copyright 2005 - 2006  Dreamer Nom,
                             zones

  C4 x86 assembler and some C emulation code
  (c) Copyright 2000 - 2003  _Demo_ (_demo_@zsnes.com),
                             Nach,
                             zsKnight (zsknight@zsnes.com)

  C4 C++ code
  (c) Copyright 2003 - 2006  Brad Jorsch,
                             Nach

  DSP-1 emulator code
  (c) Copyright 1998 - 2006  _Demo_,
                             Andreas Naive (andreasnaive@gmail.com),
                             Gary Henderson,
                             Ivar (ivar@snes9x.com),
                             John Weidman,
                             Kris Bleakley,
                             Matthew Kendora,
                             Nach,
                             neviksti (neviksti@hotmail.com)

  DSP-2 emulator code
  (c) Copyright 2003         John Weidman,
                             Kris Bleakley,
                             Lord Nightmare (lord_nightmare@users.sourceforge.net),
                             Matthew Kendora,
                             neviksti

  DSP-3 emulator code
  (c) Copyright 2003 - 2006  John Weidman,
                             Kris Bleakley,
                             Lancer,
                             z80 gaiden

  DSP-4 emulator code
  (c) Copyright 2004 - 2006  Dreamer Nom,
                             John Weidman,
                             Kris Bleakley,
                             Nach,
                             z80 gaiden

  OBC1 emulator code
  (c) Copyright 2001 - 2004  zsKnight,
                             pagefault (pagefault@zsnes.com),
                             Kris Bleakley
                             Ported from x86 assembler to C by sanmaiwashi

  SPC7110 and RTC C++ emulator code used in 1.39-1.51
  (c) Copyright 2002         Matthew Kendora with research by
                             zsKnight,
                             John Weidman,
                             Dark Force

  SPC7110 and RTC C++ emulator code used in 1.52+
  (c) Copyright 2009         byuu,
                             neviksti

  S-DD1 C emulator code
  (c) Copyright 2003         Brad Jorsch with research by
                             Andreas Naive,
                             John Weidman

  S-RTC C emulator code
  (c) Copyright 2001 - 2006  byuu,
                             John Weidman

  ST010 C++ emulator code
  (c) Copyright 2003         Feather,
                             John Weidman,
                             Kris Bleakley,
                             Matthew Kendora

  Super FX x86 assembler emulator code
  (c) Copyright 1998 - 2003  _Demo_,
                             pagefault,
                             zsKnight

  Super FX C emulator code
  (c) Copyright 1997 - 1999  Ivar,
                             Gary Henderson,
                             John Weidman

  Sound emulator code used in 1.5-1.51
  (c) Copyright 1998 - 2003  Brad Martin
  (c) Copyright 1998 - 2006  Charles Bilyue'

  Sound emulator code used in 1.52+
  (c) Copyright 2004 - 2007  Shay Green (gblargg@gmail.com)

  S-SMP emulator code used in 1.54+
  (c) Copyright 2016         byuu

  SH assembler code partly based on x86 assembler code
  (c) Copyright 2002 - 2004  Marcus Comstedt (marcus@mc.pp.se)

  2xSaI filter
  (c) Copyright 1999 - 2001  Derek Liauw Kie Fa

  HQ2x, HQ3x, HQ4x filters
  (c) Copyright 2003         Maxim Stepin (maxim@hiend3d.com)

  NTSC filter
  (c) Copyright 2006 - 2007  Shay Green

  GTK+ GUI code
  (c) Copyright 2004 - 2016  BearOso

  Win32 GUI code
  (c) Copyright 2003 - 2006  blip,
                             funkyass,
                             Matthew Kendora,
                             Nach,
                             nitsuja
  (c) Copyright 2009 - 2016  OV2

  Mac OS GUI code
  (c) Copyright 1998 - 2001  John Stiles
  (c) Copyright 2001 - 2011  zones


  Specific ports contains the works of other authors. See headers in
  individual files.


  Snes9x homepage: http://www.snes9x.com/

  Permission to use, copy, modify and/or distribute Snes9x in both binary
  and source form, for non-commercial purposes, is hereby granted without
  fee, providing that this license information and copyright notice appear
  with all copies and any derived work.

  This software is provided 'as-is', without any express or implied
  warranty. In no event shall the authors be held liable for any damages
  arising from the use of this software or it's derivatives.

  Snes9x is freeware for PERSONAL USE only. Commercial users should
  seek permission of the copyright holders first. Commercial use includes,
  but is not limited to, charging money for Snes9x or software derived from
  Snes9x, including Snes9x or derivatives in commercial game bundles, and/or
  using Snes9x as a promotion for your commercial product.

  The copyright holders request that bug fixes and improvements to the code
  should be forwarded to them so everyone can benefit from the modifications
  in future versions.

  Super NES and Super Nintendo Entertainment System are trademarks of
  Nintendo Co., Limited and its subsidiary companies.
 ***********************************************************************************/
#include "CD3DCG.h"
#include "wsnes9x.h"
#include "win32_display.h"
#include <Dxerr.h>
#include <png.h>
#include "CDirect3D.h"

#ifndef max
#define max(a, b) (((a) > (b)) ? (a) : (b))
#endif

static float npot(float desired)
{
	float out=512.0;
	while(out<desired)
		out*=2;
	return out;
}

CD3DCG::CD3DCG(CGcontext cgContext,LPDIRECT3DDEVICE9 pDevice)
{
	this->cgContext = cgContext;
	this->pDevice = pDevice;
	ClearPasses();
	frameCnt=0;
}

CD3DCG::~CD3DCG(void)
{
	LoadShader(NULL);
}

void CD3DCG::ClearPasses()
{
	/* clean up cg programs, vertex buffers/declarations and textures
	   from all regular passes. pass 0 is the orignal texture, so ignore that
	*/
	if(shaderPasses.size()>1) {
		for(std::vector<shaderPass>::iterator it=(shaderPasses.begin()+1);it!=shaderPasses.end();it++) {
			if(it->cgFragmentProgram)
				cgDestroyProgram(it->cgFragmentProgram);
			if(it->cgVertexProgram)
				cgDestroyProgram(it->cgVertexProgram);
			if(it->tex)
				it->tex->Release();
			if(it->vertexBuffer)
				it->vertexBuffer->Release();
			if(it->vertexDeclaration)
				it->vertexDeclaration->Release();
		}
	}
	for(std::vector<lookupTexture>::iterator it=lookupTextures.begin();it!=lookupTextures.end();it++) {
		if(it->tex)
			it->tex->Release();
	}
	for(std::deque<prevPass>::iterator it=prevPasses.begin();it!=prevPasses.end();it++) {
		if(it->tex)
			it->tex->Release();
		if(it->vertexBuffer)
			it->vertexBuffer->Release();
	}
	prevPasses.clear();
	shaderPasses.clear();
	lookupTextures.clear();
	// prevPasses deque is always filled with PREV + PREV1-6 elements
	prevPasses.resize(7);
	shaderLoaded = false;
}

void CD3DCG::OnLostDevice()
{
	/* release all non-managed textures so the device can reset - 
	   will be recreated when required
	*/
	if(shaderPasses.size()>1) {
		for(std::vector<shaderPass>::iterator it=(shaderPasses.begin()+1);it!=shaderPasses.end();it++) {			
			if(it->tex) {
				it->tex->Release();
				it->tex = NULL;
			}
		}
	}
}

void CD3DCG::OnResetDevice()
{

}

void CD3DCG::checkForCgError(const char *situation)
{
	char buffer[4096];
	CGerror error = cgGetError();
	const char *string = cgGetErrorString(error);

	if (error != CG_NO_ERROR) {
		sprintf(buffer,
			  "Situation: %s\n"
			  "Error: %s\n\n"
			  "Cg compiler output...\n", situation, string);
		MessageBoxA(0, buffer,
				  "Cg error", MB_OK|MB_ICONEXCLAMATION);
		if (error == CG_COMPILER_ERROR) {
			MessageBoxA(0, cgGetLastListing(cgContext),
					  "Cg compilation error", MB_OK|MB_ICONEXCLAMATION);
		}
	}
}

bool CD3DCG::LoadShader(const TCHAR *shaderFile)
{
	CCGShader cgShader;
	TCHAR shaderPath[MAX_PATH];
	TCHAR tempPath[MAX_PATH];
	HRESULT hr;
	GLenum error;

	ClearPasses();

	if (shaderFile == NULL || *shaderFile==TEXT('\0'))
		return true;

	lstrcpy(shaderPath, shaderFile);
    ReduceToPath(shaderPath);

	SetCurrentDirectory(shaderPath);
	if(!cgShader.LoadShader(_tToChar(shaderFile)))
		return false;

	CGprofile vertexProfile = cgD3D9GetLatestVertexProfile();
	CGprofile pixelProfile = cgD3D9GetLatestPixelProfile();

	const char** vertexOptions = cgD3D9GetOptimalOptions(vertexProfile);
	const char** pixelOptions = cgD3D9GetOptimalOptions(pixelProfile);

	shaderPasses.push_back(shaderPass());

	for(CCGShader::passVector::iterator it=cgShader.shaderPasses.begin();
			it!=cgShader.shaderPasses.end();it++) {
		shaderPass pass;

		pass.scaleParams = it->scaleParams;
		/* if this is the last pass (the only one that can have CG_SCALE_NONE)
		   and no filter has been set use the GUI setting
		*/
		if(pass.scaleParams.scaleTypeX==CG_SCALE_NONE && !it->filterSet) {
			pass.linearFilter = GUI.BilinearFilter;
		} else {
			pass.linearFilter = it->linearFilter;
		}

        pass.frameCounterMod = it->frameCounterMod;

        pass.useFloatTex = it->floatFbo;

		// paths in the meta file can be relative
		_tfullpath(tempPath,_tFromChar(it->cgShaderFile),MAX_PATH);
		char *fileContents = ReadShaderFileContents(tempPath);
		if(!fileContents)
			return false;

        // individual shader might include files, these should be relative to shader
        ReduceToPath(tempPath);
        SetCurrentDirectory(tempPath);

		pass.cgVertexProgram = cgCreateProgram( cgContext, CG_SOURCE, fileContents,
						vertexProfile, "main_vertex", vertexOptions);

		checkForCgError("Compiling vertex program");

		pass.cgFragmentProgram = cgCreateProgram( cgContext, CG_SOURCE, fileContents,
						pixelProfile, "main_fragment", pixelOptions);

		checkForCgError("Compiling fragment program");

        // set path back for next pass
        SetCurrentDirectory(shaderPath);

		delete [] fileContents;
		if(!pass.cgVertexProgram || !pass.cgFragmentProgram) {
			return false;
		}
		if(pass.cgVertexProgram) {
			hr = cgD3D9LoadProgram(pass.cgVertexProgram,false,0);
		}
		checkForCgError("Loading vertex program");
		if(pass.cgFragmentProgram) {
			hr = cgD3D9LoadProgram(pass.cgFragmentProgram,false,0);
		}
		checkForCgError("Loading fragment program");

		/* generate vertex buffer
		*/
		
		hr = pDevice->CreateVertexBuffer(sizeof(VERTEX)*4,D3DUSAGE_WRITEONLY,0,D3DPOOL_MANAGED,&pass.vertexBuffer,NULL);
		if(FAILED(hr)) {
			pass.vertexBuffer = NULL;
			DXTRACE_ERR_MSGBOX(TEXT("Error creating vertex buffer"), hr);
			return false;
		}

		/* set up vertex declarations for the pass,
		   this also creates the vertex declaration
		*/
		setupVertexDeclaration(pass);

		shaderPasses.push_back(pass);
	}

	for(std::vector<CCGShader::lookupTexture>::iterator it=cgShader.lookupTextures.begin();it!=cgShader.lookupTextures.end();it++) {		
		lookupTexture tex;
		strcpy(tex.id,it->id);
		tex.linearFilter = it->linearfilter;

		_tfullpath(tempPath,_tFromChar(it->texturePath),MAX_PATH);

		hr = D3DXCreateTextureFromFileEx(
               pDevice,
               tempPath,
               D3DX_DEFAULT_NONPOW2,
               D3DX_DEFAULT_NONPOW2,
               0,
               0,
               D3DFMT_FROM_FILE,
               D3DPOOL_MANAGED,
			   it->linearfilter?D3DX_FILTER_LINEAR:D3DX_FILTER_POINT,
               0,
               0,
               NULL,
               NULL,
               &tex.tex);
		if FAILED(hr){
			tex.tex = NULL;
		}
		lookupTextures.push_back(tex);
	}

	shaderLoaded = true;

	return true;
}

void CD3DCG::ensureTextureSize(LPDIRECT3DTEXTURE9 &tex, D3DXVECTOR2 &texSize,
							   D3DXVECTOR2 wantedSize,bool renderTarget,bool useFloat)
{
	HRESULT hr;

	if(!tex || texSize != wantedSize) {
		if(tex)
			tex->Release();

		hr = pDevice->CreateTexture(
			wantedSize.x, wantedSize.y,
			1, // 1 level, no mipmaps
			renderTarget?D3DUSAGE_RENDERTARGET:0,
            renderTarget?(useFloat?D3DFMT_A32B32G32R32F:D3DFMT_A8R8G8B8):D3DFMT_R5G6B5,
			renderTarget?D3DPOOL_DEFAULT:D3DPOOL_MANAGED, // render targets cannot be managed
			&tex,
			NULL );

		texSize = wantedSize;

		if(FAILED(hr)) {
			DXTRACE_ERR_MSGBOX(TEXT("Error while creating texture"), hr);
			return;
		}
	}
}

void CD3DCG::setVertexStream(IDirect3DVertexBuffer9 *vertexBuffer,
							 D3DXVECTOR2 inputSize,D3DXVECTOR2 textureSize,D3DXVECTOR2 outputSize)
{
	float tX = inputSize.x / textureSize.x;
	float tY = inputSize.y / textureSize.y;
	VERTEX vertexStream[4];

	/* vertex is POSITION, TEXCOORD, LUT TEXCOORD
	*/

	vertexStream[0] = VERTEX(0.0f,0.0f,0.0f,
								0.0f,tY,
								0.0f,1.0f);
	vertexStream[1] = VERTEX(0.0f,1.0f,0.0f,
								0.0f,0.0f,
								0.0f,0.0f);
	vertexStream[2] = VERTEX(1.0f,0.0f,0.0f,
								tX,tY,
								1.0f,1.0f);
	vertexStream[3] = VERTEX(1.0f,1.0f,0.0f,
								tX,0.0f,
								1.0f,0.0f);
	// offset coordinates to correct pixel/texture alignment
	for(int i=0;i<4;i++) {
		vertexStream[i].x -= 0.5f / outputSize.x;
		vertexStream[i].y += 0.5f / outputSize.y;
	}

	void *pLockedVertexBuffer;
	HRESULT hr = vertexBuffer->Lock(0,0,&pLockedVertexBuffer,NULL);
	memcpy(pLockedVertexBuffer,vertexStream,sizeof(vertexStream));
	vertexBuffer->Unlock();

	/* set vertex to stream 0-3, for POSITION,TEXCOORD0,TEXCOORD1,COLOR
	   if stream is used in parameter, this will be set in setShaderVars
	*/
	pDevice->SetStreamSource(0,vertexBuffer,0,sizeof(VERTEX));
	pDevice->SetStreamSource(1,vertexBuffer,0,sizeof(VERTEX));
	pDevice->SetStreamSource(2,vertexBuffer,0,sizeof(VERTEX));
	pDevice->SetStreamSource(3,vertexBuffer,0,sizeof(VERTEX));
}

void CD3DCG::Render(LPDIRECT3DTEXTURE9 &origTex, D3DXVECTOR2 textureSize,
					D3DXVECTOR2 inputSize, D3DXVECTOR2 viewportSize, D3DXVECTOR2 windowSize)
{
	LPDIRECT3DSURFACE9 pRenderSurface = NULL,pBackBuffer = NULL;
	frameCnt++;

	if(!shaderLoaded)
		return;

	/* save back buffer render target
	*/
	pDevice->GetRenderTarget(0,&pBackBuffer);	

	/* pass 0 represents the original texture
	*/
	shaderPasses[0].tex = origTex;
	shaderPasses[0].outputSize = inputSize;
	shaderPasses[0].textureSize = textureSize;

	calculateMatrix();	

	for(int i=1;i<shaderPasses.size();i++) {
		switch(shaderPasses[i].scaleParams.scaleTypeX) {
			case CG_SCALE_ABSOLUTE:
				shaderPasses[i].outputSize.x = (double)shaderPasses[i].scaleParams.absX;
				break;
			case CG_SCALE_SOURCE:
				shaderPasses[i].outputSize.x = shaderPasses[i-1].outputSize.x * shaderPasses[i].scaleParams.scaleX;
				break;
			case CG_SCALE_VIEWPORT:
				shaderPasses[i].outputSize.x = viewportSize.x * shaderPasses[i].scaleParams.scaleX;
				break;
			default:
				shaderPasses[i].outputSize.x = viewportSize.x;
		}
		switch(shaderPasses[i].scaleParams.scaleTypeY) {
			case CG_SCALE_ABSOLUTE:
				shaderPasses[i].outputSize.y = (double)shaderPasses[i].scaleParams.absY;
				break;
			case CG_SCALE_SOURCE:
				shaderPasses[i].outputSize.y = shaderPasses[i-1].outputSize.y * shaderPasses[i].scaleParams.scaleY;
				break;
			case CG_SCALE_VIEWPORT:
				shaderPasses[i].outputSize.y = viewportSize.y * shaderPasses[i].scaleParams.scaleY;
				break;
			default:
				shaderPasses[i].outputSize.y = viewportSize.y;
		}
		float texSize = npot(max(shaderPasses[i].outputSize.x,shaderPasses[i].outputSize.y));
		
		/* make sure the render target exists and has an appropriate size,
		   then set as current render target with last pass as source
		*/
		ensureTextureSize(shaderPasses[i].tex,shaderPasses[i].textureSize,D3DXVECTOR2(texSize,texSize),true,shaderPasses[i].useFloatTex);
		shaderPasses[i].tex->GetSurfaceLevel(0,&pRenderSurface);
		pDevice->SetTexture(0, shaderPasses[i-1].tex);
		pDevice->SetRenderTarget(0,pRenderSurface);
		pRenderSurface->Release();

		/* set vertex declaration of current pass, update vertex
		   buffer and set base streams
		*/
		pDevice->SetVertexDeclaration(shaderPasses[i].vertexDeclaration);
		setVertexStream(shaderPasses[i].vertexBuffer,
			shaderPasses[i-1].outputSize,shaderPasses[i-1].textureSize,shaderPasses[i].outputSize);
		pDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
		pDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
		pDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, shaderPasses[i].linearFilter?D3DTEXF_LINEAR:D3DTEXF_POINT);
		pDevice->SetSamplerState(0, D3DSAMP_MINFILTER, shaderPasses[i].linearFilter?D3DTEXF_LINEAR:D3DTEXF_POINT);

		/* shader vars need to be set after the base vertex streams
		   have been set so they can override them
		*/
		setShaderVars(i);

		cgD3D9BindProgram(shaderPasses[i].cgVertexProgram);
		checkForCgError("Binding vertex program");
		cgD3D9BindProgram(shaderPasses[i].cgFragmentProgram);
		checkForCgError("Binding fragment program");
		
		/* viewport defines output size
		*/
		setViewport(0,0,shaderPasses[i].outputSize.x,shaderPasses[i].outputSize.y);

        pDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);

		pDevice->BeginScene();
		pDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP,0,2);
		pDevice->EndScene();
	}

	/* take oldes PREV out of deque, make sure it has
	   the same size as the current texture and
	   then set it up as new original texture
	*/
	prevPass &oldestPrev = prevPasses.back();
	ensureTextureSize(oldestPrev.tex,oldestPrev.textureSize,textureSize,false);
	if(oldestPrev.vertexBuffer)
		oldestPrev.vertexBuffer->Release();
	origTex = oldestPrev.tex;
	prevPasses.pop_back();
	
	/* push current original with corresponding vertex
	   buffer to front of PREV deque
	*/
	shaderPasses[0].vertexBuffer = shaderPasses[1].vertexBuffer;
	prevPasses.push_front(prevPass(shaderPasses[0]));
	
	/* create new vertex buffer so that next render call
	   will not overwrite the PREV
	*/
	pDevice->CreateVertexBuffer(sizeof(VERTEX)*4,D3DUSAGE_WRITEONLY,0,D3DPOOL_MANAGED,&shaderPasses[1].vertexBuffer,NULL);
	
	/* set up last pass texture, backbuffer and viewport
	   for final display pass without shaders
	*/
	pDevice->SetTexture(0, shaderPasses.back().tex);
	pDevice->SetRenderTarget(0,pBackBuffer);
	pBackBuffer->Release();
	RECT displayRect=CalculateDisplayRect(shaderPasses.back().outputSize.x,shaderPasses.back().outputSize.y,windowSize.x,windowSize.y);
	setViewport(displayRect.left,displayRect.top,displayRect.right - displayRect.left,displayRect.bottom - displayRect.top);
	setVertexStream(shaderPasses.back().vertexBuffer,
		shaderPasses.back().outputSize,shaderPasses.back().textureSize,
		D3DXVECTOR2(displayRect.right - displayRect.left,displayRect.bottom - displayRect.top));
	pDevice->SetVertexShader(NULL);
	pDevice->SetPixelShader(NULL);
}

void CD3DCG::calculateMatrix()
{
	D3DXMATRIX matWorld;
	D3DXMATRIX matView;
	D3DXMATRIX matProj;

	pDevice->GetTransform(D3DTS_WORLD,&matWorld);
	pDevice->GetTransform(D3DTS_VIEW,&matView);
	pDevice->GetTransform(D3DTS_PROJECTION,&matProj);

	mvp = matWorld * matView * matProj;
	D3DXMatrixTranspose(&mvp,&mvp);
}

void CD3DCG::setViewport(DWORD x, DWORD y, DWORD width, DWORD height)
{
	D3DVIEWPORT9 viewport;
	viewport.X = x;
	viewport.Y = y;
	viewport.Height = height;
	viewport.Width = width;
	viewport.MinZ = 0.0f;
	viewport.MaxZ = 1.0f;
	HRESULT hr = pDevice->SetViewport(&viewport);
}

void CD3DCG::setShaderVars(int pass)
{
	D3DXVECTOR2 inputSize = shaderPasses[pass-1].outputSize;
	D3DXVECTOR2 textureSize = shaderPasses[pass-1].textureSize;
	D3DXVECTOR2 outputSize = shaderPasses[pass].outputSize;

	/* mvp paramater
	*/
	CGparameter cgpModelViewProj = cgGetNamedParameter(shaderPasses[pass].cgVertexProgram, "modelViewProj");

	if(cgpModelViewProj)
		cgD3D9SetUniformMatrix(cgpModelViewProj,&mvp);

#define setProgramUniform(pass,varname,floats)\
{\
	CGparameter cgpf = cgGetNamedParameter(shaderPasses[pass].cgFragmentProgram, varname);\
	CGparameter cgpv = cgGetNamedParameter(shaderPasses[pass].cgVertexProgram, varname);\
	if(cgpf)\
		cgD3D9SetUniform(cgpf,floats);\
	if(cgpv)\
		cgD3D9SetUniform(cgpv,floats);\
}\

#define setTextureParameter(pass,varname,val,linear)\
{\
	CGparameter cgpf = cgGetNamedParameter(shaderPasses[pass].cgFragmentProgram, varname);\
    CGparameter cgpv = cgGetNamedParameter(shaderPasses[pass].cgVertexProgram, varname);\
	if(cgpf) {\
		cgD3D9SetTexture(cgpf,val);\
		cgD3D9SetSamplerState(cgpf, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);\
		cgD3D9SetSamplerState(cgpf, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);\
		cgD3D9SetSamplerState(cgpf, D3DSAMP_MINFILTER, linear?D3DTEXF_LINEAR:D3DTEXF_POINT);\
		cgD3D9SetSamplerState(cgpf, D3DSAMP_MAGFILTER, linear?D3DTEXF_LINEAR:D3DTEXF_POINT);\
	}\
    if(cgpv) {\
		cgD3D9SetTexture(cgpv,val);\
		/*cgD3D9SetSamplerState(cgpv, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);\
		cgD3D9SetSamplerState(cgpv, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);\
		cgD3D9SetSamplerState(cgpv, D3DSAMP_MINFILTER, linear?D3DTEXF_LINEAR:D3DTEXF_POINT);\
		cgD3D9SetSamplerState(cgpv, D3DSAMP_MAGFILTER, linear?D3DTEXF_LINEAR:D3DTEXF_POINT);*/\
	}\
}\

#define setTexCoordsParameter(pass,varname,val)\
{\
	CGparameter cgpv = cgGetNamedParameter(shaderPasses[pass].cgVertexProgram, varname);\
	if(cgpv) {\
		unsigned long index = cgGetParameterResourceIndex(cgpv);\
		pDevice->SetStreamSource(shaderPasses[pass].parameterMap[index].streamNumber,val,0,sizeof(VERTEX));\
	}\
}\

	/* IN paramater
	*/
	setProgramUniform(pass,"IN.video_size",&inputSize);
	setProgramUniform(pass,"IN.texture_size",&textureSize);
	setProgramUniform(pass,"IN.output_size",&outputSize);
    float shaderFrameCnt = frameCnt;
    if(shaderPasses[pass].frameCounterMod)
        shaderFrameCnt = (float)(frameCnt % shaderPasses[pass].frameCounterMod);
	setProgramUniform(pass,"IN.frame_count",&shaderFrameCnt);
    float frameDirection = GUI.rewinding?-1.0f:1.0f;
    setProgramUniform(pass,"IN.frame_direction",&frameDirection);

	/* ORIG parameter
	*/
	setProgramUniform(pass,"ORIG.video_size",shaderPasses[0].outputSize);
	setProgramUniform(pass,"ORIG.texture_size",shaderPasses[0].textureSize);
	setTextureParameter(pass,"ORIG.texture",shaderPasses[0].tex,shaderPasses[1].linearFilter);
	setTexCoordsParameter(pass,"ORIG.tex_coord",shaderPasses[1].vertexBuffer);

	/* PREV parameter
	*/
	if(prevPasses[0].tex) {
		setProgramUniform(pass,"PREV.video_size",prevPasses[0].imageSize);
		setProgramUniform(pass,"PREV.texture_size",prevPasses[0].textureSize);
		setTextureParameter(pass,"PREV.texture",prevPasses[0].tex,shaderPasses[1].linearFilter);
		setTexCoordsParameter(pass,"PREV.tex_coord",prevPasses[0].vertexBuffer);
	}

	/* PREV1-6 parameters
	*/
	for(int i=1;i<prevPasses.size();i++) {
		if(!prevPasses[i].tex)
			break;
		char varname[100];
		sprintf(varname,"PREV%d.video_size",i);
		setProgramUniform(pass,varname,prevPasses[i].imageSize);
		sprintf(varname,"PREV%d.texture_size",i);
		setProgramUniform(pass,varname,prevPasses[i].textureSize);
		sprintf(varname,"PREV%d.texture",i);
		setTextureParameter(pass,varname,prevPasses[i].tex,shaderPasses[1].linearFilter);
		sprintf(varname,"PREV%d.tex_coord",i);
		setTexCoordsParameter(pass,varname,prevPasses[i].vertexBuffer);
	}

	/* LUT parameters
	*/
	for(int i=0;i<lookupTextures.size();i++) {
		setTextureParameter(pass,lookupTextures[i].id,lookupTextures[i].tex,lookupTextures[i].linearFilter);
	}

	/* PASSX parameters, only for third pass and up
	*/
	if(pass>2) {
		for(int i=1;i<pass-1;i++) {
			char varname[100];
			sprintf(varname,"PASS%d.video_size",i);
			setProgramUniform(pass,varname,shaderPasses[i].outputSize);
			sprintf(varname,"PASS%d.texture_size",i);
			setProgramUniform(pass,varname,shaderPasses[i].textureSize);
			sprintf(varname,"PASS%d.texture",i);
			setTextureParameter(pass,varname,shaderPasses[i].tex,shaderPasses[i+1].linearFilter);
			sprintf(varname,"PASS%d.tex_coord",i);
			setTexCoordsParameter(pass,varname,shaderPasses[i+1].vertexBuffer);
		}
	}
}

/* checks for known cg parameters, to make sure they
   get stream offset 12
*/
static bool isKnownParameter(const char *paramName)
{
	int len = strlen(paramName);
	if(len<3)
		return false;
	if(!strncmp(paramName,"IN.",3))
		return true;
	if(len<4)
		return false;
	if(!strncmp(paramName,"PREV",4) ||
		!strncmp(paramName,"PASS",4) ||
		!strncmp(paramName,"ORIG",4))
		return true;
	return false;
}

/* iterate all parameters and record input variyings
   with their semantic and resource index
*/
void CD3DCG::fillParameterMap(std::vector<parameterEntry> &map, CGparameter param)
{
	parameterEntry mapEntry;
	while (param) {
		if(cgGetParameterType(param)==CG_STRUCT)
			fillParameterMap(map,cgGetFirstStructParameter(param));
		else
			if (cgGetParameterDirection(param) == CG_IN && cgGetParameterVariability(param) == CG_VARYING) {
				mapEntry.rIndex = cgGetParameterResourceIndex(param);
				mapEntry.semantic = cgGetParameterSemantic(param);
				mapEntry.isKnownParam = isKnownParameter(cgGetParameterName(param));
				if(map.size()<mapEntry.rIndex+1)
					map.resize(mapEntry.rIndex+1);
				map[mapEntry.rIndex] = mapEntry;
			}
		param = cgGetNextParameter(param);
	}
}

void CD3DCG::setupVertexDeclaration(shaderPass &pass)
{
	static const D3DVERTEXELEMENT9 end = D3DDECL_END();
	CGparameter param = cgGetFirstParameter(pass.cgVertexProgram, CG_PROGRAM);
	fillParameterMap(pass.parameterMap,param);

	/* set up vertex elements according to parameter map.
	   all streams use the same vertex buffer layout, with
	   different offsets.
	   default (unknown name) parameters with semantics
	   POSITION0, TEXCOORD0, TEXCOORD1 and COLOR0 get stream
	   0,1,2 and 3 respectively.
	   the rest (all texcoords) get stream 4 and up
	*/
	D3DVERTEXELEMENT9 *vElems = new D3DVERTEXELEMENT9[pass.parameterMap.size()+1];
	int streamNum = 4;
	for(int i=0;i<pass.parameterMap.size();i++) {
		const char* sem = pass.parameterMap[i].semantic;
		pass.parameterMap[i].streamNumber = 0;
		if(pass.parameterMap[i].isKnownParam==false) {
			if(!strcmp(sem,"TEXCOORD0")) {
				D3DVERTEXELEMENT9 elem = {1, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0};
				vElems[i] = elem;
			} else if(!strcmp(sem,"TEXCOORD1")) {
				D3DVERTEXELEMENT9 elem = {2, 20, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1};
				vElems[i] = elem;
			} else if(!strcmp(sem,"COLOR0")) {
				D3DVERTEXELEMENT9 elem = {3, 12, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0};
				vElems[i] = elem;
			} else if(!strcmp(sem,"POSITION0")) {
				D3DVERTEXELEMENT9 elem = {0, 0,  D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0};
				vElems[i] = elem;
			}
		} else {
			int resIndex = atoi(sem + strlen(sem) - 1);
			D3DVERTEXELEMENT9 elem = {streamNum, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, resIndex};
			vElems[i] = elem;
			pass.parameterMap[i].streamNumber = streamNum;
			streamNum++;
		}
	}	
	vElems[pass.parameterMap.size()] = end;

	/* create vertex declaration for vertex elements, then
	   get rid of the elements
	*/
	LPDIRECT3DVERTEXDECLARATION9 vertexDeclaration;
	HRESULT hr = pDevice->CreateVertexDeclaration(vElems,&vertexDeclaration);
	if(FAILED(hr)) {
		DXTRACE_ERR_MSGBOX(TEXT("Error creating vertex declaration"), hr);
	}
	if(pass.vertexDeclaration)
		pass.vertexDeclaration->Release();
	pass.vertexDeclaration = vertexDeclaration;
	delete [] vElems;
}