diff options
Diffstat (limited to 'Source/Core/VideoBackends/D3D/LineGeometryShader.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/D3D/LineGeometryShader.cpp | 238 |
1 files changed, 238 insertions, 0 deletions
diff --git a/Source/Core/VideoBackends/D3D/LineGeometryShader.cpp b/Source/Core/VideoBackends/D3D/LineGeometryShader.cpp new file mode 100644 index 0000000000..a68dadaabb --- /dev/null +++ b/Source/Core/VideoBackends/D3D/LineGeometryShader.cpp @@ -0,0 +1,238 @@ +// Copyright 2013 Dolphin Emulator Project +// Licensed under GPLv2 +// Refer to the license.txt file included. + +#include "LineGeometryShader.h" + +#include <sstream> +#include "D3DBase.h" +#include "D3DShader.h" +#include "VertexShaderGen.h" + +namespace DX11 +{ + +struct LineGSParams +{ + FLOAT LineWidth; // In units of 1/6 of an EFB pixel + FLOAT TexOffset; + FLOAT VpWidth; // Width and height of the viewport in EFB pixels + FLOAT VpHeight; + FLOAT TexOffsetEnable[8]; // For each tex coordinate, whether to apply offset to it (1 on, 0 off) +}; + +union LineGSParams_Padded +{ + LineGSParams params; + // Constant buffers must be a multiple of 16 bytes in size. + u8 pad[(sizeof(LineGSParams) + 15) & ~15]; +}; + +static const char LINE_GS_COMMON[] = +// The struct VS_OUTPUT used by the vertex shader goes here. +"// dolphin-emu line geometry shader common part\n" + +"cbuffer cbParams : register(b0)\n" +"{\n" + "struct\n" // Should match LineGSParams above + "{\n" + "float LineWidth;\n" + "float TexOffset;\n" + "float VpWidth;\n" + "float VpHeight;\n" + "float TexOffsetEnable[8];\n" + "} Params;\n" +"}\n" + +"[maxvertexcount(4)]\n" +"void main(line VS_OUTPUT input[2], inout TriangleStream<VS_OUTPUT> outStream)\n" +"{\n" + // Pretend input[0] is on the bottom and input[1] is on top. + // We generate vertices to the left and right. + + "VS_OUTPUT l0 = input[0];\n" + "VS_OUTPUT r0 = l0;\n" + "VS_OUTPUT l1 = input[1];\n" + "VS_OUTPUT r1 = l1;\n" + + // GameCube/Wii's line drawing algorithm is a little quirky. It does not + // use the correct line caps. Instead, the line caps are vertical or + // horizontal depending the slope of the line. + + "float2 offset;\n" + "float2 to = abs(input[1].pos.xy - input[0].pos.xy);\n" + // FIXME: What does real hardware do when line is at a 45-degree angle? + // FIXME: Lines aren't drawn at the correct width. See Twilight Princess map. + "if (Params.VpHeight*to.y > Params.VpWidth*to.x) {\n" + // Line is more tall. Extend geometry left and right. + // Lerp Params.LineWidth/2 from [0..VpWidth] to [-1..1] + "offset = float2(Params.LineWidth/Params.VpWidth, 0);\n" + "} else {\n" + // Line is more wide. Extend geometry up and down. + // Lerp Params.LineWidth/2 from [0..VpHeight] to [1..-1] + "offset = float2(0, -Params.LineWidth/Params.VpHeight);\n" + "}\n" + + "l0.pos.xy -= offset * input[0].pos.w;\n" + "r0.pos.xy += offset * input[0].pos.w;\n" + "l1.pos.xy -= offset * input[1].pos.w;\n" + "r1.pos.xy += offset * input[1].pos.w;\n" + +"#ifndef NUM_TEXCOORDS\n" +"#error NUM_TEXCOORDS not defined\n" +"#endif\n" + + // Apply TexOffset to all tex coordinates in the vertex. + // They can each be enabled seperately. +"#if NUM_TEXCOORDS >= 1\n" + "r0.tex0.x += Params.TexOffset * Params.TexOffsetEnable[0];\n" + "r1.tex0.x += Params.TexOffset * Params.TexOffsetEnable[0];\n" +"#endif\n" +"#if NUM_TEXCOORDS >= 2\n" + "r0.tex1.x += Params.TexOffset * Params.TexOffsetEnable[1];\n" + "r1.tex1.x += Params.TexOffset * Params.TexOffsetEnable[1];\n" +"#endif\n" +"#if NUM_TEXCOORDS >= 3\n" + "r0.tex2.x += Params.TexOffset * Params.TexOffsetEnable[2];\n" + "r1.tex2.x += Params.TexOffset * Params.TexOffsetEnable[2];\n" +"#endif\n" +"#if NUM_TEXCOORDS >= 4\n" + "r0.tex3.x += Params.TexOffset * Params.TexOffsetEnable[3];\n" + "r1.tex3.x += Params.TexOffset * Params.TexOffsetEnable[3];\n" +"#endif\n" +"#if NUM_TEXCOORDS >= 5\n" + "r0.tex4.x += Params.TexOffset * Params.TexOffsetEnable[4];\n" + "r1.tex4.x += Params.TexOffset * Params.TexOffsetEnable[4];\n" +"#endif\n" +"#if NUM_TEXCOORDS >= 6\n" + "r0.tex5.x += Params.TexOffset * Params.TexOffsetEnable[5];\n" + "r1.tex5.x += Params.TexOffset * Params.TexOffsetEnable[5];\n" +"#endif\n" +"#if NUM_TEXCOORDS >= 7\n" + "r0.tex6.x += Params.TexOffset * Params.TexOffsetEnable[6];\n" + "r1.tex6.x += Params.TexOffset * Params.TexOffsetEnable[6];\n" +"#endif\n" +"#if NUM_TEXCOORDS >= 8\n" + "r0.tex7.x += Params.TexOffset * Params.TexOffsetEnable[7];\n" + "r1.tex7.x += Params.TexOffset * Params.TexOffsetEnable[7];\n" +"#endif\n" + + "outStream.Append(l0);\n" + "outStream.Append(r0);\n" + "outStream.Append(l1);\n" + "outStream.Append(r1);\n" +"}\n" +; + +LineGeometryShader::LineGeometryShader() + : m_ready(false), m_paramsBuffer(NULL) +{ } + +void LineGeometryShader::Init() +{ + m_ready = false; + + HRESULT hr; + + // Create constant buffer for uploading data to geometry shader + + D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(LineGSParams_Padded), + D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE); + hr = D3D::device->CreateBuffer(&bd, NULL, &m_paramsBuffer); + CHECK(SUCCEEDED(hr), "create line geometry shader params buffer"); + D3D::SetDebugObjectName(m_paramsBuffer, "line geometry shader params buffer"); + + m_ready = true; +} + +void LineGeometryShader::Shutdown() +{ + m_ready = false; + + for (ComboMap::iterator it = m_shaders.begin(); it != m_shaders.end(); ++it) + { + SAFE_RELEASE(it->second); + } + m_shaders.clear(); + + SAFE_RELEASE(m_paramsBuffer); +} + +bool LineGeometryShader::SetShader(u32 components, float lineWidth, + float texOffset, float vpWidth, float vpHeight, const bool* texOffsetEnable) +{ + if (!m_ready) + return false; + + // Make sure geometry shader for "components" is available + ComboMap::iterator shaderIt = m_shaders.find(components); + if (shaderIt == m_shaders.end()) + { + // Generate new shader. Warning: not thread-safe. + static char buffer[16384]; + ShaderCode code; + code.SetBuffer(buffer); + GenerateVSOutputStructForGS(code, components, API_D3D); + code.Write("\n%s", LINE_GS_COMMON); + + std::stringstream numTexCoordsStream; + numTexCoordsStream << xfregs.numTexGen.numTexGens; + + INFO_LOG(VIDEO, "Compiling line geometry shader for components 0x%.08X (num texcoords %d)", + components, xfregs.numTexGen.numTexGens); + + const std::string& numTexCoordsStr = numTexCoordsStream.str(); + D3D_SHADER_MACRO macros[] = { + { "NUM_TEXCOORDS", numTexCoordsStr.c_str() }, + { NULL, NULL } + }; + ID3D11GeometryShader* newShader = D3D::CompileAndCreateGeometryShader(code.GetBuffer(), unsigned int(strlen(code.GetBuffer())), macros); + if (!newShader) + { + WARN_LOG(VIDEO, "Line geometry shader for components 0x%.08X failed to compile", components); + // Add dummy shader to prevent trying to compile again + m_shaders[components] = NULL; + return false; + } + + shaderIt = m_shaders.insert(std::make_pair(components, newShader)).first; + } + + if (shaderIt != m_shaders.end()) + { + if (shaderIt->second) + { + D3D11_MAPPED_SUBRESOURCE map; + HRESULT hr = D3D::context->Map(m_paramsBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); + if (SUCCEEDED(hr)) + { + LineGSParams* params = (LineGSParams*)map.pData; + params->LineWidth = lineWidth; + + params->TexOffset = texOffset; + params->VpWidth = vpWidth; + params->VpHeight = vpHeight; + for (int i = 0; i < 8; ++i) + params->TexOffsetEnable[i] = texOffsetEnable[i] ? 1.f : 0.f; + + D3D::context->Unmap(m_paramsBuffer, 0); + } + else + ERROR_LOG(VIDEO, "Failed to map line gs params buffer"); + + DEBUG_LOG(VIDEO, "Line params: width %f, texOffset %f, vpWidth %f, vpHeight %f", + lineWidth, texOffset, vpWidth, vpHeight); + + D3D::context->GSSetShader(shaderIt->second, NULL, 0); + D3D::context->GSSetConstantBuffers(0, 1, &m_paramsBuffer); + + return true; + } + else + return false; + } + else + return false; +} + +} |
