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|
// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <cctype>
#include <list>
#include <string>
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DShader.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/D3DUtil.h"
#include "VideoBackends/D3D/GeometryShaderCache.h"
#include "VideoBackends/D3D/PixelShaderCache.h"
#include "VideoBackends/D3D/VertexShaderCache.h"
namespace DX11
{
namespace D3D
{
// Ring buffer class, shared between the draw* functions
class UtilVertexBuffer
{
public:
UtilVertexBuffer(int size) : buf(nullptr), offset(0), max_size(size)
{
D3D11_BUFFER_DESC desc = CD3D11_BUFFER_DESC(max_size, D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
device->CreateBuffer(&desc, nullptr, &buf);
}
~UtilVertexBuffer()
{
buf->Release();
}
int GetSize() const { return max_size; }
// returns vertex offset to the new data
int AppendData(void* data, int size, int vertex_size)
{
D3D11_MAPPED_SUBRESOURCE map;
if (offset + size >= max_size)
{
// wrap buffer around and notify observers
offset = 0;
context->Map(buf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
for (bool* observer : observers)
*observer = true;
}
else
{
context->Map(buf, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &map);
}
offset = ((offset+vertex_size-1)/vertex_size)*vertex_size; // align offset to vertex_size bytes
memcpy((u8*)map.pData + offset, data, size);
context->Unmap(buf, 0);
offset += size;
return (offset - size) / vertex_size;
}
int BeginAppendData(void** write_ptr, int size, int vertex_size)
{
_dbg_assert_(VIDEO, size < max_size);
D3D11_MAPPED_SUBRESOURCE map;
int aligned_offset = ((offset + vertex_size - 1) / vertex_size) * vertex_size; // align offset to vertex_size bytes
if (aligned_offset + size > max_size)
{
// wrap buffer around and notify observers
offset = 0;
aligned_offset = 0;
context->Map(buf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
for (bool* observer : observers)
*observer = true;
}
else
{
context->Map(buf, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &map);
}
*write_ptr = reinterpret_cast<byte*>(map.pData) + aligned_offset;
offset = aligned_offset + size;
return aligned_offset / vertex_size;
}
void EndAppendData()
{
context->Unmap(buf, 0);
}
void AddWrapObserver(bool* observer)
{
observers.push_back(observer);
}
inline ID3D11Buffer* &GetBuffer() { return buf; }
private:
ID3D11Buffer* buf;
int offset;
int max_size;
std::list<bool*> observers;
};
CD3DFont font;
UtilVertexBuffer* util_vbuf = nullptr;
#define MAX_NUM_VERTICES 50*6
struct FONT2DVERTEX {
float x,y,z;
float col[4];
float tu, tv;
};
inline FONT2DVERTEX InitFont2DVertex(float x, float y, u32 color, float tu, float tv)
{
FONT2DVERTEX v; v.x=x; v.y=y; v.z=0; v.tu = tu; v.tv = tv;
v.col[0] = ((float)((color >> 16) & 0xFF)) / 255.f;
v.col[1] = ((float)((color >> 8) & 0xFF)) / 255.f;
v.col[2] = ((float)((color >> 0) & 0xFF)) / 255.f;
v.col[3] = ((float)((color >> 24) & 0xFF)) / 255.f;
return v;
}
CD3DFont::CD3DFont() : m_dwTexWidth(512), m_dwTexHeight(512)
{
m_pTexture = nullptr;
m_pVB = nullptr;
m_InputLayout = nullptr;
m_pshader = nullptr;
m_vshader = nullptr;
}
const char fontpixshader[] = {
"Texture2D tex2D;\n"
"SamplerState linearSampler\n"
"{\n"
" Filter = MIN_MAG_MIP_LINEAR;\n"
" AddressU = D3D11_TEXTURE_ADDRESS_BORDER;\n"
" AddressV = D3D11_TEXTURE_ADDRESS_BORDER;\n"
" BorderColor = float4(0.f, 0.f, 0.f, 0.f);\n"
"};\n"
"struct PS_INPUT\n"
"{\n"
" float4 pos : SV_POSITION;\n"
" float4 col : COLOR;\n"
" float2 tex : TEXCOORD;\n"
"};\n"
"float4 main( PS_INPUT input ) : SV_Target\n"
"{\n"
" return tex2D.Sample( linearSampler, input.tex ) * input.col;\n"
"};\n"
};
const char fontvertshader[] = {
"struct VS_INPUT\n"
"{\n"
" float4 pos : POSITION;\n"
" float4 col : COLOR;\n"
" float2 tex : TEXCOORD;\n"
"};\n"
"struct PS_INPUT\n"
"{\n"
" float4 pos : SV_POSITION;\n"
" float4 col : COLOR;\n"
" float2 tex : TEXCOORD;\n"
"};\n"
"PS_INPUT main( VS_INPUT input )\n"
"{\n"
" PS_INPUT output;\n"
" output.pos = input.pos;\n"
" output.col = input.col;\n"
" output.tex = input.tex;\n"
" return output;\n"
"};\n"
};
int CD3DFont::Init()
{
// Create vertex buffer for the letters
HRESULT hr;
// Prepare to create a bitmap
unsigned int* pBitmapBits;
BITMAPINFO bmi;
ZeroMemory(&bmi.bmiHeader, sizeof(BITMAPINFOHEADER));
bmi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
bmi.bmiHeader.biWidth = (int)m_dwTexWidth;
bmi.bmiHeader.biHeight = -(int)m_dwTexHeight;
bmi.bmiHeader.biPlanes = 1;
bmi.bmiHeader.biCompression = BI_RGB;
bmi.bmiHeader.biBitCount = 32;
// Create a DC and a bitmap for the font
HDC hDC = CreateCompatibleDC(nullptr);
HBITMAP hbmBitmap = CreateDIBSection(hDC, &bmi, DIB_RGB_COLORS, (void**)&pBitmapBits, nullptr, 0);
SetMapMode(hDC, MM_TEXT);
// create a GDI font
HFONT hFont = CreateFont(24, 0, 0, 0, FW_NORMAL, FALSE,
FALSE, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
CLIP_DEFAULT_PRECIS, PROOF_QUALITY,
VARIABLE_PITCH, _T("Tahoma"));
if (nullptr == hFont) return E_FAIL;
HGDIOBJ hOldbmBitmap = SelectObject(hDC, hbmBitmap);
HGDIOBJ hOldFont = SelectObject(hDC, hFont);
// Set text properties
SetTextColor(hDC, 0xFFFFFF);
SetBkColor (hDC, 0);
SetTextAlign(hDC, TA_TOP);
TEXTMETRICW tm;
GetTextMetricsW(hDC, &tm);
m_LineHeight = tm.tmHeight;
// Loop through all printable characters and output them to the bitmap
// Meanwhile, keep track of the corresponding tex coords for each character.
int x = 0, y = 0;
char str[2] = "\0";
for (int c = 0; c < 127 - 32; c++)
{
str[0] = c + 32;
SIZE size;
GetTextExtentPoint32A(hDC, str, 1, &size);
if ((int)(x+size.cx+1) > m_dwTexWidth)
{
x = 0;
y += m_LineHeight;
}
ExtTextOutA(hDC, x+1, y+0, ETO_OPAQUE | ETO_CLIPPED, nullptr, str, 1, nullptr);
m_fTexCoords[c][0] = ((float)(x+0))/m_dwTexWidth;
m_fTexCoords[c][1] = ((float)(y+0))/m_dwTexHeight;
m_fTexCoords[c][2] = ((float)(x+0+size.cx))/m_dwTexWidth;
m_fTexCoords[c][3] = ((float)(y+0+size.cy))/m_dwTexHeight;
x += size.cx + 3; // 3 to work around annoying ij conflict (part of the j ends up with the i)
}
// Create a new texture for the font
// possible optimization: store the converted data in a buffer and fill the texture on creation.
// That way, we can use a static texture
ID3D11Texture2D* buftex;
D3D11_TEXTURE2D_DESC texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, m_dwTexWidth, m_dwTexHeight,
1, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DYNAMIC,
D3D11_CPU_ACCESS_WRITE);
hr = device->CreateTexture2D(&texdesc, nullptr, &buftex);
if (FAILED(hr))
{
PanicAlert("Failed to create font texture");
return hr;
}
D3D::SetDebugObjectName((ID3D11DeviceChild*)buftex, "texture of a CD3DFont object");
// Lock the surface and write the alpha values for the set pixels
D3D11_MAPPED_SUBRESOURCE texmap;
hr = context->Map(buftex, 0, D3D11_MAP_WRITE_DISCARD, 0, &texmap);
if (FAILED(hr)) PanicAlert("Failed to map a texture at %s %d\n", __FILE__, __LINE__);
for (y = 0; y < m_dwTexHeight; y++)
{
u32* pDst32 = (u32*)((u8*)texmap.pData + y * texmap.RowPitch);
for (x = 0; x < m_dwTexWidth; x++)
{
const u8 bAlpha = (pBitmapBits[m_dwTexWidth * y + x] & 0xff);
*pDst32++ = (((bAlpha << 4) | bAlpha) << 24) | 0xFFFFFF;
}
}
// Done updating texture, so clean up used objects
context->Unmap(buftex, 0);
hr = D3D::device->CreateShaderResourceView(buftex, nullptr, &m_pTexture);
if (FAILED(hr)) PanicAlert("Failed to create shader resource view at %s %d\n", __FILE__, __LINE__);
SAFE_RELEASE(buftex);
SelectObject(hDC, hOldbmBitmap);
DeleteObject(hbmBitmap);
SelectObject(hDC, hOldFont);
DeleteObject(hFont);
// setup device objects for drawing
m_pshader = D3D::CompileAndCreatePixelShader(fontpixshader);
if (m_pshader == nullptr) PanicAlert("Failed to create pixel shader, %s %d\n", __FILE__, __LINE__);
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_pshader, "pixel shader of a CD3DFont object");
D3DBlob* vsbytecode;
D3D::CompileVertexShader(fontvertshader, &vsbytecode);
if (vsbytecode == nullptr) PanicAlert("Failed to compile vertex shader, %s %d\n", __FILE__, __LINE__);
m_vshader = D3D::CreateVertexShaderFromByteCode(vsbytecode);
if (m_vshader == nullptr) PanicAlert("Failed to create vertex shader, %s %d\n", __FILE__, __LINE__);
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_vshader, "vertex shader of a CD3DFont object");
const D3D11_INPUT_ELEMENT_DESC desc[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 28, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
hr = D3D::device->CreateInputLayout(desc, 3, vsbytecode->Data(), vsbytecode->Size(), &m_InputLayout);
if (FAILED(hr)) PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__);
SAFE_RELEASE(vsbytecode);
D3D11_BLEND_DESC blenddesc;
blenddesc.AlphaToCoverageEnable = FALSE;
blenddesc.IndependentBlendEnable = FALSE;
blenddesc.RenderTarget[0].BlendEnable = TRUE;
blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
blenddesc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
blenddesc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
blenddesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
hr = D3D::device->CreateBlendState(&blenddesc, &m_blendstate);
CHECK(hr==S_OK, "Create font blend state");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_blendstate, "blend state of a CD3DFont object");
D3D11_RASTERIZER_DESC rastdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false, 0, 0.f, 0.f, false, false, false, false);
hr = D3D::device->CreateRasterizerState(&rastdesc, &m_raststate);
CHECK(hr==S_OK, "Create font rasterizer state");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_raststate, "rasterizer state of a CD3DFont object");
D3D11_BUFFER_DESC vbdesc = CD3D11_BUFFER_DESC(MAX_NUM_VERTICES*sizeof(FONT2DVERTEX), D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
if (FAILED(hr = device->CreateBuffer(&vbdesc, nullptr, &m_pVB)))
{
PanicAlert("Failed to create font vertex buffer at %s, line %d\n", __FILE__, __LINE__);
return hr;
}
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_pVB, "vertex buffer of a CD3DFont object");
return S_OK;
}
int CD3DFont::Shutdown()
{
SAFE_RELEASE(m_pVB);
SAFE_RELEASE(m_pTexture);
SAFE_RELEASE(m_InputLayout);
SAFE_RELEASE(m_pshader);
SAFE_RELEASE(m_vshader);
SAFE_RELEASE(m_blendstate);
SAFE_RELEASE(m_raststate);
return S_OK;
}
int CD3DFont::DrawTextScaled(float x, float y, float size, float spacing, u32 dwColor, const std::string& text)
{
if (!m_pVB)
return 0;
UINT stride = sizeof(FONT2DVERTEX);
UINT bufoffset = 0;
float scalex = 1 / (float)D3D::GetBackBufferWidth() * 2.f;
float scaley = 1 / (float)D3D::GetBackBufferHeight() * 2.f;
float sizeratio = size / (float)m_LineHeight;
// translate starting positions
float sx = x * scalex - 1.f;
float sy = 1.f - y * scaley;
// Fill vertex buffer
FONT2DVERTEX* pVertices;
int dwNumTriangles = 0L;
D3D11_MAPPED_SUBRESOURCE vbmap;
HRESULT hr = context->Map(m_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vbmap);
if (FAILED(hr)) PanicAlert("Mapping vertex buffer failed, %s %d\n", __FILE__, __LINE__);
pVertices = (D3D::FONT2DVERTEX*)vbmap.pData;
// set general pipeline state
D3D::stateman->PushBlendState(m_blendstate);
D3D::stateman->PushRasterizerState(m_raststate);
D3D::stateman->SetPixelShader(m_pshader);
D3D::stateman->SetVertexShader(m_vshader);
D3D::stateman->SetGeometryShader(nullptr);
D3D::stateman->SetInputLayout(m_InputLayout);
D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
D3D::stateman->SetTexture(0, m_pTexture);
float fStartX = sx;
for (char c : text)
{
if (c == '\n')
{
sx = fStartX;
sy -= scaley * size;
}
if (!std::isprint(c))
continue;
c -= 32;
float tx1 = m_fTexCoords[c][0];
float ty1 = m_fTexCoords[c][1];
float tx2 = m_fTexCoords[c][2];
float ty2 = m_fTexCoords[c][3];
float w = (float)(tx2-tx1) * m_dwTexWidth * scalex * sizeratio;
float h = (float)(ty1-ty2) * m_dwTexHeight * scaley * sizeratio;
FONT2DVERTEX v[6];
v[0] = InitFont2DVertex(sx, sy+h, dwColor, tx1, ty2);
v[1] = InitFont2DVertex(sx, sy, dwColor, tx1, ty1);
v[2] = InitFont2DVertex(sx+w, sy+h, dwColor, tx2, ty2);
v[3] = InitFont2DVertex(sx+w, sy, dwColor, tx2, ty1);
v[4] = v[2];
v[5] = v[1];
memcpy(pVertices, v, 6*sizeof(FONT2DVERTEX));
pVertices+=6;
dwNumTriangles += 2;
if (dwNumTriangles * 3 > (MAX_NUM_VERTICES - 6))
{
context->Unmap(m_pVB, 0);
D3D::stateman->SetVertexBuffer(m_pVB, stride, bufoffset);
D3D::stateman->Apply();
D3D::context->Draw(3 * dwNumTriangles, 0);
dwNumTriangles = 0;
D3D11_MAPPED_SUBRESOURCE _vbmap;
hr = context->Map(m_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &_vbmap);
if (FAILED(hr)) PanicAlert("Mapping vertex buffer failed, %s %d\n", __FILE__, __LINE__);
pVertices = (D3D::FONT2DVERTEX*)_vbmap.pData;
}
sx += w + spacing * scalex * size;
}
// Unlock and render the vertex buffer
context->Unmap(m_pVB, 0);
if (dwNumTriangles > 0)
{
D3D::stateman->SetVertexBuffer(m_pVB, stride, bufoffset);
D3D::stateman->Apply();
D3D::context->Draw(3 * dwNumTriangles, 0);
}
D3D::stateman->PopBlendState();
D3D::stateman->PopRasterizerState();
return S_OK;
}
ID3D11SamplerState* linear_copy_sampler = nullptr;
ID3D11SamplerState* point_copy_sampler = nullptr;
struct STQVertex { float x, y, z, u, v, w, g; };
struct STSQVertex { float x, y, z, u, v, w, g; };
struct ClearVertex { float x, y, z; u32 col; };
struct ColVertex { float x, y, z; u32 col; };
struct
{
float u1, v1, u2, v2, S, G;
} tex_quad_data;
struct
{
MathUtil::Rectangle<float> rdest;
float u1, v1, u2, v2, S, G;
} tex_sub_quad_data;
struct
{
float x1, y1, x2, y2, z;
u32 col;
} draw_quad_data;
struct
{
u32 col;
float z;
} clear_quad_data;
// ring buffer offsets
int stq_offset, stsq_offset, cq_offset, clearq_offset;
// observer variables for ring buffer wraps
bool stq_observer, stsq_observer, cq_observer, clearq_observer;
void InitUtils()
{
util_vbuf = new UtilVertexBuffer(65536); // 64KiB
float border[4] = { 0.f, 0.f, 0.f, 0.f };
D3D11_SAMPLER_DESC samDesc = CD3D11_SAMPLER_DESC(D3D11_FILTER_MIN_MAG_MIP_POINT, D3D11_TEXTURE_ADDRESS_BORDER, D3D11_TEXTURE_ADDRESS_BORDER, D3D11_TEXTURE_ADDRESS_BORDER, 0.f, 1, D3D11_COMPARISON_ALWAYS, border, 0.f, 0.f);
HRESULT hr = D3D::device->CreateSamplerState(&samDesc, &point_copy_sampler);
if (FAILED(hr)) PanicAlert("Failed to create sampler state at %s %d\n", __FILE__, __LINE__);
else SetDebugObjectName((ID3D11DeviceChild*)point_copy_sampler, "point copy sampler state");
samDesc = CD3D11_SAMPLER_DESC(D3D11_FILTER_MIN_MAG_MIP_LINEAR, D3D11_TEXTURE_ADDRESS_BORDER, D3D11_TEXTURE_ADDRESS_BORDER, D3D11_TEXTURE_ADDRESS_BORDER, 0.f, 1, D3D11_COMPARISON_ALWAYS, border, 0.f, 0.f);
hr = D3D::device->CreateSamplerState(&samDesc, &linear_copy_sampler);
if (FAILED(hr)) PanicAlert("Failed to create sampler state at %s %d\n", __FILE__, __LINE__);
else SetDebugObjectName((ID3D11DeviceChild*)linear_copy_sampler, "linear copy sampler state");
// cached data used to avoid unnecessarily reloading the vertex buffers
memset(&tex_quad_data, 0, sizeof(tex_quad_data));
memset(&tex_sub_quad_data, 0, sizeof(tex_sub_quad_data));
memset(&draw_quad_data, 0, sizeof(draw_quad_data));
memset(&clear_quad_data, 0, sizeof(clear_quad_data));
// make sure to properly load the vertex data whenever the corresponding functions get called the first time
stq_observer = stsq_observer = cq_observer = clearq_observer = true;
util_vbuf->AddWrapObserver(&stq_observer);
util_vbuf->AddWrapObserver(&stsq_observer);
util_vbuf->AddWrapObserver(&cq_observer);
util_vbuf->AddWrapObserver(&clearq_observer);
font.Init();
}
void ShutdownUtils()
{
font.Shutdown();
SAFE_RELEASE(point_copy_sampler);
SAFE_RELEASE(linear_copy_sampler);
SAFE_DELETE(util_vbuf);
}
void SetPointCopySampler()
{
D3D::stateman->SetSampler(0, point_copy_sampler);
}
void SetLinearCopySampler()
{
D3D::stateman->SetSampler(0, linear_copy_sampler);
}
void drawShadedTexQuad(ID3D11ShaderResourceView* texture,
const D3D11_RECT* rSource,
int SourceWidth,
int SourceHeight,
ID3D11PixelShader* PShader,
ID3D11VertexShader* VShader,
ID3D11InputLayout* layout,
ID3D11GeometryShader* GShader,
float Gamma,
u32 slice)
{
float sw = 1.0f /(float) SourceWidth;
float sh = 1.0f /(float) SourceHeight;
float u1 = ((float)rSource->left) * sw;
float u2 = ((float)rSource->right) * sw;
float v1 = ((float)rSource->top) * sh;
float v2 = ((float)rSource->bottom) * sh;
float S = (float)slice;
float G = 1.0f / Gamma;
STQVertex coords[4] = {
{-1.0f, 1.0f, 0.0f, u1, v1, S, G},
{ 1.0f, 1.0f, 0.0f, u2, v1, S, G},
{-1.0f,-1.0f, 0.0f, u1, v2, S, G},
{ 1.0f,-1.0f, 0.0f, u2, v2, S, G},
};
// only upload the data to VRAM if it changed
if (stq_observer ||
tex_quad_data.u1 != u1 || tex_quad_data.v1 != v1 ||
tex_quad_data.u2 != u2 || tex_quad_data.v2 != v2 ||
tex_quad_data.S != S || tex_quad_data.G != G)
{
stq_offset = util_vbuf->AppendData(coords, sizeof(coords), sizeof(STQVertex));
stq_observer = false;
tex_quad_data.u1 = u1;
tex_quad_data.v1 = v1;
tex_quad_data.u2 = u2;
tex_quad_data.v2 = v2;
tex_quad_data.S = S;
tex_quad_data.G = G;
}
UINT stride = sizeof(STQVertex);
UINT offset = 0;
D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
D3D::stateman->SetInputLayout(layout);
D3D::stateman->SetVertexBuffer(util_vbuf->GetBuffer(), stride, offset);
D3D::stateman->SetPixelShader(PShader);
D3D::stateman->SetTexture(0, texture);
D3D::stateman->SetVertexShader(VShader);
D3D::stateman->SetGeometryShader(GShader);
D3D::stateman->Apply();
D3D::context->Draw(4, stq_offset);
D3D::stateman->SetTexture(0, nullptr); // immediately unbind the texture
D3D::stateman->Apply();
D3D::stateman->SetGeometryShader(nullptr);
}
// Fills a certain area of the current render target with the specified color
// destination coordinates normalized to (-1;1)
void drawColorQuad(u32 Color, float z, float x1, float y1, float x2, float y2)
{
ColVertex coords[4] = {
{ x1, y1, z, Color },
{ x2, y1, z, Color },
{ x1, y2, z, Color },
{ x2, y2, z, Color },
};
if (cq_observer ||
draw_quad_data.x1 != x1 || draw_quad_data.y1 != y1 ||
draw_quad_data.x2 != x2 || draw_quad_data.y2 != y2 ||
draw_quad_data.col != Color || draw_quad_data.z != z)
{
cq_offset = util_vbuf->AppendData(coords, sizeof(coords), sizeof(ColVertex));
cq_observer = false;
draw_quad_data.x1 = x1;
draw_quad_data.y1 = y1;
draw_quad_data.x2 = x2;
draw_quad_data.y2 = y2;
draw_quad_data.col = Color;
draw_quad_data.z = z;
}
stateman->SetVertexShader(VertexShaderCache::GetClearVertexShader());
stateman->SetGeometryShader(GeometryShaderCache::GetClearGeometryShader());
stateman->SetPixelShader(PixelShaderCache::GetClearProgram());
stateman->SetInputLayout(VertexShaderCache::GetClearInputLayout());
UINT stride = sizeof(ColVertex);
UINT offset = 0;
stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
stateman->SetVertexBuffer(util_vbuf->GetBuffer(), stride, offset);
stateman->Apply();
context->Draw(4, cq_offset);
stateman->SetGeometryShader(nullptr);
}
void drawClearQuad(u32 Color, float z)
{
ClearVertex coords[4] = {
{-1.0f, 1.0f, z, Color},
{ 1.0f, 1.0f, z, Color},
{-1.0f, -1.0f, z, Color},
{ 1.0f, -1.0f, z, Color},
};
if (clearq_observer || clear_quad_data.col != Color || clear_quad_data.z != z)
{
clearq_offset = util_vbuf->AppendData(coords, sizeof(coords), sizeof(ClearVertex));
clearq_observer = false;
clear_quad_data.col = Color;
clear_quad_data.z = z;
}
stateman->SetVertexShader(VertexShaderCache::GetClearVertexShader());
stateman->SetGeometryShader(GeometryShaderCache::GetClearGeometryShader());
stateman->SetPixelShader(PixelShaderCache::GetClearProgram());
stateman->SetInputLayout(VertexShaderCache::GetClearInputLayout());
UINT stride = sizeof(ClearVertex);
UINT offset = 0;
stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
stateman->SetVertexBuffer(util_vbuf->GetBuffer(), stride, offset);
stateman->Apply();
context->Draw(4, clearq_offset);
stateman->SetGeometryShader(nullptr);
}
static void InitColVertex(ColVertex* vert, float x, float y, float z, u32 col)
{
vert->x = x;
vert->y = y;
vert->z = z;
vert->col = col;
}
void DrawEFBPokeQuads(EFBAccessType type, const EfbPokeData* points, size_t num_points)
{
const size_t COL_QUAD_SIZE = sizeof(ColVertex) * 6;
// Set common state
stateman->SetVertexShader(VertexShaderCache::GetClearVertexShader());
stateman->SetGeometryShader(GeometryShaderCache::GetClearGeometryShader());
stateman->SetPixelShader(PixelShaderCache::GetClearProgram());
stateman->SetInputLayout(VertexShaderCache::GetClearInputLayout());
stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
stateman->SetVertexBuffer(util_vbuf->GetBuffer(), sizeof(ColVertex), 0);
stateman->Apply();
// if drawing a large number of points at once, this will have to be split into multiple passes.
size_t points_per_draw = util_vbuf->GetSize() / COL_QUAD_SIZE;
size_t current_point_index = 0;
while (current_point_index < num_points)
{
size_t points_to_draw = std::min(num_points - current_point_index, points_per_draw);
size_t required_bytes = COL_QUAD_SIZE * points_to_draw;
// map and reserve enough buffer space for this draw
void* buffer_ptr;
int base_vertex_index = util_vbuf->BeginAppendData(&buffer_ptr, (int)required_bytes, sizeof(ColVertex));
// generate quads for each efb point
ColVertex* base_vertex_ptr = reinterpret_cast<ColVertex*>(buffer_ptr);
for (size_t i = 0; i < points_to_draw; i++)
{
// generate quad from the single point (clip-space coordinates)
const EfbPokeData* point = &points[current_point_index];
float x1 = float(point->x) * 2.0f / EFB_WIDTH - 1.0f;
float y1 = -float(point->y) * 2.0f / EFB_HEIGHT + 1.0f;
float x2 = float(point->x + 1) * 2.0f / EFB_WIDTH - 1.0f;
float y2 = -float(point->y + 1) * 2.0f / EFB_HEIGHT + 1.0f;
float z = (type == POKE_Z) ? (1.0f - float(point->data & 0xFFFFFF) / 16777216.0f) : 0.0f;
u32 col = (type == POKE_Z) ? 0 : ((point->data & 0xFF00FF00) | ((point->data >> 16) & 0xFF) | ((point->data << 16) & 0xFF0000));
current_point_index++;
// quad -> triangles
ColVertex* vertex = &base_vertex_ptr[i * 6];
InitColVertex(&vertex[0], x1, y1, z, col);
InitColVertex(&vertex[1], x2, y1, z, col);
InitColVertex(&vertex[2], x1, y2, z, col);
InitColVertex(&vertex[3], x1, y2, z, col);
InitColVertex(&vertex[4], x2, y1, z, col);
InitColVertex(&vertex[5], x2, y2, z, col);
}
// unmap the util buffer, and issue the draw
util_vbuf->EndAppendData();
context->Draw(6 * (UINT)points_to_draw, base_vertex_index);
}
stateman->SetGeometryShader(GeometryShaderCache::GetClearGeometryShader());
}
} // namespace D3D
} // namespace DX11
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