Lioncash 01a92af014 D3DUtil: Make file-scope variables internally linked where applicable
All file scope variables are able to be made internally linked.

CD3DFont is essentially used as an extension to the utility interface, so
this is able to be made internal as well, removing a global from
external view.
2017-11-19 12:12:39 -05:00

809 lines
26 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoBackends/D3D/D3DUtil.h"
#include <cctype>
#include <list>
#include <string>
#include "Common/Align.h"
#include "Common/Assert.h"
#include "Common/Logging/Log.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DShader.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/GeometryShaderCache.h"
#include "VideoBackends/D3D/PixelShaderCache.h"
#include "VideoBackends/D3D/VertexShaderCache.h"
#include "VideoCommon/VideoBackendBase.h"
namespace DX11
{
namespace D3D
{
// Ring buffer class, shared between the draw* functions
class UtilVertexBuffer
{
public:
UtilVertexBuffer(unsigned int size) : 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, unsigned int size, unsigned 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 = Common::AlignUp(offset, vertex_size);
memcpy((u8*)map.pData + offset, data, size);
context->Unmap(buf, 0);
offset += size;
return (offset - size) / vertex_size;
}
int BeginAppendData(void** write_ptr, unsigned int size, unsigned int vertex_size)
{
_dbg_assert_(VIDEO, size < max_size);
D3D11_MAPPED_SUBRESOURCE map;
unsigned int aligned_offset = Common::AlignUp(offset, vertex_size);
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 = nullptr;
unsigned int offset = 0;
unsigned int max_size;
std::list<bool*> observers;
};
// Font creation flags
#define D3DFONT_BOLD 0x0001
#define D3DFONT_ITALIC 0x0002
// Font rendering flags
#define D3DFONT_CENTERED 0x0001
class CD3DFont
{
public:
CD3DFont();
// 2D text drawing function
// Initializing and destroying device-dependent objects
int Init();
int Shutdown();
int DrawTextScaled(float x, float y, float size, float spacing, u32 dwColor,
const std::string& text);
private:
ID3D11ShaderResourceView* m_pTexture;
ID3D11Buffer* m_pVB;
ID3D11InputLayout* m_InputLayout;
ID3D11PixelShader* m_pshader;
ID3D11VertexShader* m_vshader;
ID3D11BlendState* m_blendstate;
ID3D11RasterizerState* m_raststate;
const int m_dwTexWidth;
const int m_dwTexHeight;
unsigned int m_LineHeight;
float m_fTexCoords[128 - 32][4];
};
static CD3DFont font;
static 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(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(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(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(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(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(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;
}
static ID3D11SamplerState* linear_copy_sampler = nullptr;
static 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 TexQuadData
{
float u1, v1, u2, v2, S, G;
};
static TexQuadData tex_quad_data;
struct DrawQuadData
{
float x1, y1, x2, y2, z;
u32 col;
};
static DrawQuadData draw_quad_data;
struct ClearQuadData
{
u32 col;
float z;
};
static ClearQuadData clear_quad_data;
// ring buffer offsets
static int stq_offset, cq_offset, clearq_offset;
// observer variables for ring buffer wraps
static bool stq_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(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(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(&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 = cq_observer = clearq_observer = true;
util_vbuf->AddWrapObserver(&stq_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 = 0.0f;
u32 col = 0;
if (type == EFBAccessType::PokeZ)
{
z = 1.0f - static_cast<float>(point->data & 0xFFFFFF) / 16777216.0f;
}
else
{
col = ((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());
}
void DrawTextScaled(float x, float y, float size, float spacing, u32 color, const std::string& text)
{
font.DrawTextScaled(x, y, size, spacing, color, text);
}
} // namespace D3D
} // namespace DX11