dolphin/Source/Core/VideoBackends/D3D12/D3DUtil.h

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// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <d3d11.h>
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#include <memory>
#include <string>
#include "Common/MathUtil.h"
#include "VideoBackends/D3D12/D3DState.h"
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#include "VideoBackends/D3D12/D3DStreamBuffer.h"
#include "VideoCommon/RenderBase.h"
namespace DX12
{
extern StateCache gx_state_cache;
namespace D3D
{
unsigned int AlignValue(unsigned int value, unsigned int alignment);
void ResourceBarrier(ID3D12GraphicsCommandList* command_list, ID3D12Resource* resource, D3D12_RESOURCE_STATES state_before, D3D12_RESOURCE_STATES state_after, UINT subresource);
// Font creation flags
static const unsigned int D3DFONT_BOLD = 0x0001;
static const unsigned int D3DFONT_ITALIC = 0x0002;
// Font rendering flags
static const unsigned int 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:
ID3D12Resource* m_texture12 = nullptr;
D3D12_CPU_DESCRIPTOR_HANDLE m_texture12_cpu = {};
D3D12_GPU_DESCRIPTOR_HANDLE m_texture12_gpu = {};
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std::unique_ptr<D3DStreamBuffer> m_vertex_buffer;
D3D12_INPUT_LAYOUT_DESC m_input_layout12 = {};
D3D12_SHADER_BYTECODE m_pshader12 = {};
D3D12_SHADER_BYTECODE m_vshader12 = {};
D3D12_BLEND_DESC m_blendstate12 = {};
D3D12_RASTERIZER_DESC m_raststate12 = {};
ID3D12PipelineState* m_pso = nullptr;
unsigned int m_line_height = 0;
float m_tex_coords[128 - 32][4] = {};
const int m_tex_width = 512;
const int m_tex_height = 512;
};
extern CD3DFont font;
void InitUtils();
void ShutdownUtils();
void SetPointCopySampler();
void SetLinearCopySampler();
void SetViewportAndScissor(int top_left_x, int top_left_y, int width, int height, float min_depth = D3D12_MIN_DEPTH, float max_depth = D3D12_MAX_DEPTH);
void DrawShadedTexQuad(D3DTexture2D* texture,
const D3D12_RECT* source,
int source_width,
int source_height,
D3D12_SHADER_BYTECODE pshader12 = {},
D3D12_SHADER_BYTECODE vshader12 = {},
D3D12_INPUT_LAYOUT_DESC layout12 = {},
D3D12_SHADER_BYTECODE gshader12 = {},
float gamma = 1.0f,
u32 slice = 0,
DXGI_FORMAT rt_format = DXGI_FORMAT_R8G8B8A8_UNORM,
bool inherit_srv_binding = false,
bool rt_multisampled = false
);
void DrawClearQuad(u32 Color, float z, D3D12_BLEND_DESC* blend_desc, D3D12_DEPTH_STENCIL_DESC* depth_stencil_desc, bool rt_multisampled);
void DrawColorQuad(u32 Color, float z, float x1, float y1, float x2, float y2, D3D12_BLEND_DESC* blend_desc, D3D12_DEPTH_STENCIL_DESC* depth_stencil_desc, bool rt_multisampled);
void DrawEFBPokeQuads(EFBAccessType type,
const EfbPokeData* points,
size_t num_points,
D3D12_BLEND_DESC* blend_desc,
D3D12_DEPTH_STENCIL_DESC* depth_stencil_desc,
D3D12_CPU_DESCRIPTOR_HANDLE* render_target,
D3D12_CPU_DESCRIPTOR_HANDLE* depth_buffer,
bool rt_multisampled);
}
}