D3D12: Use stream buffer for CD3DFont
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5c1a708977
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@ -359,24 +359,7 @@ int CD3DFont::Init()
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const unsigned int text_vb_size = s_max_num_vertices * sizeof(FONT2DVERTEX);
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CheckHR(
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device12->CreateCommittedResource(
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&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
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D3D12_HEAP_FLAG_NONE,
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&CD3DX12_RESOURCE_DESC::Buffer(text_vb_size),
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D3D12_RESOURCE_STATE_GENERIC_READ,
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nullptr,
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IID_PPV_ARGS(&m_vb12)
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)
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);
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SetDebugObjectName12(m_vb12, "vertex buffer of a CD3DFont object");
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m_vb12_view.BufferLocation = m_vb12->GetGPUVirtualAddress();
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m_vb12_view.SizeInBytes = text_vb_size;
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m_vb12_view.StrideInBytes = sizeof(FONT2DVERTEX);
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CheckHR(m_vb12->Map(0, nullptr, &m_vb12_data));
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m_vertex_buffer = std::make_unique<D3DStreamBuffer>(text_vb_size * 2, text_vb_size * 16, nullptr);
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D3D12_GRAPHICS_PIPELINE_STATE_DESC text_pso_desc = {
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default_root_signature, // ID3D12RootSignature *pRootSignature;
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@ -409,7 +392,7 @@ int CD3DFont::Init()
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int CD3DFont::Shutdown()
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{
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D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_vb12);
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m_vertex_buffer.reset();
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D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_texture12);
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return S_OK;
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@ -417,7 +400,7 @@ int CD3DFont::Shutdown()
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int CD3DFont::DrawTextScaled(float x, float y, float size, float spacing, u32 dwColor, const std::string& text)
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{
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if (!m_vb12)
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if (!m_vertex_buffer)
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return 0;
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float scale_x = 1 / static_cast<float>(D3D::GetBackBufferWidth()) * 2.f;
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@ -428,10 +411,6 @@ int CD3DFont::DrawTextScaled(float x, float y, float size, float spacing, u32 dw
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float sx = x * scale_x - 1.f;
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float sy = 1.f - y * scale_y;
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// Fill vertex buffer
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FONT2DVERTEX* vertices12 = static_cast<FONT2DVERTEX*>(m_vb12_data) + m_vb12_offset / sizeof(FONT2DVERTEX);
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int num_triangles = 0L;
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// set general pipeline state
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D3D::current_command_list->SetPipelineState(m_pso);
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D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PSO, true);
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@ -441,13 +420,11 @@ int CD3DFont::DrawTextScaled(float x, float y, float size, float spacing, u32 dw
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D3D::current_command_list->SetGraphicsRootDescriptorTable(DESCRIPTOR_TABLE_PS_SRV, m_texture12_gpu);
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// If we are close to running off edge of vertex buffer, jump back to beginning.
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if (m_vb12_offset + text.length() * 6 * sizeof(FONT2DVERTEX) >= s_max_num_vertices * sizeof(FONT2DVERTEX))
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{
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m_vb12_offset = 0;
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vertices12 = static_cast<FONT2DVERTEX*>(m_vb12_data);
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}
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// upper bound is nchars * 6, assuming no spaces
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m_vertex_buffer->AllocateSpaceInBuffer(static_cast<u32>(text.length()) * 6 * sizeof(FONT2DVERTEX), sizeof(FONT2DVERTEX));
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FONT2DVERTEX* vertices12 = reinterpret_cast<FONT2DVERTEX*>(m_vertex_buffer->GetCPUAddressOfCurrentAllocation());
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int num_triangles = 0;
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float start_x = sx;
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for (char c : text)
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{
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@ -487,13 +464,14 @@ int CD3DFont::DrawTextScaled(float x, float y, float size, float spacing, u32 dw
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// Render the vertex buffer
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if (num_triangles > 0)
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{
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D3D::current_command_list->IASetVertexBuffers(0, 1, &m_vb12_view);
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u32 written_size = num_triangles * 3 * sizeof(FONT2DVERTEX);
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m_vertex_buffer->OverrideSizeOfPreviousAllocation(written_size);
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D3D::current_command_list->DrawInstanced(3 * num_triangles, 1, m_vb12_offset / sizeof(FONT2DVERTEX), 0);
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D3D12_VERTEX_BUFFER_VIEW vb_view = { m_vertex_buffer->GetGPUAddressOfCurrentAllocation(), written_size, sizeof(FONT2DVERTEX) };
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D3D::current_command_list->IASetVertexBuffers(0, 1, &vb_view);
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D3D::current_command_list->DrawInstanced(3 * num_triangles, 1, 0, 0);
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}
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m_vb12_offset += 3 * num_triangles * sizeof(FONT2DVERTEX);
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return S_OK;
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}
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@ -5,10 +5,12 @@
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#pragma once
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#include <d3d11.h>
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#include <memory>
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#include <string>
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#include "Common/MathUtil.h"
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#include "VideoBackends/D3D12/D3DState.h"
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#include "VideoBackends/D3D12/D3DStreamBuffer.h"
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#include "VideoCommon/RenderBase.h"
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@ -48,10 +50,7 @@ private:
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D3D12_CPU_DESCRIPTOR_HANDLE m_texture12_cpu = {};
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D3D12_GPU_DESCRIPTOR_HANDLE m_texture12_gpu = {};
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ID3D12Resource* m_vb12 = nullptr;
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D3D12_VERTEX_BUFFER_VIEW m_vb12_view = {};
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void* m_vb12_data = nullptr;
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unsigned int m_vb12_offset = 0;
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std::unique_ptr<D3DStreamBuffer> m_vertex_buffer;
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D3D12_INPUT_LAYOUT_DESC m_input_layout12 = {};
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D3D12_SHADER_BYTECODE m_pshader12 = {};
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