// Copyright (C) 2003 Dolphin Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official SVN repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ #include "Common.h" #include "D3DBase.h" #include "D3DUtil.h" #include "D3DTexture.h" #include "Render.h" #include "PixelShaderCache.h" #include "VertexShaderCache.h" #include "D3DShader.h" namespace D3D { CD3DFont font; #define MAX_NUM_VERTICES 300 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 = NULL; m_pVB = NULL; m_InputLayout = NULL; m_pshader = NULL; m_vshader = NULL; } const char fontpixshader[] = { "Texture2D tex2D;\n" "SamplerState linearSampler\n" "{\n" " Filter = MIN_MAG_MIP_LINEAR;\n" " AddressU = Wrap;\n" " AddressV = Wrap;\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() { 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(NULL); HBITMAP hbmBitmap = CreateDIBSection(hDC, &bmi, DIB_RGB_COLORS, (void**)&pBitmapBits, NULL, 0); SetMapMode(hDC, MM_TEXT); // create a GDI font int m_dwFontHeight = 24; int nHeight = -MulDiv(m_dwFontHeight, (int)GetDeviceCaps(hDC, LOGPIXELSY), 72); int dwBold = FW_NORMAL; HFONT hFont = CreateFont(nHeight, 0, 0, 0, dwBold, 0, FALSE, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, CLIP_DEFAULT_PRECIS, ANTIALIASED_QUALITY, VARIABLE_PITCH, _T("Tahoma")); if (NULL == 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); // 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 += size.cy + 1; } ExtTextOutA(hDC, x+1, y+0, ETO_OPAQUE | ETO_CLIPPED, NULL, str, 1, NULL); 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_B8G8R8A8_UNORM, m_dwTexWidth, m_dwTexHeight, 1, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE); hr = device->CreateTexture2D(&texdesc, NULL, &buftex); if (FAILED(hr)) { PanicAlert("Failed to create font texture"); return hr; } // 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[x] = ((bAlpha * 255 / 15) << 24) | 0xFFFFFF; } } // clean up context->Unmap(buftex, 0); hr = D3D::device->CreateShaderResourceView(buftex, NULL, &m_pTexture); if (FAILED(hr)) PanicAlert("Failed to create shader resource view at %s %d\n", __FILE__, __LINE__); buftex->Release(); SelectObject(hDC, hOldbmBitmap); DeleteObject(hbmBitmap); SelectObject(hDC, hOldFont); DeleteObject(hFont); // setup device objects for drawing m_pshader = D3D::CompileAndCreatePixelShader(fontpixshader, sizeof(fontpixshader)); if (m_pshader == NULL) PanicAlert("Failed to create pixel shader, %s %d\n", __FILE__, __LINE__); ID3D10Blob* vsbytecode; D3D::CompileVertexShader(fontvertshader, sizeof(fontvertshader), &vsbytecode); if (vsbytecode == NULL) PanicAlert("Failed to compile vertex shader, %s %d\n", __FILE__, __LINE__); m_vshader = D3D::CreateVertexShaderFromByteCode(vsbytecode); if (m_vshader == NULL) PanicAlert("Failed to create vertex shader, %s %d\n", __FILE__, __LINE__); 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->GetBufferPointer(), vsbytecode->GetBufferSize(), &m_InputLayout); if (FAILED(hr)) PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__); vsbytecode->Release(); 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; D3D::device->CreateBlendState(&blenddesc, &m_blendstate); // this might need to be changed when adding multisampling support D3D11_RASTERIZER_DESC rastdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false, 0, 0.f, 0.f, false, false, false, false); D3D::device->CreateRasterizerState(&rastdesc, &m_raststate); 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, NULL, &m_pVB))) { PanicAlert("Failed to create vertex buffer!\n"); return hr; } 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 scale, float spacing, u32 dwColor, const char* strText, bool center) { if (!m_pVB) return 0; UINT stride = sizeof(FONT2DVERTEX); UINT bufoffset = 0; float sx = x; float sy = y; float fStartX = sx; float invLineHeight = 1.0f / ((m_fTexCoords[0][3] - m_fTexCoords[0][1]) * m_dwTexHeight); // 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; const char* oldstrText = strText; // first, let's measure the text float tw=0; float mx=0; float maxx=0; while (*strText) { char c = *strText++; if (c == ('\n')) mx = 0; if (c < (' ')) continue; float tx1 = m_fTexCoords[c-32][0]; float tx2 = m_fTexCoords[c-32][2]; float w = (tx2-tx1)*m_dwTexWidth; w *= scale*invLineHeight; mx += w + spacing*scale; if (mx > maxx) maxx = mx; } float offset = -maxx/2; strText = oldstrText; //Then let's draw it if (center) { sx += offset; fStartX += offset; } float wScale = scale*invLineHeight; float hScale = scale*invLineHeight; // set general pipeline state D3D::context->OMSetBlendState(m_blendstate, NULL, 0xFFFFFFFF); D3D::context->RSSetState(m_raststate); D3D::context->PSSetShader(m_pshader, NULL, 0); D3D::context->VSSetShader(m_vshader, NULL, 0); D3D::context->IASetInputLayout(m_InputLayout); D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); D3D::context->PSSetShaderResources(0, 1, &m_pTexture); while (*strText) { char c = *strText++; if (c == ('\n')) { sx = fStartX; sy += scale; } if (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 = (tx2-tx1)*m_dwTexWidth/2; float h = (ty2-ty1)*m_dwTexHeight/2; FONT2DVERTEX v[6]; v[0] = InitFont2DVertex( sx /m_dwTexWidth-1.f, 1-((sy+h)/m_dwTexHeight), dwColor, tx1, ty2); v[1] = InitFont2DVertex( sx /m_dwTexWidth-1.f, 1-( sy /m_dwTexHeight), dwColor, tx1, ty1); v[2] = InitFont2DVertex((sx+w)/m_dwTexWidth-1.f, 1-((sy+h)/m_dwTexHeight), dwColor, tx2, ty2); v[3] = InitFont2DVertex((sx+w)/m_dwTexWidth-1.f, 1-( sy /m_dwTexHeight), 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::context->IASetVertexBuffers(0, 1, &m_pVB, &stride, &bufoffset); D3D::context->Draw(3 * dwNumTriangles, 0); dwNumTriangles = 0; 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; } sx += w + spacing*scale; } // Unlock and render the vertex buffer context->Unmap(m_pVB, 0); if (dwNumTriangles > 0) { D3D::context->IASetVertexBuffers(0, 1, &m_pVB, &stride, &bufoffset); D3D::context->Draw(3 * dwNumTriangles, 0); } D3D::gfxstate->SetShaderResource(0, NULL); return S_OK; } ID3D11Buffer* CreateQuadVertexBuffer(unsigned int size, void* data) { ID3D11Buffer* vb; D3D11_BUFFER_DESC vbdesc; vbdesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vbdesc.ByteWidth = size; vbdesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; vbdesc.MiscFlags = 0; vbdesc.Usage = D3D11_USAGE_DYNAMIC; if (data) { D3D11_SUBRESOURCE_DATA bufdata; bufdata.pSysMem = data; if (FAILED(device->CreateBuffer(&vbdesc, &bufdata, &vb))) return NULL; } else if (FAILED(device->CreateBuffer(&vbdesc, NULL, &vb))) return NULL; return vb; } ID3D11SamplerState* stqsamplerstate = NULL; ID3D11SamplerState* stsqsamplerstate = NULL; ID3D11Buffer* stqvb = NULL; ID3D11Buffer* stsqvb = NULL; ID3D11Buffer* clearvb = NULL; typedef struct { float x,y,z,u,v; } STQVertex; typedef struct { float x,y,z,u,v; } STSQVertex; typedef struct { float x,y,z; float col[4];} ClearVertex; void InitUtils() { 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_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP, 0.f, 16, D3D11_COMPARISON_ALWAYS, border, -D3D11_FLOAT32_MAX, D3D11_FLOAT32_MAX); HRESULT hr = D3D::device->CreateSamplerState(&samDesc, &stqsamplerstate); if (FAILED(hr)) PanicAlert("Failed to create sampler state at %s %d\n", __FILE__, __LINE__); else SetDebugObjectName((ID3D11DeviceChild*)stqsamplerstate, "sampler state of drawShadedTexQuad"); stqvb = CreateQuadVertexBuffer(4*sizeof(STQVertex), NULL); SetDebugObjectName((ID3D11DeviceChild*)stqvb, "vertex buffer of drawShadedTexQuad"); stsqvb = CreateQuadVertexBuffer(4*sizeof(STSQVertex), NULL); SetDebugObjectName((ID3D11DeviceChild*)stsqvb, "vertex buffer of drawShadedTexSubQuad"); clearvb = CreateQuadVertexBuffer(4*sizeof(ClearVertex), NULL); SetDebugObjectName((ID3D11DeviceChild*)clearvb, "vertex buffer of drawClearQuad"); samDesc = CD3D11_SAMPLER_DESC(D3D11_FILTER_MIN_MAG_MIP_POINT, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP, 0.f, 16, D3D11_COMPARISON_ALWAYS, border, -D3D11_FLOAT32_MAX, D3D11_FLOAT32_MAX); hr = D3D::device->CreateSamplerState(&samDesc, &stsqsamplerstate); if (FAILED(hr)) PanicAlert("Failed to create sampler state at %s %d\n", __FILE__, __LINE__); else SetDebugObjectName((ID3D11DeviceChild*)stsqsamplerstate, "sampler state of drawShadedTexSubQuad"); } void ShutdownUtils() { SAFE_RELEASE(stqsamplerstate); SAFE_RELEASE(stsqsamplerstate); SAFE_RELEASE(stqvb); SAFE_RELEASE(stsqvb); SAFE_RELEASE(clearvb); } void drawShadedTexQuad(ID3D11ShaderResourceView* texture, const D3D11_RECT* rSource, int SourceWidth, int SourceHeight, ID3D11PixelShader* PShader, ID3D11VertexShader* Vshader, ID3D11InputLayout* layout) { 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; static float lastu1 = 0.f, lastv1 = 0.f, lastu2 = 0.f, lastv2 = 0.f; STQVertex coords[4] = { {-1.0f, 1.0f, 0.0f, u1, v1}, { 1.0f, 1.0f, 0.0f, u2, v1}, {-1.0f,-1.0f, 0.0f, u1, v2}, { 1.0f,-1.0f, 0.0f, u2, v2}, }; // only upload the data to VRAM if it changed if (lastu1 != u1 || lastv1 != v1 || lastu2 != u2 || lastv2 != v2) { D3D11_MAPPED_SUBRESOURCE map; D3D::context->Map(stqvb, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); memcpy(map.pData, coords, sizeof(coords)); D3D::context->Unmap(stqvb, 0); } UINT stride = sizeof(STQVertex); UINT offset = 0; D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); D3D::context->IASetInputLayout(layout); D3D::context->IASetVertexBuffers(0, 1, &stqvb, &stride, &offset); D3D::context->PSSetSamplers(0, 1, &stqsamplerstate); D3D::context->PSSetShader(PShader, NULL, 0); D3D::context->PSSetShaderResources(0, 1, &texture); D3D::context->VSSetShader(Vshader, NULL, 0); D3D::context->Draw(4, 0); ID3D11ShaderResourceView* texres = NULL; context->PSSetShaderResources(0, 1, &texres); // immediately unbind the texture D3D::gfxstate->SetShaderResource(0, NULL); lastu1 = u1; lastv1 = v1; lastu2 = u2; lastv2 = v2; } void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture, const MathUtil::Rectangle* rSource, int SourceWidth, int SourceHeight, const MathUtil::Rectangle* rDest, ID3D11PixelShader* PShader, ID3D11VertexShader* Vshader, ID3D11InputLayout* layout) { float sw = 1.0f /(float) SourceWidth; float sh = 1.0f /(float) SourceHeight; float u1 = (rSource->left ) * sw; float u2 = (rSource->right ) * sw; float v1 = (rSource->top ) * sh; float v2 = (rSource->bottom) * sh; static MathUtil::Rectangle lastrdest = {0.f}; static float lastu1 = 0.f, lastv1 = 0.f, lastu2 = 0.f, lastv2 = 0.f; STSQVertex coords[4] = { { rDest->left , rDest->bottom, 0.0f, u1, v1}, { rDest->right, rDest->bottom, 0.0f, u2, v1}, { rDest->left , rDest->top , 0.0f, u1, v2}, { rDest->right, rDest->top , 0.0f, u2, v2}, }; // only upload the data to VRAM if it changed if (memcmp(rDest, &lastrdest, sizeof(lastrdest)) != 0 || lastu1 != u1 || lastv1 != v1 || lastu2 != u2 || lastv2 != v2) { D3D11_MAPPED_SUBRESOURCE map; D3D::context->Map(stsqvb, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); memcpy(map.pData, coords, sizeof(coords)); D3D::context->Unmap(stsqvb, 0); } UINT stride = sizeof(STSQVertex); UINT offset = 0; context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); context->IASetVertexBuffers(0, 1, &stsqvb, &stride, &offset); context->IASetInputLayout(layout); context->PSSetShaderResources(0, 1, &texture); context->PSSetSamplers(0, 1, &stsqsamplerstate); context->PSSetShader(PShader, NULL, 0); context->VSSetShader(Vshader, NULL, 0); context->Draw(4, 0); ID3D11ShaderResourceView* texres = NULL; context->PSSetShaderResources(0, 1, &texres); // immediately unbind the texture D3D::gfxstate->SetShaderResource(0, NULL); lastu1 = u1; lastv1 = v1; lastu2 = u2; lastv2 = v2; lastrdest.left = rDest->left; lastrdest.right = rDest->right; lastrdest.top = rDest->top; lastrdest.bottom = rDest->bottom; } void drawClearQuad(u32 Color, float z, ID3D11PixelShader* PShader, ID3D11VertexShader* Vshader, ID3D11InputLayout* layout) { static u32 lastcol = 0; static float lastz = -15325.376f; // random value if (lastcol != Color || lastz != z) { float col[4]; col[0] = (float)((Color & 0xFF) << 24); col[1] = (float)((Color & 0xFF00) << 8); col[2] = (float)((Color & 0xFF0000) >> 8); col[3] = (float)((Color & 0xFF000000) >> 24); ClearVertex coords[4] = { {-1.0f, 1.0f, z, {col[0],col[1],col[2],col[3]}}, { 1.0f, 1.0f, z, {col[0],col[1],col[2],col[3]}}, {-1.0f, -1.0f, z, {col[0],col[1],col[2],col[3]}}, { 1.0f, -1.0f, z, {col[0],col[1],col[2],col[3]}}, }; D3D11_MAPPED_SUBRESOURCE map; context->Map(clearvb, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); memcpy(map.pData, coords, sizeof(coords)); context->Unmap(clearvb, 0); } context->VSSetShader(Vshader, NULL, 0); context->PSSetShader(PShader, NULL, 0); context->IASetInputLayout(layout); UINT stride = sizeof(ClearVertex); UINT offset = 0; context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); context->IASetVertexBuffers(0, 1, &clearvb, &stride, &offset); context->Draw(4, 0); lastcol = Color; lastz = z; } } // namespace