// Copyright 2010 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include #include #include #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(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 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 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(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