696 lines
22 KiB
C++
696 lines
22 KiB
C++
// 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 <list>
|
|
#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
|
|
{
|
|
|
|
// Ring buffer class, shared between the draw* functions
|
|
class UtilVertexBuffer
|
|
{
|
|
public:
|
|
UtilVertexBuffer(int size) : buf(NULL), 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, NULL, &buf);
|
|
}
|
|
~UtilVertexBuffer()
|
|
{
|
|
buf->Release();
|
|
}
|
|
|
|
// 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(std::list<bool*>::iterator it = observers.begin(); it != observers.end(); ++it)
|
|
**it = 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;
|
|
}
|
|
|
|
void AddWrapObserver(bool* observer)
|
|
{
|
|
observers.push_back(observer);
|
|
}
|
|
|
|
inline ID3D11Buffer* &GetBuffer() { return buf; }
|
|
|
|
private:
|
|
ID3D11Buffer* buf;
|
|
int offset;
|
|
int max_size;
|
|
|
|
std::list<bool*> observers;
|
|
};
|
|
|
|
CD3DFont font;
|
|
UtilVertexBuffer* util_vbuf = NULL;
|
|
|
|
#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 = 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 = 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(NULL);
|
|
HBITMAP hbmBitmap = CreateDIBSection(hDC, &bmi, DIB_RGB_COLORS, (void**)&pBitmapBits, NULL, 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 (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);
|
|
|
|
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, 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_R8G8B8A8_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;
|
|
}
|
|
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, NULL, &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, sizeof(fontpixshader));
|
|
if (m_pshader == NULL) 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, 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__);
|
|
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, NULL, &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 char* strText)
|
|
{
|
|
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;
|
|
char c;
|
|
|
|
// 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->Apply();
|
|
|
|
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);
|
|
|
|
float fStartX = sx;
|
|
while (c = *strText++)
|
|
{
|
|
if (c == ('\n'))
|
|
{
|
|
sx = fStartX;
|
|
sy -= scaley * size;
|
|
}
|
|
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 = (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::context->IASetVertexBuffers(0, 1, &m_pVB, &stride, &bufoffset);
|
|
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::context->IASetVertexBuffers(0, 1, &m_pVB, &stride, &bufoffset);
|
|
D3D::context->Draw(3 * dwNumTriangles, 0);
|
|
}
|
|
D3D::stateman->PopBlendState();
|
|
D3D::stateman->PopRasterizerState();
|
|
return S_OK;
|
|
}
|
|
|
|
ID3D11SamplerState* linear_copy_sampler = NULL;
|
|
ID3D11SamplerState* point_copy_sampler = NULL;
|
|
|
|
typedef struct { float x,y,z,u,v,w; } STQVertex;
|
|
typedef struct { float x,y,z,u,v,w; } STSQVertex;
|
|
typedef struct { float x,y,z; u32 col; } ClearVertex;
|
|
typedef struct { float x,y,z; u32 col; } ColVertex;
|
|
|
|
struct
|
|
{
|
|
float u1, v1, u2, v2, G;
|
|
} tex_quad_data;
|
|
|
|
struct
|
|
{
|
|
MathUtil::Rectangle<float> rdest;
|
|
float u1, v1, u2, v2, G;
|
|
} tex_sub_quad_data;
|
|
|
|
struct
|
|
{
|
|
float x1, y1, x2, y2;
|
|
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(0x4000);
|
|
|
|
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::context->PSSetSamplers(0, 1, &point_copy_sampler);
|
|
}
|
|
|
|
void SetLinearCopySampler()
|
|
{
|
|
D3D::context->PSSetSamplers(0, 1, &linear_copy_sampler);
|
|
}
|
|
|
|
void drawShadedTexQuad(ID3D11ShaderResourceView* texture,
|
|
const D3D11_RECT* rSource,
|
|
int SourceWidth,
|
|
int SourceHeight,
|
|
ID3D11PixelShader* PShader,
|
|
ID3D11VertexShader* Vshader,
|
|
ID3D11InputLayout* layout,
|
|
float Gamma)
|
|
{
|
|
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 G = 1.0f / Gamma;
|
|
|
|
STQVertex coords[4] = {
|
|
{-1.0f, 1.0f, 0.0f, u1, v1, G},
|
|
{ 1.0f, 1.0f, 0.0f, u2, v1, G},
|
|
{-1.0f,-1.0f, 0.0f, u1, v2, G},
|
|
{ 1.0f,-1.0f, 0.0f, u2, v2, 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.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.G = G;
|
|
}
|
|
UINT stride = sizeof(STQVertex);
|
|
UINT offset = 0;
|
|
|
|
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
|
D3D::context->IASetInputLayout(layout);
|
|
D3D::context->IASetVertexBuffers(0, 1, &util_vbuf->GetBuffer(), &stride, &offset);
|
|
D3D::context->PSSetShader(PShader, NULL, 0);
|
|
D3D::context->PSSetShaderResources(0, 1, &texture);
|
|
D3D::context->VSSetShader(Vshader, NULL, 0);
|
|
D3D::stateman->Apply();
|
|
D3D::context->Draw(4, stq_offset);
|
|
|
|
ID3D11ShaderResourceView* texres = NULL;
|
|
context->PSSetShaderResources(0, 1, &texres); // immediately unbind the texture
|
|
}
|
|
|
|
void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
|
|
const MathUtil::Rectangle<float>* rSource,
|
|
int SourceWidth,
|
|
int SourceHeight,
|
|
const MathUtil::Rectangle<float>* rDest,
|
|
ID3D11PixelShader* PShader,
|
|
ID3D11VertexShader* Vshader,
|
|
ID3D11InputLayout* layout,
|
|
float Gamma)
|
|
{
|
|
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;
|
|
float G = 1.0f / Gamma;
|
|
|
|
STSQVertex coords[4] = {
|
|
{ rDest->left , rDest->bottom, 0.0f, u1, v1, G},
|
|
{ rDest->right, rDest->bottom, 0.0f, u2, v1, G},
|
|
{ rDest->left , rDest->top , 0.0f, u1, v2, G},
|
|
{ rDest->right, rDest->top , 0.0f, u2, v2, G},
|
|
};
|
|
|
|
// only upload the data to VRAM if it changed
|
|
if (stsq_observer ||
|
|
memcmp(rDest, &tex_sub_quad_data.rdest, sizeof(rDest)) != 0 ||
|
|
tex_sub_quad_data.u1 != u1 || tex_sub_quad_data.v1 != v1 ||
|
|
tex_sub_quad_data.u2 != u2 || tex_sub_quad_data.v2 != v2 || tex_sub_quad_data.G != G)
|
|
{
|
|
stsq_offset = util_vbuf->AppendData(coords, sizeof(coords), sizeof(STSQVertex));
|
|
stsq_observer = false;
|
|
|
|
tex_sub_quad_data.u1 = u1;
|
|
tex_sub_quad_data.v1 = v1;
|
|
tex_sub_quad_data.u2 = u2;
|
|
tex_sub_quad_data.v2 = v2;
|
|
tex_sub_quad_data.G = G;
|
|
memcpy(&tex_sub_quad_data.rdest, &rDest, sizeof(rDest));
|
|
}
|
|
UINT stride = sizeof(STSQVertex);
|
|
UINT offset = 0;
|
|
|
|
context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
|
context->IASetVertexBuffers(0, 1, &util_vbuf->GetBuffer(), &stride, &offset);
|
|
context->IASetInputLayout(layout);
|
|
context->PSSetShaderResources(0, 1, &texture);
|
|
context->PSSetShader(PShader, NULL, 0);
|
|
context->VSSetShader(Vshader, NULL, 0);
|
|
stateman->Apply();
|
|
context->Draw(4, stsq_offset);
|
|
|
|
ID3D11ShaderResourceView* texres = NULL;
|
|
context->PSSetShaderResources(0, 1, &texres); // immediately unbind the texture
|
|
}
|
|
|
|
// Fills a certain area of the current render target with the specified color
|
|
// destination coordinates normalized to (-1;1)
|
|
void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2)
|
|
{
|
|
ColVertex coords[4] = {
|
|
{ x1, y2, 0.f, Color },
|
|
{ x2, y2, 0.f, Color },
|
|
{ x1, y1, 0.f, Color },
|
|
{ x2, y1, 0.f, 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)
|
|
{
|
|
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;
|
|
}
|
|
|
|
context->VSSetShader(VertexShaderCache::GetClearVertexShader(), NULL, 0);
|
|
context->PSSetShader(PixelShaderCache::GetClearProgram(), NULL, 0);
|
|
context->IASetInputLayout(VertexShaderCache::GetClearInputLayout());
|
|
|
|
UINT stride = sizeof(ColVertex);
|
|
UINT offset = 0;
|
|
context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
|
context->IASetVertexBuffers(0, 1, &util_vbuf->GetBuffer(), &stride, &offset);
|
|
|
|
stateman->Apply();
|
|
context->Draw(4, cq_offset);
|
|
}
|
|
|
|
void drawClearQuad(u32 Color, float z, ID3D11PixelShader* PShader, ID3D11VertexShader* Vshader, ID3D11InputLayout* layout)
|
|
{
|
|
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;
|
|
}
|
|
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, &util_vbuf->GetBuffer(), &stride, &offset);
|
|
stateman->Apply();
|
|
context->Draw(4, clearq_offset);
|
|
}
|
|
|
|
} // namespace
|