97 lines
3.1 KiB
C++
97 lines
3.1 KiB
C++
// Copyright 2010 Dolphin Emulator Project
|
|
// Licensed under GPLv2+
|
|
// Refer to the license.txt file included.
|
|
|
|
#pragma once
|
|
|
|
#include <memory>
|
|
#include <string>
|
|
|
|
#include "Common/MathUtil.h"
|
|
#include "VideoBackends/D3D12/D3DState.h"
|
|
#include "VideoBackends/D3D12/D3DStreamBuffer.h"
|
|
|
|
#include "VideoCommon/RenderBase.h"
|
|
|
|
namespace DX12
|
|
{
|
|
extern StateCache gx_state_cache;
|
|
|
|
namespace D3D
|
|
{
|
|
constexpr unsigned int AlignValue(unsigned int value, unsigned int alignment)
|
|
{
|
|
return (value + (alignment - 1)) & ~(alignment - 1);
|
|
}
|
|
|
|
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 = {};
|
|
|
|
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 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);
|
|
}
|
|
}
|