/* Copyright 2021 flyinghead This file is part of Flycast. Flycast 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, either version 2 of the License, or (at your option) any later version. Flycast 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 for more details. You should have received a copy of the GNU General Public License along with Flycast. If not, see . */ #include "dx11_renderer.h" #include "dx11context.h" #include "hw/pvr/ta.h" #include "hw/pvr/pvr_mem.h" #include "rend/gui.h" #include "rend/tileclip.h" const D3D11_INPUT_ELEMENT_DESC MainLayout[] { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, (UINT)offsetof(Vertex, x), D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_B8G8R8A8_UNORM, 0, (UINT)offsetof(Vertex, col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 1, DXGI_FORMAT_B8G8R8A8_UNORM, 0, (UINT)offsetof(Vertex, spc), D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(Vertex, u), D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, (UINT)offsetof(Vertex, nx), D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; const D3D11_INPUT_ELEMENT_DESC ModVolLayout[] { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, (UINT)offsetof(ModTriangle, x0), D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; bool DX11Renderer::Init() { NOTICE_LOG(RENDERER, "DX11 renderer initializing"); device = theDX11Context.getDevice(); deviceContext = theDX11Context.getDeviceContext(); shaders = &theDX11Context.getShaders(); samplers = &theDX11Context.getSamplers(); bool success = (bool)shaders->getVertexShader(true, true); ComPtr blob = shaders->getVertexShaderBlob(); success = success && SUCCEEDED(device->CreateInputLayout(MainLayout, ARRAY_SIZE(MainLayout), blob->GetBufferPointer(), blob->GetBufferSize(), &mainInputLayout.get())); blob = shaders->getMVVertexShaderBlob(); success = success && SUCCEEDED(device->CreateInputLayout(ModVolLayout, ARRAY_SIZE(ModVolLayout), blob->GetBufferPointer(), blob->GetBufferSize(), &modVolInputLayout.get())); // Constants buffers { D3D11_BUFFER_DESC desc{}; desc.ByteWidth = sizeof(VertexConstants); desc.ByteWidth = (((desc.ByteWidth - 1) >> 4) + 1) << 4; desc.Usage = D3D11_USAGE_DYNAMIC; desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; success = success && SUCCEEDED(device->CreateBuffer(&desc, nullptr, &vtxConstants.get())); desc.ByteWidth = sizeof(PixelConstants); desc.ByteWidth = (((desc.ByteWidth - 1) >> 4) + 1) << 4; success = success && SUCCEEDED(device->CreateBuffer(&desc, nullptr, &pxlConstants.get())); desc.ByteWidth = sizeof(PixelPolyConstants); desc.ByteWidth = (((desc.ByteWidth - 1) >> 4) + 1) << 4; success = success && SUCCEEDED(device->CreateBuffer(&desc, nullptr, &pxlPolyConstants.get())); } // Rasterizer state { D3D11_RASTERIZER_DESC desc{}; desc.FillMode = D3D11_FILL_SOLID; desc.CullMode = D3D11_CULL_NONE; desc.FrontCounterClockwise = true; desc.ScissorEnable = true; desc.DepthClipEnable = false; device->CreateRasterizerState(&desc, &rasterCullNone.get()); desc.CullMode = D3D11_CULL_FRONT; device->CreateRasterizerState(&desc, &rasterCullFront.get()); desc.CullMode = D3D11_CULL_BACK; device->CreateRasterizerState(&desc, &rasterCullBack.get()); } // Palette texture { D3D11_TEXTURE2D_DESC desc{}; desc.Width = 32; desc.Height = 32; desc.ArraySize = 1; desc.SampleDesc.Count = 1; desc.Usage = D3D11_USAGE_DEFAULT; desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; desc.MipLevels = 1; device->CreateTexture2D(&desc, nullptr, &paletteTexture.get()); D3D11_SHADER_RESOURCE_VIEW_DESC viewDesc{}; viewDesc.Format = desc.Format; viewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; viewDesc.Texture2D.MipLevels = 1; device->CreateShaderResourceView(paletteTexture, &viewDesc, &paletteTextureView.get()); } // Fog texture { D3D11_TEXTURE2D_DESC desc{}; desc.Width = 128; desc.Height = 2; desc.ArraySize = 1; desc.SampleDesc.Count = 1; desc.Usage = D3D11_USAGE_DEFAULT; desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; desc.Format = DXGI_FORMAT_A8_UNORM; desc.MipLevels = 1; device->CreateTexture2D(&desc, nullptr, &fogTexture.get()); D3D11_SHADER_RESOURCE_VIEW_DESC viewDesc{}; viewDesc.Format = desc.Format; viewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; viewDesc.Texture2D.MipLevels = 1; device->CreateShaderResourceView(fogTexture, &viewDesc, &fogTextureView.get()); } // White texture { D3D11_TEXTURE2D_DESC desc{}; desc.Width = 8; desc.Height = 8; desc.ArraySize = 1; desc.SampleDesc.Count = 1; desc.Usage = D3D11_USAGE_DEFAULT; desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; desc.MipLevels = 1; device->CreateTexture2D(&desc, nullptr, &whiteTexture.get()); D3D11_SHADER_RESOURCE_VIEW_DESC viewDesc{}; viewDesc.Format = desc.Format; viewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; viewDesc.Texture2D.MipLevels = 1; device->CreateShaderResourceView(whiteTexture, &viewDesc, &whiteTextureView.get()); u32 texData[8 * 8]; memset(texData, 0xff, sizeof(texData)); deviceContext->UpdateSubresource(whiteTexture, 0, nullptr, texData, 8 * sizeof(u32), 8 * sizeof(u32) * 8); } quad = std::unique_ptr(new Quad()); quad->init(device, deviceContext, shaders); n2Helper.init(device, deviceContext); fog_needs_update = true; forcePaletteUpdate(); if (!success) { WARN_LOG(RENDERER, "DirectX 11 renderer initialization failed"); Term(); } frameRendered = false; return success; } void DX11Renderer::Term() { NOTICE_LOG(RENDERER, "DX11 renderer terminating"); n2Helper.term(); vtxConstants.reset(); pxlConstants.reset(); fbTex.reset(); fbTextureView.reset(); fbRenderTarget.reset(); quad.reset(); deviceContext.reset(); device.reset(); } void DX11Renderer::createDepthTexAndView(ComPtr& texture, ComPtr& view, int width, int height, DXGI_FORMAT format, UINT bindFlags) { view.reset(); texture.reset(); D3D11_TEXTURE2D_DESC desc{}; desc.Width = width; desc.Height = height; desc.MipLevels = 1; desc.ArraySize = 1; desc.Format = format; desc.SampleDesc.Count = 1; desc.Usage = D3D11_USAGE_DEFAULT; desc.BindFlags = D3D11_BIND_DEPTH_STENCIL | bindFlags; HRESULT hr = device->CreateTexture2D(&desc, nullptr, &texture.get()); if (FAILED(hr)) WARN_LOG(RENDERER, "Depth/stencil creation failed"); // Create the depth stencil view D3D11_DEPTH_STENCIL_VIEW_DESC viewDesc{}; viewDesc.Format = format == DXGI_FORMAT_R32G8X24_TYPELESS ? DXGI_FORMAT_D32_FLOAT_S8X24_UINT : DXGI_FORMAT_D24_UNORM_S8_UINT; viewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; hr = device->CreateDepthStencilView(texture, &viewDesc, &view.get()); if (FAILED(hr)) WARN_LOG(RENDERER, "Depth/stencil view creation failed"); } void DX11Renderer::createTexAndRenderTarget(ComPtr& texture, ComPtr& renderTarget, int width, int height) { texture.reset(); renderTarget.reset(); D3D11_TEXTURE2D_DESC desc{}; desc.Width = width; desc.Height = height; desc.ArraySize = 1; desc.SampleDesc.Count = 1; desc.Usage = D3D11_USAGE_DEFAULT; desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET; desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; desc.MipLevels = 1; HRESULT hr = device->CreateTexture2D(&desc, nullptr, &texture.get()); if (FAILED(hr)) { WARN_LOG(RENDERER, "Framebuffer texture creation failed"); return; } hr = device->CreateRenderTargetView(texture, nullptr, &renderTarget.get()); if (FAILED(hr)) { WARN_LOG(RENDERER, "Framebuffer render target creation failed"); return; } FLOAT black[4] = { 0.f, 0.f, 0.f, 0.f }; deviceContext->ClearRenderTargetView(renderTarget, black); } void DX11Renderer::Resize(int w, int h) { if (width == (u32)w && height == (u32)h) return; width = w; height = h; // Create framebuffer texture { fbTextureView.reset(); createTexAndRenderTarget(fbTex, fbRenderTarget, width, height); D3D11_SHADER_RESOURCE_VIEW_DESC viewDesc{}; viewDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; viewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; viewDesc.Texture2D.MipLevels = 1; device->CreateShaderResourceView(fbTex, &viewDesc, &fbTextureView.get()); } // Create depth stencil texture createDepthTexAndView(depthTex, depthTexView, width, height); frameRendered = false; frameRenderedOnce = false; } bool DX11Renderer::ensureBufferSize(ComPtr& buffer, D3D11_BIND_FLAG bind, u32& currentSize, u32 minSize) { if (minSize <= currentSize && buffer) return true; if (currentSize == 0) currentSize = minSize; else while (currentSize < minSize) currentSize *= 2; buffer.reset(); D3D11_BUFFER_DESC desc{}; desc.ByteWidth = currentSize; desc.Usage = D3D11_USAGE_DYNAMIC; desc.BindFlags = bind; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; return SUCCEEDED(device->CreateBuffer(&desc, nullptr, &buffer.get())); } BaseTextureCacheData *DX11Renderer::GetTexture(TSP tsp, TCW tcw) { //lookup texture DX11Texture* tf = texCache.getTextureCacheData(tsp, tcw); if (tf->texture == nullptr) tf->Create(); //update if needed if (tf->NeedsUpdate()) tf->Update(); else { if (tf->IsCustomTextureAvailable()) { texCache.DeleteLater(tf->texture); tf->texture.reset(); // FIXME textureView tf->loadCustomTexture(); } } return tf; } bool DX11Renderer::Process(TA_context* ctx) { if (KillTex) texCache.Clear(); texCache.Cleanup(); if (ctx->rend.isRenderFramebuffer) { readDCFramebuffer(); } else { bool success; if (settings.platform.isNaomi2()) success = ta_parse_naomi2(ctx); else success = ta_parse_vdrc(ctx); if (!success) return false; } return true; } // // Efficient Triangle and Quadrilateral Clipping within Shaders. M. McGuire // Journal of Graphics GPU and Game Tools - November 2011 // static glm::vec3 intersect(const glm::vec3& A, float Adist , const glm::vec3& B, float Bdist) { return (A * std::abs(Bdist) + B * std::abs(Adist)) / (std::abs(Adist) + std::abs(Bdist)); } // Clip the triangle 'trig' with respect to the plane defined by the given point and normal vector. static int sutherlandHodgmanClip(const glm::vec2& point, const glm::vec2& normal, ModTriangle& trig, ModTriangle& newTrig) { constexpr float clipEpsilon = 0.f; //0.00001; constexpr float clipEpsilon2 = 0.f; //0.01; glm::vec3 v0(trig.x0, trig.y0, trig.z0); glm::vec3 v1(trig.x1, trig.y1, trig.z1); glm::vec3 v2(trig.x2, trig.y2, trig.z2); glm::vec3 dist = glm::vec3( glm::dot(glm::vec2(v0) - point, normal), glm::dot(glm::vec2(v1) - point, normal), glm::dot(glm::vec2(v2) - point, normal)); if (!glm::any(glm::greaterThanEqual(dist , glm::vec3(clipEpsilon2)))) // all clipped return 0; if (glm::all(glm::greaterThanEqual(dist , glm::vec3(-clipEpsilon)))) // none clipped return 3; // There are either 1 or 2 vertices above the clipping plane. glm::bvec3 above = glm::greaterThanEqual(dist, glm::vec3(0.f)); bool nextIsAbove; glm::vec3 v3; // Find the CCW-most vertex above the plane. if (above[1] && !above[0]) { // Cycle once CCW. Use v3 as a temp nextIsAbove = above[2]; v3 = v0; v0 = v1; v1 = v2; v2 = v3; dist = glm::vec3(dist.y, dist.z, dist.x); } else if (above[2] && !above[1]) { // Cycle once CW. Use v3 as a temp. nextIsAbove = above[0]; v3 = v2; v2 = v1; v1 = v0; v0 = v3; dist = glm::vec3(dist.z, dist.x, dist.y); } else nextIsAbove = above[1]; trig.x0 = v0.x; trig.y0 = v0.y; trig.z0 = v0.z; // We always need to clip v2-v0. v3 = intersect(v0, dist[0], v2, dist[2]); if (nextIsAbove) { v2 = intersect(v1, dist[1], v2, dist[2]); trig.x1 = v1.x; trig.y1 = v1.y; trig.z1 = v1.z; trig.x2 = v2.x; trig.y2 = v2.y; trig.z2 = v2.z; newTrig.x0 = v0.x; newTrig.y0 = v0.y; newTrig.z0 = v0.z; newTrig.x1 = v2.x; newTrig.y1 = v2.y; newTrig.z1 = v2.z; newTrig.x2 = v3.x; newTrig.y2 = v3.y; newTrig.z2 = v3.z; return 4; } else { v1 = intersect(v0, dist[0], v1, dist[1]); trig.x1 = v1.x; trig.y1 = v1.y; trig.z1 = v1.z; trig.x2 = v3.x; trig.y2 = v3.y; trig.z2 = v3.z; return 3; } } static void clipModVols(List& params, std::vector& triangles) { for (ModifierVolumeParam& param : params) { std::vector trigs(&pvrrc.modtrig.head()[param.first], &pvrrc.modtrig.head()[param.first + param.count]); std::vector nextTrigs; nextTrigs.reserve(trigs.size()); for (int axis = 0; axis < 4; axis++) { glm::vec2 point; glm::vec2 normal; switch (axis) { case 0: // left point = glm::vec2(-6400.f, 0.f); normal = glm::vec2(1.f, 0.f); break; case 1: // top point = glm::vec2(0.f, -4800.f); normal = glm::vec2(0.f, 1.f); break; case 2: // right point = glm::vec2(7040.f, 0.f); normal = glm::vec2(-1.f, 0.f); break; case 3: // bottom point = glm::vec2(-0.f, 5280.f); normal = glm::vec2(0.f, -1.f); break; } for (ModTriangle& trig : trigs) { ModTriangle newTrig; int size = sutherlandHodgmanClip(point, normal, trig, newTrig); if (size > 0) { nextTrigs.push_back(trig); if (size == 4) nextTrigs.push_back(newTrig); } } std::swap(trigs, nextTrigs); nextTrigs.clear(); } param.first = (u32)triangles.size(); param.count = (u32)trigs.size(); triangles.insert(triangles.end(), trigs.begin(), trigs.end()); } } void DX11Renderer::configVertexShader() { matrices.CalcMatrices(&pvrrc, width, height); setBaseScissor(); if (pvrrc.isRTT) { prepareRttRenderTarget(FB_W_SOF1 & VRAM_MASK); } else { D3D11_VIEWPORT vp{}; vp.Width = (FLOAT)width; vp.Height = (FLOAT)height; vp.MinDepth = 0.f; vp.MaxDepth = 1.f; deviceContext->RSSetViewports(1, &vp); } VertexConstants constant{}; memcpy(&constant.transMatrix, &matrices.GetNormalMatrix(), sizeof(constant.transMatrix)); constant.leftPlane[0] = 1; constant.leftPlane[3] = 1; constant.rightPlane[0] = -1; constant.rightPlane[3] = 1; constant.topPlane[1] = 1; constant.topPlane[3] = 1; constant.bottomPlane[1] = -1; constant.bottomPlane[3] = 1; D3D11_MAPPED_SUBRESOURCE mappedSubres; deviceContext->Map(vtxConstants, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedSubres); memcpy(mappedSubres.pData, &constant, sizeof(constant)); deviceContext->Unmap(vtxConstants, 0); deviceContext->VSSetConstantBuffers(0, 1, &vtxConstants.get()); deviceContext->GSSetShader(nullptr, nullptr, 0); deviceContext->HSSetShader(nullptr, nullptr, 0); deviceContext->DSSetShader(nullptr, nullptr, 0); deviceContext->CSSetShader(nullptr, nullptr, 0); } void DX11Renderer::uploadGeometryBuffers() { setFirstProvokingVertex(pvrrc); verify(ensureBufferSize(vertexBuffer, D3D11_BIND_VERTEX_BUFFER, vertexBufferSize, pvrrc.verts.bytes())); D3D11_MAPPED_SUBRESOURCE mappedSubres; deviceContext->Map(vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedSubres); memcpy(mappedSubres.pData, pvrrc.verts.head(), pvrrc.verts.bytes()); deviceContext->Unmap(vertexBuffer, 0); verify(ensureBufferSize(indexBuffer, D3D11_BIND_INDEX_BUFFER, indexBufferSize, pvrrc.idx.bytes())); deviceContext->Map(indexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedSubres); memcpy(mappedSubres.pData, pvrrc.idx.head(), pvrrc.idx.bytes()); deviceContext->Unmap(indexBuffer, 0); if (config::ModifierVolumes && pvrrc.modtrig.used()) { const ModTriangle *data = nullptr; u32 size = 0; std::vector modVolTriangles; if (!settings.platform.isNaomi2()) // TODO for naomi2 as well? { // clip triangles modVolTriangles.reserve(pvrrc.modtrig.used()); clipModVols(pvrrc.global_param_mvo, modVolTriangles); clipModVols(pvrrc.global_param_mvo_tr, modVolTriangles); if (!modVolTriangles.empty()) { size = (u32)(modVolTriangles.size() * sizeof(ModTriangle)); data = modVolTriangles.data(); } } else { size = pvrrc.modtrig.bytes(); data = pvrrc.modtrig.head(); } if (size > 0) { verify(ensureBufferSize(modvolBuffer, D3D11_BIND_VERTEX_BUFFER, modvolBufferSize, size)); deviceContext->Map(modvolBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedSubres); memcpy(mappedSubres.pData, data, size); deviceContext->Unmap(modvolBuffer, 0); } } unsigned int stride = sizeof(Vertex); unsigned int offset = 0; deviceContext->IASetVertexBuffers(0, 1, &vertexBuffer.get(), &stride, &offset); deviceContext->IASetIndexBuffer(indexBuffer, DXGI_FORMAT_R32_UINT, 0); } void DX11Renderer::setupPixelShaderConstants() { PixelConstants pixelConstants; // VERT and RAM fog color constants FOG_COL_VERT.getRGBColor(pixelConstants.fog_col_vert); FOG_COL_RAM.getRGBColor(pixelConstants.fog_col_ram); // Fog density pixelConstants.fogDensity = FOG_DENSITY.get() * config::ExtraDepthScale; // Shadow scale pixelConstants.shadowScale = FPU_SHAD_SCALE.scale_factor / 256.f; // Color clamping pvrrc.fog_clamp_min.getRGBAColor(pixelConstants.colorClampMin); pvrrc.fog_clamp_max.getRGBAColor(pixelConstants.colorClampMax); // Punch-through alpha ref pixelConstants.alphaTestValue = (PT_ALPHA_REF & 0xFF) / 255.0f; D3D11_MAPPED_SUBRESOURCE mappedSubres; deviceContext->Map(pxlConstants, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedSubres); memcpy(mappedSubres.pData, &pixelConstants, sizeof(pixelConstants)); deviceContext->Unmap(pxlConstants, 0); ID3D11Buffer *buffers[] { pxlConstants, pxlPolyConstants }; deviceContext->PSSetConstantBuffers(0, ARRAY_SIZE(buffers), buffers); } bool DX11Renderer::Render() { u32 texAddress = FB_W_SOF1 & VRAM_MASK; // make sure to unbind the framebuffer view before setting it as render target ID3D11ShaderResourceView *nullView = nullptr; deviceContext->PSSetShaderResources(0, 1, &nullView); bool is_rtt = pvrrc.isRTT; if (!is_rtt) { deviceContext->OMSetRenderTargets(1, &fbRenderTarget.get(), depthTexView); deviceContext->ClearDepthStencilView(depthTexView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 0.f, 0); } configVertexShader(); deviceContext->IASetInputLayout(mainInputLayout); if (!pvrrc.isRenderFramebuffer) { n2Helper.resetCache(); uploadGeometryBuffers(); updateFogTexture(); updatePaletteTexture(); setupPixelShaderConstants(); drawStrips(); } else { renderDCFramebuffer(); } if (is_rtt) { readRttRenderTarget(texAddress); } else { #ifndef LIBRETRO deviceContext->OMSetRenderTargets(1, &theDX11Context.getRenderTarget().get(), nullptr); renderFramebuffer(); DrawOSD(false); theDX11Context.setFrameRendered(); #else theDX11Context.drawOverlay(width, height); ID3D11RenderTargetView *nullView = nullptr; deviceContext->OMSetRenderTargets(1, &nullView, nullptr); deviceContext->PSSetShaderResources(0, 1, &fbTextureView.get()); #endif frameRendered = true; frameRenderedOnce = true; } return !is_rtt; } void DX11Renderer::renderDCFramebuffer() { float colors[4]; VO_BORDER_COL.getRGBColor(colors); colors[3] = 1.f; deviceContext->ClearRenderTargetView(fbRenderTarget, colors); D3D11_VIEWPORT vp{}; vp.Width = (FLOAT)width; vp.Height = (FLOAT)height; vp.MinDepth = 0.f; vp.MaxDepth = 1.f; deviceContext->RSSetViewports(1, &vp); deviceContext->OMSetBlendState(blendStates.getState(false), nullptr, 0xffffffff); float bar = (width - height * 640.f / 480.f) / 2.f; quad->draw(dcfbTextureView, samplers->getSampler(true), nullptr, bar / width * 2.f - 1.f, -1.f, (width - bar * 2.f) / width * 2.f, 2.f); } void DX11Renderer::renderFramebuffer() { #ifndef LIBRETRO D3D11_VIEWPORT vp{}; vp.Width = (FLOAT)settings.display.width; vp.Height = (FLOAT)settings.display.height; vp.MinDepth = 0.f; vp.MaxDepth = 1.f; deviceContext->RSSetViewports(1, &vp); const D3D11_RECT r = { 0, 0, settings.display.width, settings.display.height }; deviceContext->RSSetScissorRects(1, &r); float colors[4]; VO_BORDER_COL.getRGBColor(colors); colors[3] = 1.f; deviceContext->ClearRenderTargetView(theDX11Context.getRenderTarget(), colors); int outwidth = settings.display.width; int outheight = settings.display.height; if (config::Rotate90) std::swap(outwidth, outheight); float renderAR = (float)width / height; float screenAR = (float)outwidth / outheight; int dy = 0; int dx = 0; if (renderAR > screenAR) dy = (int)roundf((outheight - outwidth / renderAR) / 2.f); else dx = (int)roundf((outwidth - outheight * renderAR) / 2.f); float x = 0, y = 0, w = (float)outwidth, h = (float)outheight; if (dx != 0) { x = (float)dx; w = (float)(outwidth - 2 * dx); } else { y = (float)dy; h = (float)(outheight - 2 * dy); } // Normalize x = x * 2.f / outwidth - 1.f; w *= 2.f / outwidth; y = y * 2.f / outheight - 1.f; h *= 2.f / outheight; deviceContext->OMSetBlendState(blendStates.getState(false), nullptr, 0xffffffff); quad->draw(fbTextureView, samplers->getSampler(true), nullptr, x, y, w, h, config::Rotate90); #endif } void DX11Renderer::setCullMode(int mode) { ComPtr rasterizer; switch (mode) { case 0: case 1: default: rasterizer = rasterCullNone; break; case 2: rasterizer = rasterCullFront; break; case 3: rasterizer = rasterCullBack; break; } deviceContext->RSSetState(rasterizer); } template void DX11Renderer::setRenderState(const PolyParam *gp) { PixelPolyConstants constants; if (gp->pcw.Texture && gp->tsp.FilterMode > 1 && Type != ListType_Punch_Through && gp->tcw.MipMapped == 1) { constants.trilinearAlpha = 0.25f * (gp->tsp.MipMapD & 0x3); if (gp->tsp.FilterMode == 2) // Trilinear pass A constants.trilinearAlpha = 1.f - constants.trilinearAlpha; } else constants.trilinearAlpha = 1.f; bool color_clamp = gp->tsp.ColorClamp && (pvrrc.fog_clamp_min.full != 0 || pvrrc.fog_clamp_max.full != 0xffffffff); int fog_ctrl = config::Fog ? gp->tsp.FogCtrl : 2; int clip_rect[4] = {}; TileClipping clipmode = GetTileClip(gp->tileclip, matrices.GetViewportMatrix(), clip_rect); DX11Texture *texture = (DX11Texture *)gp->texture; bool gpuPalette = texture != nullptr ? texture->gpuPalette : false; ComPtr vertexShader = shaders->getVertexShader(gp->pcw.Gouraud, gp->isNaomi2()); deviceContext->VSSetShader(vertexShader, nullptr, 0); ComPtr pixelShader = shaders->getShader( gp->pcw.Texture, gp->tsp.UseAlpha, gp->tsp.IgnoreTexA, gp->tsp.ShadInstr, gp->pcw.Offset, fog_ctrl, gp->tcw.PixelFmt == PixelBumpMap, color_clamp, constants.trilinearAlpha != 1.f, gpuPalette, gp->pcw.Gouraud, Type == ListType_Punch_Through, clipmode == TileClipping::Inside, gp->pcw.Texture && gp->tsp.FilterMode == 0 && !gp->tsp.ClampU && !gp->tsp.ClampV && !gp->tsp.FlipU && !gp->tsp.FlipV); deviceContext->PSSetShader(pixelShader, nullptr, 0); if (gpuPalette) { if (gp->tcw.PixelFmt == PixelPal4) constants.paletteIndex = (float)(gp->tcw.PalSelect << 4); else constants.paletteIndex = (float)((gp->tcw.PalSelect >> 4) << 8); } if (clipmode == TileClipping::Outside) { RECT rect { clip_rect[0], clip_rect[1], clip_rect[0] + clip_rect[2], clip_rect[1] + clip_rect[3] }; deviceContext->RSSetScissorRects(1, &rect); } else { deviceContext->RSSetScissorRects(1, &scissorRect); if (clipmode == TileClipping::Inside) { constants.clipTest[0] = (float)clip_rect[0]; constants.clipTest[1] = (float)clip_rect[1]; constants.clipTest[2] = (float)(clip_rect[0] + clip_rect[2]); constants.clipTest[3] = (float)(clip_rect[1] + clip_rect[3]); } } if (constants.trilinearAlpha != 1.f || gpuPalette || clipmode == TileClipping::Inside) { D3D11_MAPPED_SUBRESOURCE mappedSubres; deviceContext->Map(pxlPolyConstants, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedSubres); memcpy(mappedSubres.pData, &constants, sizeof(constants)); deviceContext->Unmap(pxlPolyConstants, 0); } if (texture != nullptr) { deviceContext->PSSetShaderResources(0, 1, &texture->textureView.get()); auto sampler = samplers->getSampler(gp->tsp.FilterMode != 0 && !gpuPalette, gp->tsp.ClampU, gp->tsp.ClampV, gp->tsp.FlipU, gp->tsp.FlipV); deviceContext->PSSetSamplers(0, 1, &sampler.get()); } // Apparently punch-through polys support blending, or at least some combinations if (Type == ListType_Translucent || Type == ListType_Punch_Through) deviceContext->OMSetBlendState(blendStates.getState(true, gp->tsp.SrcInstr, gp->tsp.DstInstr), nullptr, 0xffffffff); else deviceContext->OMSetBlendState(blendStates.getState(false, gp->tsp.SrcInstr, gp->tsp.DstInstr), nullptr, 0xffffffff); setCullMode(gp->isp.CullMode); //set Z mode, only if required int zfunc; if (Type == ListType_Punch_Through || (Type == ListType_Translucent && SortingEnabled)) zfunc = 6; // GEQ else zfunc = gp->isp.DepthMode; bool zwriteEnable; if (SortingEnabled /* && !config::PerStripSorting */) zwriteEnable = false; else { // Z Write Disable seems to be ignored for punch-through. // Fixes Worms World Party, Bust-a-Move 4 and Re-Volt if (Type == ListType_Punch_Through) zwriteEnable = true; else zwriteEnable = !gp->isp.ZWriteDis; } const u32 stencil = (gp->pcw.Shadow != 0) ? 0x80 : 0; deviceContext->OMSetDepthStencilState(depthStencilStates.getState(true, zwriteEnable, zfunc, config::ModifierVolumes), stencil); if (gp->isNaomi2()) n2Helper.setConstants(*gp, 0); // poly number only used in OIT } template void DX11Renderer::drawList(const List& gply, int first, int count) { deviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); PolyParam* params = &gply.head()[first]; while (count-- > 0) { if (params->count > 2) { if ((Type == ListType_Opaque || (Type == ListType_Translucent && !SortingEnabled)) && params->isp.DepthMode == 0) { // depthFunc = never params++; continue; } setRenderState(params); deviceContext->DrawIndexed(params->count, params->first, 0); } params++; } } void DX11Renderer::sortTriangles(int first, int count) { std::vector vidx_sort; GenSorted(first, count, pidx_sort, vidx_sort); //Upload to GPU if needed if (pidx_sort.empty()) return; const size_t bufSize = vidx_sort.size() * sizeof(u32); // Upload sorted index buffer ensureBufferSize(sortedTriIndexBuffer, D3D11_BIND_INDEX_BUFFER, sortedTriIndexBufferSize, (u32)bufSize); D3D11_MAPPED_SUBRESOURCE mappedSubres; deviceContext->Map(sortedTriIndexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedSubres); memcpy(mappedSubres.pData, &vidx_sort[0], bufSize); deviceContext->Unmap(sortedTriIndexBuffer, 0); deviceContext->IASetIndexBuffer(sortedTriIndexBuffer, DXGI_FORMAT_R32_UINT, 0); } void DX11Renderer::drawSorted(bool multipass) { if (pidx_sort.empty()) return; deviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); size_t count = pidx_sort.size(); for (u32 p = 0; p < count; p++) { const PolyParam* params = pidx_sort[p].ppid; if (pidx_sort[p].count > 2) { setRenderState(params); deviceContext->DrawIndexed(pidx_sort[p].count, pidx_sort[p].first, 0); } } if (multipass && config::TranslucentPolygonDepthMask) { // Write to the depth buffer now. The next render pass might need it. (Cosmic Smash) deviceContext->OMSetBlendState(blendStates.getState(false, 0, 0, true), nullptr, 0xffffffff); ComPtr vertexShader = shaders->getVertexShader(true, settings.platform.isNaomi2()); deviceContext->VSSetShader(vertexShader, nullptr, 0); ComPtr pixelShader = shaders->getShader( false, false, false, 0, false, 2, false, false, false, false, true, false, false, false); deviceContext->PSSetShader(pixelShader, nullptr, 0); // Enable depth test, enable depth write, >=, disable stencil deviceContext->OMSetDepthStencilState(depthStencilStates.getState(true, true, 6, false), 0); deviceContext->RSSetScissorRects(1, &scissorRect); for (u32 p = 0; p < count; p++) { const PolyParam* params = pidx_sort[p].ppid; if (pidx_sort[p].count > 2 && !params->isp.ZWriteDis) { setCullMode(params->isp.CullMode); deviceContext->DrawIndexed(pidx_sort[p].count, pidx_sort[p].first, 0); } } } deviceContext->IASetIndexBuffer(indexBuffer, DXGI_FORMAT_R32_UINT, 0); } void DX11Renderer::drawModVols(int first, int count) { if (count == 0 || pvrrc.modtrig.used() == 0 || !config::ModifierVolumes) return; deviceContext->IASetInputLayout(modVolInputLayout); unsigned int stride = 3 * sizeof(float); unsigned int offset = 0; deviceContext->IASetVertexBuffers(0, 1, &modvolBuffer.get(), &stride, &offset); deviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); deviceContext->OMSetBlendState(blendStates.getState(false, 0, 0, true), nullptr, 0xffffffff); deviceContext->PSSetShader(shaders->getModVolShader(), nullptr, 0); deviceContext->RSSetScissorRects(1, &scissorRect); setCullMode(0); ModifierVolumeParam* params = &pvrrc.global_param_mvo.head()[first]; int mod_base = -1; const float *curMVMat = nullptr; const float *curProjMat = nullptr; for (int cmv = 0; cmv < count; cmv++) { ModifierVolumeParam& param = params[cmv]; u32 mv_mode = param.isp.DepthMode; if (mod_base == -1) mod_base = param.first; if (param.isNaomi2() && (param.mvMatrix != curMVMat || param.projMatrix != curProjMat)) { curMVMat = param.mvMatrix; curProjMat = param.projMatrix; n2Helper.setConstants(param.mvMatrix, param.projMatrix); } deviceContext->VSSetShader(shaders->getMVVertexShader(param.isNaomi2()), nullptr, 0); if (!param.isp.VolumeLast && mv_mode > 0) // OR'ing (open volume or quad) deviceContext->OMSetDepthStencilState(depthStencilStates.getMVState(DepthStencilStates::Or), 2); else // XOR'ing (closed volume) deviceContext->OMSetDepthStencilState(depthStencilStates.getMVState(DepthStencilStates::Xor), 0); if (param.count > 0) { setCullMode(param.isp.CullMode); deviceContext->Draw(param.count * 3, param.first * 3); } if (mv_mode == 1 || mv_mode == 2) { // Sum the area deviceContext->OMSetDepthStencilState(depthStencilStates.getMVState(mv_mode == 1 ? DepthStencilStates::Inclusion : DepthStencilStates::Exclusion), 1); deviceContext->Draw((param.first + param.count - mod_base) * 3, mod_base * 3); mod_base = -1; } } //disable culling setCullMode(0); //enable color writes deviceContext->OMSetBlendState(blendStates.getState(true, 4, 5), nullptr, 0xffffffff); //black out any stencil with '1' //only pixels that are Modvol enabled, and in area 1 deviceContext->OMSetDepthStencilState(depthStencilStates.getMVState(DepthStencilStates::Final), 0x81); deviceContext->IASetInputLayout(mainInputLayout); stride = sizeof(Vertex); offset = 0; deviceContext->IASetVertexBuffers(0, 1, &vertexBuffer.get(), &stride, &offset); deviceContext->IASetIndexBuffer(indexBuffer, DXGI_FORMAT_R32_UINT, 0); deviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); // Use the background poly as a quad deviceContext->VSSetShader(shaders->getMVVertexShader(false), nullptr, 0); deviceContext->DrawIndexed(4, 0, 0); } void DX11Renderer::drawStrips() { RenderPass previous_pass {}; for (int render_pass = 0; render_pass < pvrrc.render_passes.used(); render_pass++) { const RenderPass& current_pass = pvrrc.render_passes.head()[render_pass]; u32 op_count = current_pass.op_count - previous_pass.op_count; u32 pt_count = current_pass.pt_count - previous_pass.pt_count; u32 tr_count = current_pass.tr_count - previous_pass.tr_count; u32 mvo_count = current_pass.mvo_count - previous_pass.mvo_count; DEBUG_LOG(RENDERER, "Render pass %d OP %d PT %d TR %d MV %d autosort %d", render_pass + 1, op_count, pt_count, tr_count, mvo_count, current_pass.autosort); drawList(pvrrc.global_param_op, previous_pass.op_count, op_count); drawList(pvrrc.global_param_pt, previous_pass.pt_count, pt_count); drawModVols(previous_pass.mvo_count, mvo_count); if (current_pass.autosort) { if (!config::PerStripSorting) { sortTriangles(previous_pass.tr_count, tr_count); drawSorted(render_pass < pvrrc.render_passes.used() - 1); } else { SortPParams(previous_pass.tr_count, tr_count); drawList(pvrrc.global_param_tr, previous_pass.tr_count, tr_count); } } else { drawList(pvrrc.global_param_tr, previous_pass.tr_count, tr_count); } previous_pass = current_pass; } } bool DX11Renderer::RenderLastFrame() { if (!frameRenderedOnce) return false; renderFramebuffer(); return false; } void DX11Renderer::readDCFramebuffer() { if (FB_R_SIZE.fb_x_size == 0 || FB_R_SIZE.fb_y_size == 0) return; PixelBuffer pb; int width; int height; ReadFramebuffer(pb, width, height); if (dcfbTexture) { D3D11_TEXTURE2D_DESC desc; dcfbTexture->GetDesc(&desc); if ((int)desc.Width != width || (int)desc.Height != height) { dcfbTexture.reset(); dcfbTextureView.reset(); } } if (!dcfbTexture) { D3D11_TEXTURE2D_DESC desc{}; desc.Width = width; desc.Height = height; desc.ArraySize = 1; desc.SampleDesc.Count = 1; desc.Usage = D3D11_USAGE_DEFAULT; desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; desc.MipLevels = 1; HRESULT hr = device->CreateTexture2D(&desc, nullptr, &dcfbTexture.get()); if (FAILED(hr)) WARN_LOG(RENDERER, "DC Framebuffer texture creation failed"); D3D11_SHADER_RESOURCE_VIEW_DESC viewDesc{}; viewDesc.Format = desc.Format; viewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; viewDesc.Texture2D.MipLevels = 1; hr = device->CreateShaderResourceView(dcfbTexture, &viewDesc, &dcfbTextureView.get()); if (FAILED(hr)) WARN_LOG(RENDERER, "DC Framebuffer texture view creation failed"); } deviceContext->UpdateSubresource(dcfbTexture, 0, nullptr, pb.data(), width * sizeof(u32), width * sizeof(u32) * height); } void DX11Renderer::setBaseScissor() { bool wide_screen_on = !pvrrc.isRTT && config::Widescreen && !matrices.IsClipped() && !config::Rotate90; if (!wide_screen_on && !pvrrc.isRenderFramebuffer) { float fWidth; float fHeight; float min_x; float min_y; if (!pvrrc.isRTT) { glm::vec4 clip_min(pvrrc.fb_X_CLIP.min, pvrrc.fb_Y_CLIP.min, 0, 1); glm::vec4 clip_dim(pvrrc.fb_X_CLIP.max - pvrrc.fb_X_CLIP.min + 1, pvrrc.fb_Y_CLIP.max - pvrrc.fb_Y_CLIP.min + 1, 0, 0); clip_min = matrices.GetScissorMatrix() * clip_min; clip_dim = matrices.GetScissorMatrix() * clip_dim; min_x = clip_min[0]; min_y = clip_min[1]; fWidth = clip_dim[0]; fHeight = clip_dim[1]; if (fWidth < 0) { min_x += fWidth; fWidth = -fWidth; } if (fHeight < 0) { min_y += fHeight; fHeight = -fHeight; } if (matrices.GetSidebarWidth() > 0) { float scaled_offs_x = matrices.GetSidebarWidth(); float borderColor[4]; VO_BORDER_COL.getRGBColor(borderColor); borderColor[3] = 1.f; D3D11_VIEWPORT vp{}; vp.MaxDepth = 1.f; vp.Width = scaled_offs_x; vp.Height = (float)height; deviceContext->RSSetViewports(1, &vp); quad->draw(whiteTextureView, samplers->getSampler(false), borderColor); vp.TopLeftX = width - scaled_offs_x; vp.Width = scaled_offs_x + 1; deviceContext->RSSetViewports(1, &vp); quad->draw(whiteTextureView, samplers->getSampler(false), borderColor); } } else { fWidth = (float)(pvrrc.fb_X_CLIP.max - pvrrc.fb_X_CLIP.min + 1); fHeight = (float)(pvrrc.fb_Y_CLIP.max - pvrrc.fb_Y_CLIP.min + 1); min_x = (float)pvrrc.fb_X_CLIP.min; min_y = (float)pvrrc.fb_Y_CLIP.min; if (config::RenderResolution > 480 && !config::RenderToTextureBuffer) { min_x *= config::RenderResolution / 480.f; min_y *= config::RenderResolution / 480.f; fWidth *= config::RenderResolution / 480.f; fHeight *= config::RenderResolution / 480.f; } } scissorEnable = true; scissorRect.left = lroundf(min_x); scissorRect.top = lroundf(min_y); scissorRect.right = scissorRect.left + lroundf(fWidth); scissorRect.bottom = scissorRect.top + lroundf(fHeight); } else { scissorEnable = false; scissorRect.left = 0; scissorRect.top = 0; scissorRect.right = width; scissorRect.bottom = height; } deviceContext->RSSetScissorRects(1, &scissorRect); } void DX11Renderer::prepareRttRenderTarget(u32 texAddress) { u32 fbw = pvrrc.fb_X_CLIP.max + 1; u32 fbh = pvrrc.fb_Y_CLIP.max + 1; DEBUG_LOG(RENDERER, "RTT packmode=%d stride=%d - %d x %d @ %06x", FB_W_CTRL.fb_packmode, FB_W_LINESTRIDE.stride * 8, fbw, fbh, texAddress); // Find the smallest power of two texture that fits the viewport u32 fbh2 = 2; while (fbh2 < fbh) fbh2 *= 2; u32 fbw2 = 2; while (fbw2 < fbw) fbw2 *= 2; if (!config::RenderToTextureBuffer) { fbw = (u32)(fbw * config::RenderResolution / 480.f); fbh = (u32)(fbh * config::RenderResolution / 480.f); fbw2 = (u32)(fbw2 * config::RenderResolution / 480.f); fbh2 = (u32)(fbh2 * config::RenderResolution / 480.f); } createTexAndRenderTarget(rttTexture, rttRenderTarget, fbw2, fbh2); createDepthTexAndView(rttDepthTex, rttDepthTexView, fbw2, fbh2); deviceContext->ClearDepthStencilView(rttDepthTexView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 0.f, 0); deviceContext->OMSetRenderTargets(1, &rttRenderTarget.get(), rttDepthTexView); D3D11_VIEWPORT vp{}; vp.Width = (FLOAT)fbw; vp.Height = (FLOAT)fbh; vp.MinDepth = 0.f; vp.MaxDepth = 1.f; deviceContext->RSSetViewports(1, &vp); } void DX11Renderer::readRttRenderTarget(u32 texAddress) { u32 w = pvrrc.fb_X_CLIP.max + 1; u32 h = pvrrc.fb_Y_CLIP.max + 1; const u8 fb_packmode = FB_W_CTRL.fb_packmode; if (config::RenderToTextureBuffer) { D3D11_TEXTURE2D_DESC desc; rttTexture->GetDesc(&desc); desc.Usage = D3D11_USAGE_STAGING; desc.BindFlags = 0; desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ; ComPtr stagingTex; HRESULT hr = device->CreateTexture2D(&desc, nullptr, &stagingTex.get()); if (FAILED(hr)) { WARN_LOG(RENDERER, "Staging RTT texture creation failed"); return; } deviceContext->CopyResource(stagingTex, rttTexture); PixelBuffer tmp_buf; tmp_buf.init(w, h); u8 *p = (u8 *)tmp_buf.data(); D3D11_MAPPED_SUBRESOURCE mappedSubres; hr = deviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mappedSubres); if (FAILED(hr)) { WARN_LOG(RENDERER, "Failed to map staging RTT texture"); return; } if (w * sizeof(u32) == mappedSubres.RowPitch) memcpy(p, mappedSubres.pData, w * h * sizeof(u32)); else { u8 *src = (u8 *)mappedSubres.pData; for (u32 y = 0; y < h; y++) { memcpy(p, src, w * sizeof(u32)); p += w * sizeof(u32); src += mappedSubres.RowPitch; } } deviceContext->Unmap(stagingTex, 0); u16 *dst = (u16 *)&vram[texAddress]; WriteTextureToVRam<2, 1, 0, 3>(w, h, (u8 *)tmp_buf.data(), dst); } else { //memset(&vram[gl.rtt.texAddress], 0, size); if (w <= 1024 && h <= 1024) { // TexAddr : (address), Reserved : 0, StrideSel : 0, ScanOrder : 1 TCW tcw = { { texAddress >> 3, 0, 0, 1 } }; switch (fb_packmode) { case 0: case 3: tcw.PixelFmt = Pixel1555; break; case 1: tcw.PixelFmt = Pixel565; break; case 2: tcw.PixelFmt = Pixel4444; break; } TSP tsp = { 0 }; for (tsp.TexU = 0; tsp.TexU <= 7 && (8u << tsp.TexU) < w; tsp.TexU++) ; for (tsp.TexV = 0; tsp.TexV <= 7 && (8u << tsp.TexV) < h; tsp.TexV++) ; DX11Texture* texture = texCache.getTextureCacheData(tsp, tcw); if (!texture->texture) texture->Create(); texture->texture = rttTexture; rttTexture.reset(); rttRenderTarget.reset(); texture->textureView.reset(); D3D11_SHADER_RESOURCE_VIEW_DESC viewDesc{}; viewDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; viewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; viewDesc.Texture2D.MipLevels = 1; device->CreateShaderResourceView(texture->texture, &viewDesc, &texture->textureView.get()); texture->dirty = 0; libCore_vramlock_Lock(texture->sa_tex, texture->sa + texture->size - 1, texture); } } } void DX11Renderer::updatePaletteTexture() { if (!palette_updated) return; palette_updated = false; deviceContext->UpdateSubresource(paletteTexture, 0, nullptr, palette32_ram, 32 * sizeof(u32), 32 * sizeof(u32) * 32); deviceContext->PSSetShaderResources(1, 1, &paletteTextureView.get()); deviceContext->PSSetSamplers(1, 1, &samplers->getSampler(false).get()); } void DX11Renderer::updateFogTexture() { if (!fog_needs_update || !config::Fog) return; fog_needs_update = false; u8 temp_tex_buffer[256]; MakeFogTexture(temp_tex_buffer); deviceContext->UpdateSubresource(fogTexture, 0, nullptr, temp_tex_buffer, 128, 128 * 2); deviceContext->PSSetShaderResources(2, 1, &fogTextureView.get()); deviceContext->PSSetSamplers(2, 1, &samplers->getSampler(true).get()); } void DX11Renderer::DrawOSD(bool clear_screen) { #ifndef LIBRETRO theDX11Context.setOverlay(!clear_screen); gui_display_osd(); theDX11Context.setOverlay(false); #endif } Renderer *rend_DirectX11() { return new DX11Renderer(); }