Merge branch 'master' into vulkan

This commit is contained in:
Triang3l 2020-09-26 22:08:02 +03:00
commit 53adafa156
13 changed files with 219 additions and 281 deletions

View File

@ -819,11 +819,23 @@ std::unique_ptr<xe::ui::RawImage> D3D12CommandProcessor::Capture() {
const uint8_t* readback_source_data =
reinterpret_cast<const uint8_t*>(readback_mapping) +
swap_texture_copy_footprint_.Offset;
static_assert(
ui::d3d12::D3D12Context::kSwapChainFormat == DXGI_FORMAT_B8G8R8A8_UNORM,
"D3D12CommandProcessor::Capture assumes swap_texture_ to be in "
"DXGI_FORMAT_B8G8R8A8_UNORM because it swaps red and blue");
for (uint32_t i = 0; i < swap_texture_size.second; ++i) {
std::memcpy(raw_image->data.data() + i * raw_image->stride,
readback_source_data +
i * swap_texture_copy_footprint_.Footprint.RowPitch,
raw_image->stride);
uint8_t* pixel_dest = raw_image->data.data() + i * raw_image->stride;
const uint8_t* pixel_source =
readback_source_data +
i * swap_texture_copy_footprint_.Footprint.RowPitch;
for (uint32_t j = 0; j < swap_texture_size.first; ++j) {
pixel_dest[0] = pixel_source[2];
pixel_dest[1] = pixel_source[1];
pixel_dest[2] = pixel_source[0];
pixel_dest[3] = pixel_source[3];
pixel_dest += 4;
pixel_source += 4;
}
}
return raw_image;
}

View File

@ -28,27 +28,9 @@ namespace d3d12 {
#include "xenia/ui/shaders/bytecode/d3d12_5_1/immediate_ps.h"
#include "xenia/ui/shaders/bytecode/d3d12_5_1/immediate_vs.h"
class D3D12ImmediateTexture : public ImmediateTexture {
public:
static constexpr DXGI_FORMAT kFormat = DXGI_FORMAT_R8G8B8A8_UNORM;
D3D12ImmediateTexture(uint32_t width, uint32_t height,
ID3D12Resource* resource_if_exists,
ImmediateTextureFilter filter, bool is_repeated);
~D3D12ImmediateTexture() override;
ID3D12Resource* resource() const { return resource_; }
ImmediateTextureFilter filter() const { return filter_; }
bool is_repeated() const { return is_repeated_; }
private:
ID3D12Resource* resource_;
ImmediateTextureFilter filter_;
bool is_repeated_;
};
D3D12ImmediateTexture::D3D12ImmediateTexture(uint32_t width, uint32_t height,
ID3D12Resource* resource_if_exists,
ImmediateTextureFilter filter,
bool is_repeated)
D3D12ImmediateDrawer::D3D12ImmediateTexture::D3D12ImmediateTexture(
uint32_t width, uint32_t height, ID3D12Resource* resource_if_exists,
ImmediateTextureFilter filter, bool is_repeated)
: ImmediateTexture(width, height),
resource_(resource_if_exists),
filter_(filter),
@ -59,9 +41,12 @@ D3D12ImmediateTexture::D3D12ImmediateTexture(uint32_t width, uint32_t height,
handle = reinterpret_cast<uintptr_t>(this);
}
D3D12ImmediateTexture::~D3D12ImmediateTexture() {
D3D12ImmediateDrawer::D3D12ImmediateTexture::~D3D12ImmediateTexture() {
if (resource_) {
resource_->Release();
// TODO(Triang3l): Track last usage submission because it turns out that
// deletion in the ImGui and the profiler actually happens before after
// awaiting submission completion.
}
}
@ -77,15 +62,6 @@ bool D3D12ImmediateDrawer::Initialize() {
// Create the root signature.
D3D12_ROOT_PARAMETER root_parameters[size_t(RootParameter::kCount)];
D3D12_DESCRIPTOR_RANGE descriptor_range_texture, descriptor_range_sampler;
{
auto& root_parameter =
root_parameters[size_t(RootParameter::kRestrictTextureSamples)];
root_parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
root_parameter.Constants.ShaderRegister = 0;
root_parameter.Constants.RegisterSpace = 0;
root_parameter.Constants.Num32BitValues = 1;
root_parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
}
{
auto& root_parameter = root_parameters[size_t(RootParameter::kTexture)];
root_parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
@ -216,20 +192,12 @@ bool D3D12ImmediateDrawer::Initialize() {
sampler_heap_gpu_start_ = sampler_heap_->GetGPUDescriptorHandleForHeapStart();
uint32_t sampler_size = provider.GetSamplerDescriptorSize();
// Nearest neighbor, clamp.
D3D12_SAMPLER_DESC sampler_desc;
D3D12_SAMPLER_DESC sampler_desc = {};
sampler_desc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
sampler_desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
sampler_desc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
sampler_desc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
sampler_desc.MipLODBias = 0.0f;
sampler_desc.MaxAnisotropy = 1;
sampler_desc.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
sampler_desc.BorderColor[0] = 0.0f;
sampler_desc.BorderColor[1] = 0.0f;
sampler_desc.BorderColor[2] = 0.0f;
sampler_desc.BorderColor[3] = 0.0f;
sampler_desc.MinLOD = 0.0f;
sampler_desc.MaxLOD = 0.0f;
D3D12_CPU_DESCRIPTOR_HANDLE sampler_handle;
sampler_handle.ptr = sampler_heap_cpu_start_.ptr +
uint32_t(SamplerIndex::kNearestClamp) * sampler_size;
@ -239,19 +207,18 @@ bool D3D12ImmediateDrawer::Initialize() {
sampler_handle.ptr = sampler_heap_cpu_start_.ptr +
uint32_t(SamplerIndex::kLinearClamp) * sampler_size;
device->CreateSampler(&sampler_desc, sampler_handle);
// Nearest neighbor, repeat.
sampler_desc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
// Bilinear, repeat.
sampler_desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
sampler_desc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
sampler_desc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
sampler_handle.ptr = sampler_heap_cpu_start_.ptr +
uint32_t(SamplerIndex::kNearestRepeat) * sampler_size;
device->CreateSampler(&sampler_desc, sampler_handle);
// Bilinear, repeat.
sampler_desc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
sampler_handle.ptr = sampler_heap_cpu_start_.ptr +
uint32_t(SamplerIndex::kLinearRepeat) * sampler_size;
device->CreateSampler(&sampler_desc, sampler_handle);
// Nearest neighbor, repeat.
sampler_desc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
sampler_handle.ptr = sampler_heap_cpu_start_.ptr +
uint32_t(SamplerIndex::kNearestRepeat) * sampler_size;
device->CreateSampler(&sampler_desc, sampler_handle);
// Create pools for draws.
vertex_buffer_pool_ = std::make_unique<D3D12UploadBufferPool>(provider);
@ -333,25 +300,30 @@ std::unique_ptr<ImmediateTexture> D3D12ImmediateDrawer::CreateTexture(
void* upload_buffer_mapping;
if (SUCCEEDED(upload_buffer->Map(0, &upload_buffer_read_range,
&upload_buffer_mapping))) {
uint8_t* upload_buffer_row =
reinterpret_cast<uint8_t*>(upload_buffer_mapping) +
upload_footprint.Offset;
const uint8_t* data_row = data;
for (uint32_t i = 0; i < height; ++i) {
std::memcpy(upload_buffer_row, data_row, width * 4);
data_row += width * 4;
upload_buffer_row += upload_footprint.Footprint.RowPitch;
size_t data_row_length = sizeof(uint32_t) * width;
if (data_row_length == upload_footprint.Footprint.RowPitch) {
std::memcpy(upload_buffer_mapping, data, data_row_length * height);
} else {
uint8_t* upload_buffer_row =
reinterpret_cast<uint8_t*>(upload_buffer_mapping) +
upload_footprint.Offset;
const uint8_t* data_row = data;
for (uint32_t i = 0; i < height; ++i) {
std::memcpy(upload_buffer_row, data_row, data_row_length);
data_row += data_row_length;
upload_buffer_row += upload_footprint.Footprint.RowPitch;
}
}
upload_buffer->Unmap(0, nullptr);
// Defer uploading and transition to the next draw.
PendingTextureUpload pending_upload;
PendingTextureUpload& pending_upload =
texture_uploads_pending_.emplace_back();
// While the upload has not been yet completed, keep a reference to the
// resource because its lifetime is not tied to that of the
// ImmediateTexture (and thus to context's submissions) now.
resource->AddRef();
pending_upload.texture = resource;
pending_upload.buffer = upload_buffer;
texture_uploads_pending_.push_back(pending_upload);
} else {
XELOGE(
"Failed to map a Direct3D 12 upload buffer for a {}x{} texture for "
@ -401,9 +373,7 @@ void D3D12ImmediateDrawer::Begin(int render_target_width,
// Release upload buffers for completed texture uploads.
auto erase_uploads_end = texture_uploads_submitted_.begin();
while (erase_uploads_end != texture_uploads_submitted_.end()) {
uint64_t upload_fence_value = erase_uploads_end->fence_value;
if (upload_fence_value > completed_fence_value) {
++erase_uploads_end;
if (erase_uploads_end->fence_value > completed_fence_value) {
break;
}
erase_uploads_end->buffer->Release();
@ -606,12 +576,6 @@ void D3D12ImmediateDrawer::Draw(const ImmediateDraw& draw) {
uint32_t(sampler_index)));
}
// Set whether texture coordinates need to be restricted.
uint32_t restrict_texture_samples = draw.restrict_texture_samples ? 1 : 0;
current_command_list_->SetGraphicsRoot32BitConstants(
UINT(RootParameter::kRestrictTextureSamples), 1,
&restrict_texture_samples, 0);
// Set the primitive type and the pipeline state for it.
D3D_PRIMITIVE_TOPOLOGY primitive_topology;
ID3D12PipelineState* pipeline_state;
@ -668,9 +632,7 @@ void D3D12ImmediateDrawer::UploadTextures() {
// pipeline barriers).
std::vector<D3D12_RESOURCE_BARRIER> barriers;
barriers.reserve(texture_uploads_pending_.size());
while (!texture_uploads_pending_.empty()) {
const PendingTextureUpload& pending_upload =
texture_uploads_pending_.back();
for (const PendingTextureUpload& pending_upload : texture_uploads_pending_) {
ID3D12Resource* texture = pending_upload.texture;
D3D12_RESOURCE_DESC texture_desc = texture->GetDesc();
@ -694,15 +656,15 @@ void D3D12ImmediateDrawer::UploadTextures() {
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
SubmittedTextureUpload submitted_upload;
SubmittedTextureUpload& submitted_upload =
texture_uploads_submitted_.emplace_back();
// Transfer the reference to the texture - need to keep it until the upload
// is completed.
submitted_upload.texture = texture;
submitted_upload.buffer = pending_upload.buffer;
submitted_upload.fence_value = current_fence_value;
texture_uploads_submitted_.push_back(submitted_upload);
texture_uploads_pending_.pop_back();
}
texture_uploads_pending_.clear();
assert_false(barriers.empty());
current_command_list_->ResourceBarrier(UINT(barriers.size()),
barriers.data());

View File

@ -36,7 +36,7 @@ class D3D12ImmediateDrawer : public ImmediateDrawer {
std::unique_ptr<ImmediateTexture> CreateTexture(uint32_t width,
uint32_t height,
ImmediateTextureFilter filter,
bool repeat,
bool is_repeated,
const uint8_t* data) override;
void Begin(int render_target_width, int render_target_height) override;
@ -46,13 +46,29 @@ class D3D12ImmediateDrawer : public ImmediateDrawer {
void End() override;
private:
class D3D12ImmediateTexture : public ImmediateTexture {
public:
static constexpr DXGI_FORMAT kFormat = DXGI_FORMAT_R8G8B8A8_UNORM;
D3D12ImmediateTexture(uint32_t width, uint32_t height,
ID3D12Resource* resource_if_exists,
ImmediateTextureFilter filter, bool is_repeated);
~D3D12ImmediateTexture() override;
ID3D12Resource* resource() const { return resource_; }
ImmediateTextureFilter filter() const { return filter_; }
bool is_repeated() const { return is_repeated_; }
private:
ID3D12Resource* resource_;
ImmediateTextureFilter filter_;
bool is_repeated_;
};
void UploadTextures();
D3D12Context& context_;
ID3D12RootSignature* root_signature_ = nullptr;
enum class RootParameter {
kRestrictTextureSamples,
kTexture,
kSampler,
kViewportSizeInv,

View File

@ -80,8 +80,6 @@ struct ImmediateDraw {
// Texture used when drawing, or nullptr if color only.
// This is most commonly the handle of an ImmediateTexture.
uintptr_t texture_handle = 0;
// Any samples outside of [0-1] on uv will be ignored.
bool restrict_texture_samples = false;
// True to enable scissoring using the region defined by scissor_rect.
bool scissor = false;

View File

@ -24,6 +24,7 @@ const int kFontTextureHeight = 9;
const int kFontCharWidth = 5;
const int kFontCharHeight = 8;
// The last texel is for solid color.
const uint8_t kFontData[] = {
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
@ -120,7 +121,7 @@ const uint8_t kFontData[] = {
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01,
};
MicroprofileDrawer::MicroprofileDrawer(xe::ui::Window* window)
@ -216,7 +217,6 @@ void MicroprofileDrawer::Flush() {
draw.primitive_type = current_primitive_type_;
draw.count = vertex_count_;
draw.texture_handle = font_texture_->handle;
draw.restrict_texture_samples = true;
drawer->Draw(draw);
drawer->EndDrawBatch();
@ -242,23 +242,23 @@ void MicroprofileDrawer::DrawBox(int x0, int y0, int x1, int y1, uint32_t color,
Q0(v, x, static_cast<float>(x0));
Q0(v, y, static_cast<float>(y0));
Q0(v, color, color);
Q0(v, u, 2.0f);
Q0(v, v, 2.0f);
Q0(v, u, 1.0f);
Q0(v, v, 1.0f);
Q1(v, x, static_cast<float>(x1));
Q1(v, y, static_cast<float>(y0));
Q1(v, color, color);
Q1(v, u, 2.0f);
Q1(v, v, 2.0f);
Q1(v, u, 1.0f);
Q1(v, v, 1.0f);
Q2(v, x, static_cast<float>(x1));
Q2(v, y, static_cast<float>(y1));
Q2(v, color, color);
Q2(v, u, 2.0f);
Q2(v, v, 2.0f);
Q2(v, u, 1.0f);
Q2(v, v, 1.0f);
Q3(v, x, static_cast<float>(x0));
Q3(v, y, static_cast<float>(y1));
Q3(v, color, color);
Q3(v, u, 2.0f);
Q3(v, v, 2.0f);
Q3(v, u, 1.0f);
Q3(v, v, 1.0f);
} else {
uint32_t r = 0xff & (color >> 16);
uint32_t g = 0xff & (color >> 8);
@ -278,23 +278,23 @@ void MicroprofileDrawer::DrawBox(int x0, int y0, int x1, int y1, uint32_t color,
Q0(v, x, static_cast<float>(x0));
Q0(v, y, static_cast<float>(y0));
Q0(v, color, color0);
Q0(v, u, 2.0f);
Q0(v, v, 2.0f);
Q0(v, u, 1.0f);
Q0(v, v, 1.0f);
Q1(v, x, static_cast<float>(x1));
Q1(v, y, static_cast<float>(y0));
Q1(v, color, color0);
Q1(v, u, 3.0f);
Q1(v, v, 2.0f);
Q1(v, u, 1.0f);
Q1(v, v, 1.0f);
Q2(v, x, static_cast<float>(x1));
Q2(v, y, static_cast<float>(y1));
Q2(v, color, color1);
Q2(v, u, 3.0f);
Q2(v, v, 3.0f);
Q2(v, u, 1.0f);
Q2(v, v, 1.0f);
Q3(v, x, static_cast<float>(x0));
Q3(v, y, static_cast<float>(y1));
Q3(v, color, color1);
Q3(v, u, 2.0f);
Q3(v, v, 3.0f);
Q3(v, u, 1.0f);
Q3(v, v, 1.0f);
}
EndVertices();
}
@ -311,13 +311,13 @@ void MicroprofileDrawer::DrawLine2D(uint32_t count, float* vertices,
v[0].x = vertices[i * 2];
v[0].y = vertices[i * 2 + 1];
v[0].color = color;
v[0].u = 2.0f;
v[0].v = 2.0f;
v[0].u = 1.0f;
v[0].v = 1.0f;
v[1].x = vertices[(i + 1) * 2];
v[1].y = vertices[(i + 1) * 2 + 1];
v[1].color = color;
v[1].u = 2.0f;
v[1].v = 2.0f;
v[1].u = 1.0f;
v[1].v = 1.0f;
v += 2;
}
EndVertices();

View File

@ -1,97 +1,68 @@
// generated from `xb buildhlsl`
// source: immediate.ps.hlsl
const uint8_t immediate_ps[] = {
0x44, 0x58, 0x42, 0x43, 0x1A, 0xE2, 0x18, 0xC6, 0xA0, 0xE7, 0x4D, 0xE1,
0x7D, 0x18, 0x8F, 0xD8, 0x7B, 0xD4, 0xE7, 0xF9, 0x01, 0x00, 0x00, 0x00,
0x58, 0x04, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00,
0xD4, 0x01, 0x00, 0x00, 0x20, 0x02, 0x00, 0x00, 0x54, 0x02, 0x00, 0x00,
0xBC, 0x03, 0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0x98, 0x01, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0xE8, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
0x44, 0x58, 0x42, 0x43, 0xDA, 0xC8, 0x6C, 0xC4, 0x3A, 0x1C, 0x46, 0xE2,
0x62, 0x89, 0x59, 0xC7, 0xDA, 0x3A, 0x9B, 0xAC, 0x01, 0x00, 0x00, 0x00,
0x00, 0x03, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00,
0x1C, 0x01, 0x00, 0x00, 0x68, 0x01, 0x00, 0x00, 0x9C, 0x01, 0x00, 0x00,
0x64, 0x02, 0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0xE0, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
0x3C, 0x00, 0x00, 0x00, 0x01, 0x05, 0xFF, 0xFF, 0x00, 0x05, 0x00, 0x00,
0x70, 0x01, 0x00, 0x00, 0x13, 0x13, 0x44, 0x25, 0x3C, 0x00, 0x00, 0x00,
0xB6, 0x00, 0x00, 0x00, 0x13, 0x13, 0x44, 0x25, 0x3C, 0x00, 0x00, 0x00,
0x18, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
0x24, 0x00, 0x00, 0x00, 0x0C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0xB4, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x8C, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0xC9, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0xA1, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
0x05, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF,
0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0C, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xDE, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x78, 0x65, 0x5F, 0x69, 0x6D, 0x6D, 0x65, 0x64, 0x69, 0x61, 0x74, 0x65,
0x5F, 0x73, 0x61, 0x6D, 0x70, 0x6C, 0x65, 0x72, 0x00, 0x78, 0x65, 0x5F,
0x69, 0x6D, 0x6D, 0x65, 0x64, 0x69, 0x61, 0x74, 0x65, 0x5F, 0x74, 0x65,
0x78, 0x74, 0x75, 0x72, 0x65, 0x00, 0x24, 0x47, 0x6C, 0x6F, 0x62, 0x61,
0x6C, 0x73, 0x00, 0xAB, 0xDE, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x00, 0x01, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x28, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x04, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x4C, 0x01, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x78, 0x65, 0x5F, 0x72,
0x65, 0x73, 0x74, 0x72, 0x69, 0x63, 0x74, 0x5F, 0x74, 0x65, 0x78, 0x74,
0x75, 0x72, 0x65, 0x5F, 0x73, 0x61, 0x6D, 0x70, 0x6C, 0x65, 0x73, 0x00,
0x62, 0x6F, 0x6F, 0x6C, 0x00, 0xAB, 0xAB, 0xAB, 0x00, 0x00, 0x01, 0x00,
0x01, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x46, 0x1E, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00,
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0x53, 0x54, 0x41, 0x54, 0x94, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
};

View File

@ -2,23 +2,12 @@
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//
// Buffer Definitions:
//
// cbuffer $Globals
// {
//
// bool xe_restrict_texture_samples; // Offset: 0 Size: 4
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim ID HLSL Bind Count
// ------------------------------ ---------- ------- ----------- ------- -------------- ------
// xe_immediate_sampler sampler NA NA S0 s0 1
// xe_immediate_texture texture float4 2d T0 t0 1
// $Globals cbuffer NA NA CB0 cb0 1
//
//
//
@ -38,21 +27,13 @@
//
ps_5_1
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[0:0][1], immediateIndexed, space=0
dcl_sampler S0[0:0], mode_default, space=0
dcl_resource_texture2d (float,float,float,float) T0[0:0], space=0
dcl_input_ps linear v0.xy
dcl_input_ps linear v1.xyzw
dcl_output o0.xyzw
dcl_temps 1
ieq r0.x, CB0[0][0].x, l(0)
ge r0.y, l(1.000000), v0.x
or r0.x, r0.y, r0.x
if_nz r0.x
sample_l r0.xyzw, v0.xyxx, T0[0].xyzw, S0[0], l(0.000000)
mul o0.xyzw, r0.xyzw, v1.xyzw
else
mov o0.xyzw, v1.xyzw
endif
sample_l r0.xyzw, v0.xyxx, T0[0].xyzw, S0[0], l(0.000000)
mul o0.xyzw, r0.xyzw, v1.xyzw
ret
// Approximately 10 instruction slots used
// Approximately 3 instruction slots used

View File

@ -1,90 +1,91 @@
// generated from `xb buildhlsl`
// source: immediate.vs.hlsl
const uint8_t immediate_vs[] = {
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0x00, 0x53, 0x56, 0x5F, 0x50, 0x6F, 0x73, 0x69, 0x74, 0x69, 0x6F, 0x6E,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x5F, 0x00, 0x00, 0x03, 0x32, 0x10, 0x10, 0x00,
0x00, 0x00, 0x00, 0x00, 0x5F, 0x00, 0x00, 0x03, 0x32, 0x10, 0x10, 0x00,
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0x01, 0x00, 0x00, 0x00, 0x46, 0x1E, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00,
0x36, 0x00, 0x00, 0x08, 0xC2, 0x20, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00,
0x02, 0x40, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x3F, 0x36, 0x00, 0x00, 0x05,
0x32, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x10, 0x10, 0x00,
0x01, 0x00, 0x00, 0x00, 0x3E, 0x00, 0x00, 0x01, 0x53, 0x54, 0x41, 0x54,
0x94, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
};

View File

@ -4,7 +4,7 @@
//
// Buffer Definitions:
//
// cbuffer $Globals
// cbuffer XeImmediateVertexConstants
// {
//
// float2 xe_viewport_size_inv; // Offset: 0 Size: 8
@ -16,7 +16,7 @@
//
// Name Type Format Dim ID HLSL Bind Count
// ------------------------------ ---------- ------- ----------- ------- -------------- ------
// $Globals cbuffer NA NA CB0 cb0 1
// XeImmediateVertexConstants cbuffer NA NA CB0 cb0 1
//
//
//

View File

@ -1,6 +1,5 @@
Texture2D<float4> xe_immediate_texture : register(t0);
SamplerState xe_immediate_sampler : register(s0);
bool xe_restrict_texture_samples : register(b0);
struct XePixelShaderInput {
float2 texcoord : TEXCOORD0;
@ -8,10 +7,6 @@ struct XePixelShaderInput {
};
float4 main(XePixelShaderInput input) : SV_Target {
float4 output = input.color;
if (!xe_restrict_texture_samples || input.texcoord.x <= 1.0f) {
output *= xe_immediate_texture.SampleLevel(xe_immediate_sampler,
input.texcoord, 0.0f);
}
return output;
return input.color * xe_immediate_texture.SampleLevel(xe_immediate_sampler,
input.texcoord, 0.0f);
}

View File

@ -1,4 +1,6 @@
float2 xe_viewport_size_inv : register(b0);
cbuffer XeImmediateVertexConstants : register(b0) {
float2 xe_viewport_size_inv;
};
struct XeVertexShaderInput {
float2 position : POSITION;