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										 |  |  | // Copyright 2010 Dolphin Emulator Project
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							|  |  |  | // Licensed under GPLv2+
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							|  |  |  | // Refer to the license.txt file included.
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							|  |  |  | #include <cctype>
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							|  |  |  | #include <list>
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										 |  |  | #include <memory>
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										 |  |  | #include <string>
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										 |  |  | #include "Common/Align.h"
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										 |  |  | #include "VideoBackends/D3D12/D3DBase.h"
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							|  |  |  | #include "VideoBackends/D3D12/D3DCommandListManager.h"
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							|  |  |  | #include "VideoBackends/D3D12/D3DDescriptorHeapManager.h"
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							|  |  |  | #include "VideoBackends/D3D12/D3DShader.h"
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							|  |  |  | #include "VideoBackends/D3D12/D3DState.h"
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							|  |  |  | #include "VideoBackends/D3D12/D3DStreamBuffer.h"
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							|  |  |  | #include "VideoBackends/D3D12/D3DTexture.h"
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							|  |  |  | #include "VideoBackends/D3D12/D3DUtil.h"
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										 |  |  | #include "VideoBackends/D3D12/FramebufferManager.h"
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										 |  |  | #include "VideoBackends/D3D12/Render.h"
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							|  |  |  | #include "VideoBackends/D3D12/StaticShaderCache.h"
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							|  |  |  | namespace DX12 | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | namespace D3D | 
					
						
							|  |  |  | { | 
					
						
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										 |  |  | void ResourceBarrier(ID3D12GraphicsCommandList* command_list, ID3D12Resource* resource, | 
					
						
							|  |  |  |                      D3D12_RESOURCE_STATES state_before, D3D12_RESOURCE_STATES state_after, | 
					
						
							|  |  |  |                      UINT subresource) | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  |   if (state_before == state_after) | 
					
						
							|  |  |  |     return; | 
					
						
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										 |  |  |   CHECK(resource, "NULL resource passed to ResourceBarrier."); | 
					
						
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										 |  |  |   D3D12_RESOURCE_BARRIER resourceBarrierDesc = { | 
					
						
							|  |  |  |       D3D12_RESOURCE_BARRIER_TYPE_TRANSITION,  // D3D12_RESOURCE_TRANSITION_BARRIER_DESC Transition
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							|  |  |  |       D3D12_RESOURCE_BARRIER_FLAG_NONE,        // D3D12_RESOURCE_BARRIER_FLAGS Flags
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										 |  |  |       // D3D12_RESOURCE_TRANSITION_BARRIER_DESC Transition
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							|  |  |  |       { | 
					
						
							|  |  |  |           resource,      // ID3D12Resource *pResource;
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							|  |  |  |           subresource,   // UINT Subresource;
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							|  |  |  |           state_before,  // UINT StateBefore;
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							|  |  |  |           state_after    // UINT StateAfter;
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							|  |  |  |       }}; | 
					
						
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										 |  |  |   command_list->ResourceBarrier(1, &resourceBarrierDesc); | 
					
						
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										 |  |  | } | 
					
						
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							|  |  |  | // Ring buffer class, shared between the draw* functions
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							|  |  |  | class UtilVertexBuffer | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | public: | 
					
						
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										 |  |  |   explicit UtilVertexBuffer(size_t size) | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     m_stream_buffer = std::make_unique<D3DStreamBuffer>(size, size * 4, nullptr); | 
					
						
							|  |  |  |   } | 
					
						
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										 |  |  |   ~UtilVertexBuffer() {} | 
					
						
							|  |  |  |   size_t GetSize() const { return m_stream_buffer->GetSize(); } | 
					
						
							|  |  |  |   // returns vertex offset to the new data
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							|  |  |  |   size_t AppendData(const void* data, size_t size, size_t vertex_size) | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     m_stream_buffer->AllocateSpaceInBuffer(size, vertex_size, false); | 
					
						
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										 |  |  |     memcpy(static_cast<u8*>(m_stream_buffer->GetCPUAddressOfCurrentAllocation()), data, size); | 
					
						
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										 |  |  |     return m_stream_buffer->GetOffsetOfCurrentAllocation() / vertex_size; | 
					
						
							|  |  |  |   } | 
					
						
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										 |  |  |   size_t BeginAppendData(void** write_ptr, size_t size, size_t vertex_size) | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     m_stream_buffer->AllocateSpaceInBuffer(size, vertex_size, false); | 
					
						
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										 |  |  |     *write_ptr = m_stream_buffer->GetCPUAddressOfCurrentAllocation(); | 
					
						
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										 |  |  |     return m_stream_buffer->GetOffsetOfCurrentAllocation() / vertex_size; | 
					
						
							|  |  |  |   } | 
					
						
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										 |  |  |   void EndAppendData() | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     // No-op on DX12.
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							|  |  |  |   } | 
					
						
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										 |  |  |   ID3D12Resource* GetBuffer12() { return m_stream_buffer->GetBuffer(); } | 
					
						
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										 |  |  | private: | 
					
						
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										 |  |  |   std::unique_ptr<D3DStreamBuffer> m_stream_buffer; | 
					
						
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										 |  |  | }; | 
					
						
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							|  |  |  | CD3DFont font; | 
					
						
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										 |  |  | static std::unique_ptr<UtilVertexBuffer> util_vbuf_stq; | 
					
						
							|  |  |  | static std::unique_ptr<UtilVertexBuffer> util_vbuf_clearq; | 
					
						
							|  |  |  | static std::unique_ptr<UtilVertexBuffer> util_vbuf_efbpokequads; | 
					
						
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							|  |  |  | static const unsigned int s_max_num_vertices = 8000 * 6; | 
					
						
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							|  |  |  | struct FONT2DVERTEX | 
					
						
							|  |  |  | { | 
					
						
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										 |  |  |   float x, y, z; | 
					
						
							|  |  |  |   float col[4]; | 
					
						
							|  |  |  |   float tu, tv; | 
					
						
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										 |  |  | }; | 
					
						
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							|  |  |  | FONT2DVERTEX InitFont2DVertex(float x, float y, u32 color, float tu, float tv) | 
					
						
							|  |  |  | { | 
					
						
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										 |  |  |   FONT2DVERTEX v; | 
					
						
							|  |  |  |   v.x = x; | 
					
						
							|  |  |  |   v.y = y; | 
					
						
							|  |  |  |   v.z = 0; | 
					
						
							|  |  |  |   v.tu = tu; | 
					
						
							|  |  |  |   v.tv = tv; | 
					
						
							|  |  |  |   v.col[0] = (static_cast<float>((color >> 16) & 0xFF)) / 255.f; | 
					
						
							|  |  |  |   v.col[1] = (static_cast<float>((color >> 8) & 0xFF)) / 255.f; | 
					
						
							|  |  |  |   v.col[2] = (static_cast<float>((color >> 0) & 0xFF)) / 255.f; | 
					
						
							|  |  |  |   v.col[3] = (static_cast<float>((color >> 24) & 0xFF)) / 255.f; | 
					
						
							|  |  |  |   return v; | 
					
						
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										 |  |  | } | 
					
						
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							|  |  |  | CD3DFont::CD3DFont() | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | constexpr const char fontpixshader[] = { | 
					
						
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										 |  |  |     "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"}; | 
					
						
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							|  |  |  | constexpr 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"}; | 
					
						
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							|  |  |  | int CD3DFont::Init() | 
					
						
							|  |  |  | { | 
					
						
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										 |  |  |   // Create vertex buffer for the letters
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							|  |  |  |   // Prepare to create a bitmap
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							|  |  |  |   unsigned int* bitmap_bits; | 
					
						
							|  |  |  |   BITMAPINFO bmi; | 
					
						
							|  |  |  |   ZeroMemory(&bmi.bmiHeader, sizeof(BITMAPINFOHEADER)); | 
					
						
							|  |  |  |   bmi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER); | 
					
						
							|  |  |  |   bmi.bmiHeader.biWidth = static_cast<int>(m_tex_width); | 
					
						
							|  |  |  |   bmi.bmiHeader.biHeight = -static_cast<int>(m_tex_height); | 
					
						
							|  |  |  |   bmi.bmiHeader.biPlanes = 1; | 
					
						
							|  |  |  |   bmi.bmiHeader.biCompression = BI_RGB; | 
					
						
							|  |  |  |   bmi.bmiHeader.biBitCount = 32; | 
					
						
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							|  |  |  |   // Create a DC and a bitmap for the font
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							|  |  |  |   HDC hDC = CreateCompatibleDC(nullptr); | 
					
						
							|  |  |  |   HBITMAP hbmBitmap = CreateDIBSection(hDC, &bmi, DIB_RGB_COLORS, | 
					
						
							|  |  |  |                                        reinterpret_cast<void**>(&bitmap_bits), nullptr, 0); | 
					
						
							|  |  |  |   SetMapMode(hDC, MM_TEXT); | 
					
						
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							|  |  |  |   // create a GDI font
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							|  |  |  |   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")); | 
					
						
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							|  |  |  |   if (nullptr == hFont) | 
					
						
							|  |  |  |     return E_FAIL; | 
					
						
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							|  |  |  |   HGDIOBJ hOldbmBitmap = SelectObject(hDC, hbmBitmap); | 
					
						
							|  |  |  |   HGDIOBJ hOldFont = SelectObject(hDC, hFont); | 
					
						
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							|  |  |  |   // Set text properties
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							|  |  |  |   SetTextColor(hDC, 0xFFFFFF); | 
					
						
							|  |  |  |   SetBkColor(hDC, 0); | 
					
						
							|  |  |  |   SetTextAlign(hDC, TA_TOP); | 
					
						
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							|  |  |  |   TEXTMETRICW tm; | 
					
						
							|  |  |  |   GetTextMetricsW(hDC, &tm); | 
					
						
							|  |  |  |   m_line_height = tm.tmHeight; | 
					
						
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							|  |  |  |   // Loop through all printable characters and output them to the bitmap
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							|  |  |  |   // Meanwhile, keep track of the corresponding tex coords for each character.
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							|  |  |  |   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 (static_cast<int>(x + size.cx + 1) > m_tex_width) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       x = 0; | 
					
						
							|  |  |  |       y += m_line_height; | 
					
						
							|  |  |  |     } | 
					
						
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							|  |  |  |     ExtTextOutA(hDC, x + 1, y + 0, ETO_OPAQUE | ETO_CLIPPED, nullptr, str, 1, nullptr); | 
					
						
							|  |  |  |     m_tex_coords[c][0] = (static_cast<float>(x + 0)) / m_tex_width; | 
					
						
							|  |  |  |     m_tex_coords[c][1] = (static_cast<float>(y + 0)) / m_tex_height; | 
					
						
							|  |  |  |     m_tex_coords[c][2] = (static_cast<float>(x + 0 + size.cx)) / m_tex_width; | 
					
						
							|  |  |  |     m_tex_coords[c][3] = (static_cast<float>(y + 0 + size.cy)) / m_tex_height; | 
					
						
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							|  |  |  |     x += size.cx + 3;  // 3 to work around annoying ij conflict (part of the j ends up with the i)
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							|  |  |  |   } | 
					
						
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							|  |  |  |   // Create a new texture for the font
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							|  |  |  |   // possible optimization: store the converted data in a buffer and fill the texture on creation.
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							|  |  |  |   // That way, we can use a static texture
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							|  |  |  |   std::unique_ptr<byte[]> tex_initial_data(new byte[m_tex_width * m_tex_height * 4]); | 
					
						
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							|  |  |  |   for (y = 0; y < m_tex_height; y++) | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     u32* pDst32 = | 
					
						
							|  |  |  |         reinterpret_cast<u32*>(static_cast<u8*>(tex_initial_data.get()) + y * m_tex_width * 4); | 
					
						
							|  |  |  |     for (x = 0; x < m_tex_width; x++) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       const u8 bAlpha = (bitmap_bits[m_tex_width * y + x] & 0xff); | 
					
						
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							|  |  |  |       *pDst32++ = (((bAlpha << 4) | bAlpha) << 24) | 0xFFFFFF; | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  |   } | 
					
						
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							|  |  |  |   CheckHR(D3D::device12->CreateCommittedResource( | 
					
						
							|  |  |  |       &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, | 
					
						
							|  |  |  |       &CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, m_tex_width, m_tex_height, 1, 1), | 
					
						
							|  |  |  |       D3D12_RESOURCE_STATE_COMMON, nullptr, IID_PPV_ARGS(&m_texture12))); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   D3D::SetDebugObjectName12(m_texture12, "texture of a CD3DFont object"); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   ID3D12Resource* temporaryFontTextureUploadBuffer; | 
					
						
							|  |  |  |   CheckHR(D3D::device12->CreateCommittedResource( | 
					
						
							|  |  |  |       &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD), D3D12_HEAP_FLAG_NONE, | 
					
						
							| 
									
										
										
										
											2016-11-27 11:56:22 +01:00
										 |  |  |       &CD3DX12_RESOURCE_DESC::Buffer(Common::AlignUp(static_cast<unsigned int>(m_tex_width) * 4, | 
					
						
							|  |  |  |                                                      D3D12_TEXTURE_DATA_PITCH_ALIGNMENT) * | 
					
						
							|  |  |  |                                      m_tex_height), | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |       D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&temporaryFontTextureUploadBuffer))); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   D3D12_SUBRESOURCE_DATA subresource_data_dest = { | 
					
						
							|  |  |  |       tex_initial_data.get(),  // const void *pData;
 | 
					
						
							|  |  |  |       m_tex_width * 4,         // LONG_PTR RowPitch;
 | 
					
						
							|  |  |  |       0                        // LONG_PTR SlicePitch;
 | 
					
						
							|  |  |  |   }; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   D3D::ResourceBarrier(D3D::current_command_list, m_texture12, D3D12_RESOURCE_STATE_COMMON, | 
					
						
							|  |  |  |                        D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   CHECK(0 != UpdateSubresources(D3D::current_command_list, m_texture12, | 
					
						
							|  |  |  |                                 temporaryFontTextureUploadBuffer, 0, 0, 1, &subresource_data_dest), | 
					
						
							|  |  |  |         "UpdateSubresources call failed."); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted( | 
					
						
							|  |  |  |       temporaryFontTextureUploadBuffer); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   tex_initial_data.release(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   D3D::gpu_descriptor_heap_mgr->Allocate(&m_texture12_cpu, &m_texture12_gpu); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {}; | 
					
						
							|  |  |  |   srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; | 
					
						
							|  |  |  |   srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; | 
					
						
							|  |  |  |   srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; | 
					
						
							|  |  |  |   srv_desc.Texture2D.MipLevels = -1; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   D3D::device12->CreateShaderResourceView(m_texture12, &srv_desc, m_texture12_cpu); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   D3D::ResourceBarrier(D3D::current_command_list, m_texture12, D3D12_RESOURCE_STATE_COPY_DEST, | 
					
						
							|  |  |  |                        D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, | 
					
						
							|  |  |  |                        D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   SelectObject(hDC, hOldbmBitmap); | 
					
						
							|  |  |  |   DeleteObject(hbmBitmap); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   SelectObject(hDC, hOldFont); | 
					
						
							|  |  |  |   DeleteObject(hFont); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   // setup device objects for drawing
 | 
					
						
							|  |  |  |   ID3DBlob* psbytecode = nullptr; | 
					
						
							|  |  |  |   D3D::CompilePixelShader(fontpixshader, &psbytecode); | 
					
						
							|  |  |  |   if (psbytecode == nullptr) | 
					
						
							|  |  |  |     PanicAlert("Failed to compile pixel shader, %s %d\n", __FILE__, __LINE__); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   m_pshader12.pShaderBytecode = psbytecode->GetBufferPointer(); | 
					
						
							|  |  |  |   m_pshader12.BytecodeLength = psbytecode->GetBufferSize(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   ID3DBlob* vsbytecode = nullptr; | 
					
						
							|  |  |  |   D3D::CompileVertexShader(fontvertshader, &vsbytecode); | 
					
						
							|  |  |  |   if (vsbytecode == nullptr) | 
					
						
							|  |  |  |     PanicAlert("Failed to compile vertex shader, %s %d\n", __FILE__, __LINE__); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   m_vshader12.pShaderBytecode = vsbytecode->GetBufferPointer(); | 
					
						
							|  |  |  |   m_vshader12.BytecodeLength = vsbytecode->GetBufferSize(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   const D3D12_INPUT_ELEMENT_DESC desc[] = { | 
					
						
							|  |  |  |       {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, | 
					
						
							|  |  |  |        0}, | 
					
						
							|  |  |  |       {"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, | 
					
						
							|  |  |  |        D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, | 
					
						
							|  |  |  |       {"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 28, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, | 
					
						
							|  |  |  |        0}, | 
					
						
							|  |  |  |   }; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   m_input_layout12.NumElements = ARRAYSIZE(desc); | 
					
						
							|  |  |  |   m_input_layout12.pInputElementDescs = desc; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   D3D12_BLEND_DESC blenddesc = {}; | 
					
						
							|  |  |  |   blenddesc.AlphaToCoverageEnable = FALSE; | 
					
						
							|  |  |  |   blenddesc.IndependentBlendEnable = FALSE; | 
					
						
							|  |  |  |   blenddesc.RenderTarget[0].BlendEnable = TRUE; | 
					
						
							|  |  |  |   blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL; | 
					
						
							|  |  |  |   blenddesc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA; | 
					
						
							|  |  |  |   blenddesc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA; | 
					
						
							|  |  |  |   blenddesc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD; | 
					
						
							|  |  |  |   blenddesc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_SRC_ALPHA; | 
					
						
							|  |  |  |   blenddesc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA; | 
					
						
							|  |  |  |   blenddesc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD; | 
					
						
							|  |  |  |   blenddesc.RenderTarget[0].LogicOp = D3D12_LOGIC_OP_NOOP; | 
					
						
							|  |  |  |   blenddesc.RenderTarget[0].LogicOpEnable = FALSE; | 
					
						
							|  |  |  |   m_blendstate12 = blenddesc; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   D3D12_RASTERIZER_DESC rastdesc = { | 
					
						
							|  |  |  |       D3D12_FILL_MODE_SOLID, D3D12_CULL_MODE_NONE, false, 0, 0.f, 0.f, false, false, false, false}; | 
					
						
							|  |  |  |   m_raststate12 = rastdesc; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   const unsigned int text_vb_size = s_max_num_vertices * sizeof(FONT2DVERTEX); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   m_vertex_buffer = std::make_unique<D3DStreamBuffer>(text_vb_size * 2, text_vb_size * 16, nullptr); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   D3D12_GRAPHICS_PIPELINE_STATE_DESC text_pso_desc = { | 
					
						
							|  |  |  |       default_root_signature,  // ID3D12RootSignature *pRootSignature;
 | 
					
						
							|  |  |  |       {vsbytecode->GetBufferPointer(), vsbytecode->GetBufferSize()},  // D3D12_SHADER_BYTECODE VS;
 | 
					
						
							|  |  |  |       {psbytecode->GetBufferPointer(), psbytecode->GetBufferSize()},  // D3D12_SHADER_BYTECODE PS;
 | 
					
						
							|  |  |  |       {},                                                             // D3D12_SHADER_BYTECODE DS;
 | 
					
						
							|  |  |  |       {},                                                             // D3D12_SHADER_BYTECODE HS;
 | 
					
						
							|  |  |  |       {},                                                             // D3D12_SHADER_BYTECODE GS;
 | 
					
						
							|  |  |  |       {},                                         // D3D12_STREAM_OUTPUT_DESC StreamOutput
 | 
					
						
							|  |  |  |       blenddesc,                                  // D3D12_BLEND_DESC BlendState;
 | 
					
						
							|  |  |  |       UINT_MAX,                                   // UINT SampleMask;
 | 
					
						
							|  |  |  |       rastdesc,                                   // D3D12_RASTERIZER_DESC RasterizerState
 | 
					
						
							|  |  |  |       CD3DX12_DEPTH_STENCIL_DESC(D3D12_DEFAULT),  // D3D12_DEPTH_STENCIL_DESC DepthStencilState
 | 
					
						
							|  |  |  |       m_input_layout12,                           // D3D12_INPUT_LAYOUT_DESC InputLayout
 | 
					
						
							|  |  |  |       D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFF,  // D3D12_INDEX_BUFFER_STRIP_CUT_VALUE
 | 
					
						
							|  |  |  |                                                   // IndexBufferProperties
 | 
					
						
							|  |  |  |       D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,     // D3D12_PRIMITIVE_TOPOLOGY_TYPE
 | 
					
						
							|  |  |  |                                                   // PrimitiveTopologyType
 | 
					
						
							|  |  |  |       1,                                          // UINT NumRenderTargets
 | 
					
						
							|  |  |  |       {DXGI_FORMAT_R8G8B8A8_UNORM},               // DXGI_FORMAT RTVFormats[8]
 | 
					
						
							|  |  |  |       DXGI_FORMAT_UNKNOWN,                        // DXGI_FORMAT DSVFormat
 | 
					
						
							|  |  |  |       {1 /* UINT Count */, 0 /* UINT Quality */}  // DXGI_SAMPLE_DESC SampleDesc
 | 
					
						
							|  |  |  |   }; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   CheckHR(DX12::gx_state_cache.GetPipelineStateObjectFromCache(&text_pso_desc, &m_pso)); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   SAFE_RELEASE(psbytecode); | 
					
						
							|  |  |  |   SAFE_RELEASE(vsbytecode); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   return S_OK; | 
					
						
							| 
									
										
										
										
											2016-01-07 19:40:35 -08:00
										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | int CD3DFont::Shutdown() | 
					
						
							|  |  |  | { | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |   m_vertex_buffer.reset(); | 
					
						
							|  |  |  |   D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_texture12); | 
					
						
							| 
									
										
										
										
											2016-01-07 19:40:35 -08:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |   return S_OK; | 
					
						
							| 
									
										
										
										
											2016-01-07 19:40:35 -08:00
										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  | int CD3DFont::DrawTextScaled(float x, float y, float size, float spacing, u32 dwColor, | 
					
						
							|  |  |  |                              const std::string& text) | 
					
						
							| 
									
										
										
										
											2016-01-07 19:40:35 -08:00
										 |  |  | { | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |   if (!m_vertex_buffer) | 
					
						
							|  |  |  |     return 0; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   float scale_x = 1 / static_cast<float>(D3D::GetBackBufferWidth()) * 2.f; | 
					
						
							|  |  |  |   float scale_y = 1 / static_cast<float>(D3D::GetBackBufferHeight()) * 2.f; | 
					
						
							|  |  |  |   float sizeratio = size / static_cast<float>(m_line_height); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   // translate starting positions
 | 
					
						
							|  |  |  |   float sx = x * scale_x - 1.f; | 
					
						
							|  |  |  |   float sy = 1.f - y * scale_y; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   // set general pipeline state
 | 
					
						
							|  |  |  |   D3D::current_command_list->SetPipelineState(m_pso); | 
					
						
							|  |  |  |   D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PSO, true); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   D3D::current_command_list->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); | 
					
						
							|  |  |  |   D3D::command_list_mgr->SetCommandListPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   D3D::current_command_list->SetGraphicsRootDescriptorTable(DESCRIPTOR_TABLE_PS_SRV, | 
					
						
							|  |  |  |                                                             m_texture12_gpu); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   // upper bound is nchars * 6, assuming no spaces
 | 
					
						
							|  |  |  |   m_vertex_buffer->AllocateSpaceInBuffer(static_cast<u32>(text.length()) * 6 * sizeof(FONT2DVERTEX), | 
					
						
							|  |  |  |                                          sizeof(FONT2DVERTEX), false); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   FONT2DVERTEX* vertices12 = | 
					
						
							|  |  |  |       reinterpret_cast<FONT2DVERTEX*>(m_vertex_buffer->GetCPUAddressOfCurrentAllocation()); | 
					
						
							|  |  |  |   int num_triangles = 0; | 
					
						
							|  |  |  |   float start_x = sx; | 
					
						
							|  |  |  |   for (char c : text) | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     if (c == '\n') | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       sx = start_x; | 
					
						
							|  |  |  |       sy -= scale_y * size; | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  |     if (!std::isprint(c)) | 
					
						
							|  |  |  |       continue; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     c -= 32; | 
					
						
							|  |  |  |     float tx1 = m_tex_coords[c][0]; | 
					
						
							|  |  |  |     float ty1 = m_tex_coords[c][1]; | 
					
						
							|  |  |  |     float tx2 = m_tex_coords[c][2]; | 
					
						
							|  |  |  |     float ty2 = m_tex_coords[c][3]; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     float w = static_cast<float>(tx2 - tx1) * m_tex_width * scale_x * sizeratio; | 
					
						
							|  |  |  |     float h = static_cast<float>(ty1 - ty2) * m_tex_height * scale_y * 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(vertices12, v, 6 * sizeof(FONT2DVERTEX)); | 
					
						
							|  |  |  |     vertices12 += 6; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     num_triangles += 2; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     sx += w + spacing * scale_x * size; | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   // Render the vertex buffer
 | 
					
						
							|  |  |  |   if (num_triangles > 0) | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     u32 written_size = num_triangles * 3 * sizeof(FONT2DVERTEX); | 
					
						
							|  |  |  |     m_vertex_buffer->OverrideSizeOfPreviousAllocation(written_size); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     D3D12_VERTEX_BUFFER_VIEW vb_view = {m_vertex_buffer->GetGPUAddressOfCurrentAllocation(), | 
					
						
							|  |  |  |                                         written_size, sizeof(FONT2DVERTEX)}; | 
					
						
							|  |  |  |     D3D::current_command_list->IASetVertexBuffers(0, 1, &vb_view); | 
					
						
							|  |  |  |     D3D::current_command_list->DrawInstanced(3 * num_triangles, 1, 0, 0); | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   return S_OK; | 
					
						
							| 
									
										
										
										
											2016-01-07 19:40:35 -08:00
										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | D3D12_CPU_DESCRIPTOR_HANDLE linear_copy_sampler12CPU; | 
					
						
							|  |  |  | D3D12_GPU_DESCRIPTOR_HANDLE linear_copy_sampler12GPU; | 
					
						
							|  |  |  | D3D12_CPU_DESCRIPTOR_HANDLE point_copy_sampler12CPU; | 
					
						
							|  |  |  | D3D12_GPU_DESCRIPTOR_HANDLE point_copy_sampler12GPU; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | struct STQVertex | 
					
						
							|  |  |  | { | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |   float x, y, z, u, v, w, g; | 
					
						
							| 
									
										
										
										
											2016-01-07 19:40:35 -08:00
										 |  |  | }; | 
					
						
							|  |  |  | struct ClearVertex | 
					
						
							|  |  |  | { | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |   float x, y, z; | 
					
						
							|  |  |  |   u32 col; | 
					
						
							| 
									
										
										
										
											2016-01-07 19:40:35 -08:00
										 |  |  | }; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | struct ColVertex | 
					
						
							|  |  |  | { | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |   float x, y, z; | 
					
						
							|  |  |  |   u32 col; | 
					
						
							| 
									
										
										
										
											2016-01-07 19:40:35 -08:00
										 |  |  | }; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | struct | 
					
						
							|  |  |  | { | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |   float u1, v1, u2, v2, S, G; | 
					
						
							| 
									
										
										
										
											2016-01-07 19:40:35 -08:00
										 |  |  | } tex_quad_data; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | struct | 
					
						
							|  |  |  | { | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |   u32 col; | 
					
						
							|  |  |  |   float z; | 
					
						
							| 
									
										
										
										
											2016-01-07 19:40:35 -08:00
										 |  |  | } clear_quad_data; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | // ring buffer offsets
 | 
					
						
							| 
									
										
										
										
											2016-02-16 00:39:04 -05:00
										 |  |  | static size_t stq_offset; | 
					
						
							|  |  |  | static size_t clearq_offset; | 
					
						
							| 
									
										
										
										
											2016-01-07 19:40:35 -08:00
										 |  |  | 
 | 
					
						
							|  |  |  | void InitUtils() | 
					
						
							|  |  |  | { | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |   util_vbuf_stq = std::make_unique<UtilVertexBuffer>(0x10000); | 
					
						
							|  |  |  |   util_vbuf_clearq = std::make_unique<UtilVertexBuffer>(0x10000); | 
					
						
							|  |  |  |   util_vbuf_efbpokequads = std::make_unique<UtilVertexBuffer>(0x100000); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   D3D12_SAMPLER_DESC point_sampler_desc = {D3D12_FILTER_MIN_MAG_MIP_POINT, | 
					
						
							|  |  |  |                                            D3D12_TEXTURE_ADDRESS_MODE_BORDER, | 
					
						
							|  |  |  |                                            D3D12_TEXTURE_ADDRESS_MODE_BORDER, | 
					
						
							|  |  |  |                                            D3D12_TEXTURE_ADDRESS_MODE_BORDER, | 
					
						
							|  |  |  |                                            0.f, | 
					
						
							|  |  |  |                                            1, | 
					
						
							|  |  |  |                                            D3D12_COMPARISON_FUNC_ALWAYS, | 
					
						
							|  |  |  |                                            {0.f, 0.f, 0.f, 0.f}, | 
					
						
							|  |  |  |                                            0.f, | 
					
						
							|  |  |  |                                            0.f}; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   D3D::sampler_descriptor_heap_mgr->Allocate(&point_copy_sampler12CPU, &point_copy_sampler12GPU); | 
					
						
							|  |  |  |   D3D::device12->CreateSampler(&point_sampler_desc, point_copy_sampler12CPU); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   D3D12_SAMPLER_DESC linear_sampler_desc = {D3D12_FILTER_MIN_MAG_MIP_LINEAR, | 
					
						
							|  |  |  |                                             D3D12_TEXTURE_ADDRESS_MODE_BORDER, | 
					
						
							|  |  |  |                                             D3D12_TEXTURE_ADDRESS_MODE_BORDER, | 
					
						
							|  |  |  |                                             D3D12_TEXTURE_ADDRESS_MODE_BORDER, | 
					
						
							|  |  |  |                                             0.f, | 
					
						
							|  |  |  |                                             1, | 
					
						
							|  |  |  |                                             D3D12_COMPARISON_FUNC_ALWAYS, | 
					
						
							|  |  |  |                                             {0.f, 0.f, 0.f, 0.f}, | 
					
						
							|  |  |  |                                             0.f, | 
					
						
							|  |  |  |                                             0.f}; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   D3D::sampler_descriptor_heap_mgr->Allocate(&linear_copy_sampler12CPU, &linear_copy_sampler12GPU); | 
					
						
							|  |  |  |   D3D::device12->CreateSampler(&linear_sampler_desc, linear_copy_sampler12CPU); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   // cached data used to avoid unnecessarily reloading the vertex buffers
 | 
					
						
							|  |  |  |   memset(&tex_quad_data, 0, sizeof(tex_quad_data)); | 
					
						
							|  |  |  |   memset(&clear_quad_data, 0, sizeof(clear_quad_data)); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   font.Init(); | 
					
						
							| 
									
										
										
										
											2016-01-07 19:40:35 -08:00
										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void ShutdownUtils() | 
					
						
							|  |  |  | { | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |   font.Shutdown(); | 
					
						
							| 
									
										
										
										
											2016-01-07 19:40:35 -08:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |   util_vbuf_stq.reset(); | 
					
						
							|  |  |  |   util_vbuf_clearq.reset(); | 
					
						
							|  |  |  |   util_vbuf_efbpokequads.reset(); | 
					
						
							| 
									
										
										
										
											2016-01-07 19:40:35 -08:00
										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void SetPointCopySampler() | 
					
						
							|  |  |  | { | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |   D3D::current_command_list->SetGraphicsRootDescriptorTable(DESCRIPTOR_TABLE_PS_SAMPLER, | 
					
						
							|  |  |  |                                                             point_copy_sampler12GPU); | 
					
						
							|  |  |  |   D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_SAMPLERS, true); | 
					
						
							| 
									
										
										
										
											2016-01-07 19:40:35 -08:00
										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void SetLinearCopySampler() | 
					
						
							|  |  |  | { | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |   D3D::current_command_list->SetGraphicsRootDescriptorTable(DESCRIPTOR_TABLE_PS_SAMPLER, | 
					
						
							|  |  |  |                                                             linear_copy_sampler12GPU); | 
					
						
							|  |  |  |   D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_SAMPLERS, true); | 
					
						
							| 
									
										
										
										
											2016-01-07 19:40:35 -08:00
										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  | void SetViewportAndScissor(int top_left_x, int top_left_y, int width, int height, float min_depth, | 
					
						
							|  |  |  |                            float max_depth) | 
					
						
							| 
									
										
										
										
											2016-02-23 22:18:41 +10:00
										 |  |  | { | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |   D3D12_VIEWPORT viewport = {static_cast<float>(top_left_x), | 
					
						
							|  |  |  |                              static_cast<float>(top_left_y), | 
					
						
							|  |  |  |                              static_cast<float>(width), | 
					
						
							|  |  |  |                              static_cast<float>(height), | 
					
						
							|  |  |  |                              min_depth, | 
					
						
							|  |  |  |                              max_depth}; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   D3D12_RECT scissor = {static_cast<LONG>(top_left_x), static_cast<LONG>(top_left_y), | 
					
						
							|  |  |  |                         static_cast<LONG>(top_left_x + width), | 
					
						
							|  |  |  |                         static_cast<LONG>(top_left_y + height)}; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   D3D::current_command_list->RSSetViewports(1, &viewport); | 
					
						
							|  |  |  |   D3D::current_command_list->RSSetScissorRects(1, &scissor); | 
					
						
							| 
									
										
										
										
											2016-02-23 22:18:41 +10:00
										 |  |  | }; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  | void DrawShadedTexQuad(D3DTexture2D* texture, const D3D12_RECT* rSource, 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, u32 slice, | 
					
						
							|  |  |  |                        DXGI_FORMAT rt_format, bool inherit_srv_binding, bool rt_multisampled) | 
					
						
							| 
									
										
										
										
											2016-01-07 19:40:35 -08:00
										 |  |  | { | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |   float sw = 1.0f / static_cast<float>(source_width); | 
					
						
							|  |  |  |   float sh = 1.0f / static_cast<float>(source_height); | 
					
						
							|  |  |  |   float u1 = static_cast<float>(rSource->left) * sw; | 
					
						
							|  |  |  |   float u2 = static_cast<float>(rSource->right) * sw; | 
					
						
							|  |  |  |   float v1 = static_cast<float>(rSource->top) * sh; | 
					
						
							|  |  |  |   float v2 = static_cast<float>(rSource->bottom) * sh; | 
					
						
							|  |  |  |   float S = static_cast<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 (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_stq->AppendData(coords, sizeof(coords), sizeof(STQVertex)); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     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; | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   D3D::current_command_list->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); | 
					
						
							|  |  |  |   D3D::command_list_mgr->SetCommandListPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   D3D12_VERTEX_BUFFER_VIEW vb_view = { | 
					
						
							|  |  |  |       util_vbuf_stq->GetBuffer12() | 
					
						
							|  |  |  |           ->GetGPUVirtualAddress(),                 // D3D12_GPU_VIRTUAL_ADDRESS BufferLocation;
 | 
					
						
							|  |  |  |       static_cast<UINT>(util_vbuf_stq->GetSize()),  // UINT SizeInBytes; This is the size of the
 | 
					
						
							|  |  |  |                                                     // entire buffer, not just the size of the
 | 
					
						
							|  |  |  |                                                     // vertex data for one draw call, since the
 | 
					
						
							|  |  |  |                                                     // offsetting is done in the draw call itself.
 | 
					
						
							|  |  |  |       sizeof(STQVertex)                             // UINT StrideInBytes;
 | 
					
						
							|  |  |  |   }; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   D3D::current_command_list->IASetVertexBuffers(0, 1, &vb_view); | 
					
						
							|  |  |  |   D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_VERTEX_BUFFER, true); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   if (!inherit_srv_binding) | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     texture->TransitionToResourceState(D3D::current_command_list, | 
					
						
							|  |  |  |                                        D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); | 
					
						
							|  |  |  |     D3D::current_command_list->SetGraphicsRootDescriptorTable(DESCRIPTOR_TABLE_PS_SRV, | 
					
						
							|  |  |  |                                                               texture->GetSRV12GPU()); | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc = { | 
					
						
							|  |  |  |       default_root_signature,                     // ID3D12RootSignature *pRootSignature;
 | 
					
						
							|  |  |  |       vshader12,                                  // D3D12_SHADER_BYTECODE VS;
 | 
					
						
							|  |  |  |       pshader12,                                  // D3D12_SHADER_BYTECODE PS;
 | 
					
						
							|  |  |  |       {},                                         // D3D12_SHADER_BYTECODE DS;
 | 
					
						
							|  |  |  |       {},                                         // D3D12_SHADER_BYTECODE HS;
 | 
					
						
							|  |  |  |       gshader12,                                  // D3D12_SHADER_BYTECODE GS;
 | 
					
						
							|  |  |  |       {},                                         // D3D12_STREAM_OUTPUT_DESC StreamOutput
 | 
					
						
							|  |  |  |       Renderer::GetResetBlendDesc(),              // D3D12_BLEND_DESC BlendState;
 | 
					
						
							|  |  |  |       UINT_MAX,                                   // UINT SampleMask;
 | 
					
						
							|  |  |  |       Renderer::GetResetRasterizerDesc(),         // D3D12_RASTERIZER_DESC RasterizerState
 | 
					
						
							|  |  |  |       Renderer::GetResetDepthStencilDesc(),       // D3D12_DEPTH_STENCIL_DESC DepthStencilState
 | 
					
						
							|  |  |  |       layout12,                                   // D3D12_INPUT_LAYOUT_DESC InputLayout
 | 
					
						
							|  |  |  |       D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFF,  // D3D12_INDEX_BUFFER_PROPERTIES
 | 
					
						
							|  |  |  |                                                   // IndexBufferProperties
 | 
					
						
							|  |  |  |       D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,     // D3D12_PRIMITIVE_TOPOLOGY_TYPE
 | 
					
						
							|  |  |  |                                                   // PrimitiveTopologyType
 | 
					
						
							|  |  |  |       1,                                          // UINT NumRenderTargets
 | 
					
						
							|  |  |  |       {rt_format},                                // DXGI_FORMAT RTVFormats[8]
 | 
					
						
							|  |  |  |       DXGI_FORMAT_D32_FLOAT,                      // DXGI_FORMAT DSVFormat
 | 
					
						
							|  |  |  |       {1 /* UINT Count */, 0 /* UINT Quality */}  // DXGI_SAMPLE_DESC SampleDesc
 | 
					
						
							|  |  |  |   }; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   if (rt_multisampled) | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     pso_desc.SampleDesc.Count = g_ActiveConfig.iMultisamples; | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   ID3D12PipelineState* pso = nullptr; | 
					
						
							|  |  |  |   CheckHR(DX12::gx_state_cache.GetPipelineStateObjectFromCache(&pso_desc, &pso)); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   D3D::current_command_list->SetPipelineState(pso); | 
					
						
							|  |  |  |   D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PSO, true); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   D3D::current_command_list->DrawInstanced(4, 1, static_cast<UINT>(stq_offset), 0); | 
					
						
							| 
									
										
										
										
											2016-01-07 19:40:35 -08:00
										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  | void DrawClearQuad(u32 Color, float z, D3D12_BLEND_DESC* blend_desc, | 
					
						
							|  |  |  |                    D3D12_DEPTH_STENCIL_DESC* depth_stencil_desc, bool rt_multisampled) | 
					
						
							| 
									
										
										
										
											2016-01-07 19:40:35 -08:00
										 |  |  | { | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |   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 (clear_quad_data.col != Color || clear_quad_data.z != z) | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     clearq_offset = util_vbuf_clearq->AppendData(coords, sizeof(coords), sizeof(ClearVertex)); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     clear_quad_data.col = Color; | 
					
						
							|  |  |  |     clear_quad_data.z = z; | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   D3D::current_command_list->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); | 
					
						
							|  |  |  |   D3D::command_list_mgr->SetCommandListPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   D3D12_VERTEX_BUFFER_VIEW vb_view = { | 
					
						
							|  |  |  |       util_vbuf_clearq->GetBuffer12() | 
					
						
							|  |  |  |           ->GetGPUVirtualAddress(),                    // D3D12_GPU_VIRTUAL_ADDRESS BufferLocation;
 | 
					
						
							|  |  |  |       static_cast<UINT>(util_vbuf_clearq->GetSize()),  // UINT SizeInBytes; This is the size of the
 | 
					
						
							|  |  |  |                                                        // entire buffer, not just the size of the
 | 
					
						
							|  |  |  |                                                        // vertex data for one draw call, since the
 | 
					
						
							|  |  |  |                                                        // offsetting is done in the draw call
 | 
					
						
							|  |  |  |                                                        // itself.
 | 
					
						
							|  |  |  |       sizeof(ClearVertex)                              // UINT StrideInBytes;
 | 
					
						
							|  |  |  |   }; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   D3D::current_command_list->IASetVertexBuffers(0, 1, &vb_view); | 
					
						
							|  |  |  |   D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_VERTEX_BUFFER, true); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc = { | 
					
						
							|  |  |  |       default_root_signature,                     // ID3D12RootSignature *pRootSignature;
 | 
					
						
							|  |  |  |       StaticShaderCache::GetClearVertexShader(),  // D3D12_SHADER_BYTECODE VS;
 | 
					
						
							|  |  |  |       StaticShaderCache::GetClearPixelShader(),   // D3D12_SHADER_BYTECODE PS;
 | 
					
						
							|  |  |  |       {},                                         // D3D12_SHADER_BYTECODE DS;
 | 
					
						
							|  |  |  |       {},                                         // D3D12_SHADER_BYTECODE HS;
 | 
					
						
							|  |  |  |       g_ActiveConfig.iStereoMode > 0 ? StaticShaderCache::GetClearGeometryShader() : | 
					
						
							|  |  |  |                                        D3D12_SHADER_BYTECODE(),  // D3D12_SHADER_BYTECODE GS;
 | 
					
						
							|  |  |  |       {},                                  // D3D12_STREAM_OUTPUT_DESC StreamOutput
 | 
					
						
							|  |  |  |       *blend_desc,                         // D3D12_BLEND_DESC BlendState;
 | 
					
						
							|  |  |  |       UINT_MAX,                            // UINT SampleMask;
 | 
					
						
							|  |  |  |       Renderer::GetResetRasterizerDesc(),  // D3D12_RASTERIZER_DESC RasterizerState
 | 
					
						
							|  |  |  |       *depth_stencil_desc,                 // D3D12_DEPTH_STENCIL_DESC DepthStencilState
 | 
					
						
							|  |  |  |       StaticShaderCache::GetClearVertexShaderInputLayout(),  // D3D12_INPUT_LAYOUT_DESC InputLayout
 | 
					
						
							|  |  |  |       D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFF,             // D3D12_INDEX_BUFFER_PROPERTIES
 | 
					
						
							|  |  |  |                                                              // IndexBufferProperties
 | 
					
						
							|  |  |  |       D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,                // D3D12_PRIMITIVE_TOPOLOGY_TYPE
 | 
					
						
							|  |  |  |                                                              // PrimitiveTopologyType
 | 
					
						
							|  |  |  |       1,                                                     // UINT NumRenderTargets
 | 
					
						
							|  |  |  |       {DXGI_FORMAT_R8G8B8A8_UNORM},                          // DXGI_FORMAT RTVFormats[8]
 | 
					
						
							|  |  |  |       DXGI_FORMAT_D32_FLOAT,                                 // DXGI_FORMAT DSVFormat
 | 
					
						
							|  |  |  |       {1 /* UINT Count */, 0 /* UINT Quality */}             // DXGI_SAMPLE_DESC SampleDesc
 | 
					
						
							|  |  |  |   }; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   if (rt_multisampled) | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     pso_desc.SampleDesc.Count = g_ActiveConfig.iMultisamples; | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   ID3D12PipelineState* pso = nullptr; | 
					
						
							|  |  |  |   CheckHR(DX12::gx_state_cache.GetPipelineStateObjectFromCache(&pso_desc, &pso)); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   D3D::current_command_list->SetPipelineState(pso); | 
					
						
							|  |  |  |   D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PSO, true); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   D3D::current_command_list->DrawInstanced(4, 1, static_cast<UINT>(clearq_offset), 0); | 
					
						
							| 
									
										
										
										
											2016-01-07 19:40:35 -08:00
										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | static void InitColVertex(ColVertex* vert, float x, float y, float z, u32 col) | 
					
						
							|  |  |  | { | 
					
						
							| 
									
										
										
										
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										 |  |  |   vert->x = x; | 
					
						
							|  |  |  |   vert->y = y; | 
					
						
							|  |  |  |   vert->z = z; | 
					
						
							|  |  |  |   vert->col = col; | 
					
						
							| 
									
										
										
										
											2016-01-07 19:40:35 -08:00
										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  | 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) | 
					
						
							| 
									
										
										
										
											2016-01-07 19:40:35 -08:00
										 |  |  | { | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |   // The viewport and RT/DB are passed in so we can reconstruct the state if we need to execute in
 | 
					
						
							|  |  |  |   // the middle of building the vertex buffer.
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   D3D::command_list_mgr->SetCommandListPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc = { | 
					
						
							|  |  |  |       default_root_signature,                     // ID3D12RootSignature *pRootSignature;
 | 
					
						
							|  |  |  |       StaticShaderCache::GetClearVertexShader(),  // D3D12_SHADER_BYTECODE VS;
 | 
					
						
							|  |  |  |       StaticShaderCache::GetClearPixelShader(),   // D3D12_SHADER_BYTECODE PS;
 | 
					
						
							|  |  |  |       {},                                         // D3D12_SHADER_BYTECODE DS;
 | 
					
						
							|  |  |  |       {},                                         // D3D12_SHADER_BYTECODE HS;
 | 
					
						
							|  |  |  |       g_ActiveConfig.iStereoMode > 0 ? StaticShaderCache::GetClearGeometryShader() : | 
					
						
							|  |  |  |                                        D3D12_SHADER_BYTECODE(),  // D3D12_SHADER_BYTECODE GS;
 | 
					
						
							|  |  |  |       {},                                  // D3D12_STREAM_OUTPUT_DESC StreamOutput
 | 
					
						
							|  |  |  |       *blend_desc,                         // D3D12_BLEND_DESC BlendState;
 | 
					
						
							|  |  |  |       UINT_MAX,                            // UINT SampleMask;
 | 
					
						
							|  |  |  |       Renderer::GetResetRasterizerDesc(),  // D3D12_RASTERIZER_DESC RasterizerState
 | 
					
						
							|  |  |  |       *depth_stencil_desc,                 // D3D12_DEPTH_STENCIL_DESC DepthStencilState
 | 
					
						
							|  |  |  |       StaticShaderCache::GetClearVertexShaderInputLayout(),  // D3D12_INPUT_LAYOUT_DESC InputLayout
 | 
					
						
							|  |  |  |       D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFF,             // D3D12_INDEX_BUFFER_PROPERTIES
 | 
					
						
							|  |  |  |                                                              // IndexBufferProperties
 | 
					
						
							|  |  |  |       D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,                // D3D12_PRIMITIVE_TOPOLOGY_TYPE
 | 
					
						
							|  |  |  |                                                              // PrimitiveTopologyType
 | 
					
						
							|  |  |  |       1,                                                     // UINT NumRenderTargets
 | 
					
						
							|  |  |  |       {DXGI_FORMAT_R8G8B8A8_UNORM},                          // DXGI_FORMAT RTVFormats[8]
 | 
					
						
							|  |  |  |       DXGI_FORMAT_D32_FLOAT,                                 // DXGI_FORMAT DSVFormat
 | 
					
						
							|  |  |  |       {1 /* UINT Count */, 0 /* UINT Quality */}             // DXGI_SAMPLE_DESC SampleDesc
 | 
					
						
							|  |  |  |   }; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   if (rt_multisampled) | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     pso_desc.SampleDesc.Count = g_ActiveConfig.iMultisamples; | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   ID3D12PipelineState* pso = nullptr; | 
					
						
							|  |  |  |   CheckHR(DX12::gx_state_cache.GetPipelineStateObjectFromCache(&pso_desc, &pso)); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   // If drawing a large number of points at once, this will have to be split into multiple passes.
 | 
					
						
							|  |  |  |   const size_t COL_QUAD_SIZE = sizeof(ColVertex) * 6; | 
					
						
							|  |  |  |   size_t points_per_draw = util_vbuf_efbpokequads->GetSize() / COL_QUAD_SIZE; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   size_t current_point_index = 0; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   while (current_point_index < num_points) | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     // Map and reserve enough buffer space for this draw
 | 
					
						
							|  |  |  |     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; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     void* buffer_ptr = nullptr; | 
					
						
							|  |  |  |     size_t base_vertex_index = | 
					
						
							|  |  |  |         util_vbuf_efbpokequads->BeginAppendData(&buffer_ptr, required_bytes, sizeof(ColVertex)); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     CHECK(base_vertex_index * 16 + required_bytes <= util_vbuf_efbpokequads->GetSize(), "Uh oh"); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     // Corresponding dirty flags set outside loop.
 | 
					
						
							|  |  |  |     D3D::current_command_list->OMSetRenderTargets(1, render_target, FALSE, depth_buffer); | 
					
						
							|  |  |  |     D3D::current_command_list->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); | 
					
						
							|  |  |  |     D3D::command_list_mgr->SetCommandListPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     D3D12_VERTEX_BUFFER_VIEW vb_view = { | 
					
						
							|  |  |  |         util_vbuf_efbpokequads->GetBuffer12() | 
					
						
							|  |  |  |             ->GetGPUVirtualAddress(),  // D3D12_GPU_VIRTUAL_ADDRESS BufferLocation;
 | 
					
						
							|  |  |  |         static_cast<UINT>(util_vbuf_efbpokequads->GetSize()),  // UINT SizeInBytes; This is the size
 | 
					
						
							|  |  |  |                                                                // of the entire buffer, not just the
 | 
					
						
							|  |  |  |                                                                // size of the vertex data for one
 | 
					
						
							|  |  |  |                                                                // draw call, since the offsetting is
 | 
					
						
							|  |  |  |                                                                // done in the draw call itself.
 | 
					
						
							|  |  |  |         sizeof(ColVertex)                                      // UINT StrideInBytes;
 | 
					
						
							|  |  |  |     }; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     D3D::current_command_list->IASetVertexBuffers(0, 1, &vb_view); | 
					
						
							|  |  |  |     D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_VERTEX_BUFFER, true); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     D3D::current_command_list->SetPipelineState(pso); | 
					
						
							|  |  |  |     D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_PSO, true); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     // generate quads for each efb point
 | 
					
						
							|  |  |  |     ColVertex* base_vertex_ptr = reinterpret_cast<ColVertex*>(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; | 
					
						
							| 
									
										
										
										
											2017-01-23 02:51:46 -05:00
										 |  |  |       float z = 0.0f; | 
					
						
							|  |  |  |       u32 col = 0; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |       if (type == EFBAccessType::PokeZ) | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         z = 1.0f - static_cast<float>(point->data & 0xFFFFFF) / 16777216.0f; | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |       else | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         col = ((point->data & 0xFF00FF00) | ((point->data >> 16) & 0xFF) | | 
					
						
							|  |  |  |                ((point->data << 16) & 0xFF0000)); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |       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); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2017-01-23 02:51:46 -05:00
										 |  |  |       if (type == EFBAccessType::PokeColor) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |         FramebufferManager::UpdateEFBColorAccessCopy(point->x, point->y, col); | 
					
						
							| 
									
										
										
										
											2017-01-23 02:51:46 -05:00
										 |  |  |       else if (type == EFBAccessType::PokeZ) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |         FramebufferManager::UpdateEFBDepthAccessCopy(point->x, point->y, z); | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     // Issue the draw
 | 
					
						
							|  |  |  |     D3D::current_command_list->DrawInstanced(6 * static_cast<UINT>(points_to_draw), 1, | 
					
						
							|  |  |  |                                              static_cast<UINT>(base_vertex_index), 0); | 
					
						
							|  |  |  |   } | 
					
						
							| 
									
										
										
										
											2016-01-07 19:40:35 -08:00
										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | }  // namespace D3D
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | }  // namespace DX12
 |