forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			66 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			66 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// 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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#pragma once
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#include <d3d11.h>
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#include <string>
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#include "Common/CommonTypes.h"
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#include "VideoCommon/RenderBase.h"
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namespace DX11
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{
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namespace D3D
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{
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// Font creation flags
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#define D3DFONT_BOLD 0x0001
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#define D3DFONT_ITALIC 0x0002
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// Font rendering flags
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#define D3DFONT_CENTERED 0x0001
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class CD3DFont
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{
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  ID3D11ShaderResourceView* m_pTexture;
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  ID3D11Buffer* m_pVB;
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  ID3D11InputLayout* m_InputLayout;
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  ID3D11PixelShader* m_pshader;
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  ID3D11VertexShader* m_vshader;
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  ID3D11BlendState* m_blendstate;
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  ID3D11RasterizerState* m_raststate;
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  const int m_dwTexWidth;
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  const int m_dwTexHeight;
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  unsigned int m_LineHeight;
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  float m_fTexCoords[128 - 32][4];
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public:
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  CD3DFont();
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  // 2D text drawing function
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  // Initializing and destroying device-dependent objects
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  int Init();
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  int Shutdown();
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  int DrawTextScaled(float x, float y, float size, float spacing, u32 dwColor,
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                     const std::string& text);
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};
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extern CD3DFont font;
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void InitUtils();
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void ShutdownUtils();
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void SetPointCopySampler();
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void SetLinearCopySampler();
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void drawShadedTexQuad(ID3D11ShaderResourceView* texture, const D3D11_RECT* rSource,
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                       int SourceWidth, int SourceHeight, ID3D11PixelShader* PShader,
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                       ID3D11VertexShader* VShader, ID3D11InputLayout* layout,
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                       ID3D11GeometryShader* GShader = nullptr, float Gamma = 1.0f, u32 slice = 0);
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void drawClearQuad(u32 Color, float z);
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void drawColorQuad(u32 Color, float z, float x1, float y1, float x2, float y2);
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void DrawEFBPokeQuads(EFBAccessType type, const EfbPokeData* points, size_t num_points);
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}
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}
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