forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			903 lines
		
	
	
		
			37 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			903 lines
		
	
	
		
			37 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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#include "VideoBackends/D3D12/D3DUtil.h"
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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/FramebufferManager.h"
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#include "VideoBackends/D3D12/Render.h"
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#include "VideoBackends/D3D12/StaticShaderCache.h"
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#include "VideoCommon/VideoBackendBase.h"
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namespace DX12
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{
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namespace D3D
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{
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void ResourceBarrier(ID3D12GraphicsCommandList* command_list, ID3D12Resource* resource,
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                     D3D12_RESOURCE_STATES state_before, D3D12_RESOURCE_STATES state_after,
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                     UINT subresource)
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{
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  if (state_before == state_after)
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    return;
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  CHECK(resource, "NULL resource passed to ResourceBarrier.");
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  D3D12_RESOURCE_BARRIER resourceBarrierDesc = {
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      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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      {
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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
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{
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public:
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  explicit UtilVertexBuffer(size_t size)
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  {
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    m_stream_buffer = std::make_unique<D3DStreamBuffer>(size, size * 4, nullptr);
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  }
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  ~UtilVertexBuffer() {}
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  size_t GetSize() const { return m_stream_buffer->GetSize(); }
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  // returns vertex offset to the new data
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  size_t AppendData(const void* data, size_t size, size_t vertex_size)
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  {
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    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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  }
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  size_t BeginAppendData(void** write_ptr, size_t size, size_t vertex_size)
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  {
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    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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  }
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  void EndAppendData()
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  {
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    // 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;
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static std::unique_ptr<UtilVertexBuffer> util_vbuf_clearq;
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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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{
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  float x, y, z;
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  float col[4];
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  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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{
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  FONT2DVERTEX v;
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  v.x = x;
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  v.y = y;
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  v.z = 0;
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  v.tu = tu;
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  v.tv = tv;
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  v.col[0] = (static_cast<float>((color >> 16) & 0xFF)) / 255.f;
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  v.col[1] = (static_cast<float>((color >> 8) & 0xFF)) / 255.f;
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  v.col[2] = (static_cast<float>((color >> 0) & 0xFF)) / 255.f;
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  v.col[3] = (static_cast<float>((color >> 24) & 0xFF)) / 255.f;
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  return v;
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}
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CD3DFont::CD3DFont()
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{
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}
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constexpr const char fontpixshader[] = {
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    "Texture2D tex2D;\n"
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    "SamplerState linearSampler\n"
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    "{\n"
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    "	Filter = MIN_MAG_MIP_LINEAR;\n"
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    "	AddressU = D3D11_TEXTURE_ADDRESS_BORDER;\n"
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    "	AddressV = D3D11_TEXTURE_ADDRESS_BORDER;\n"
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    "	BorderColor = float4(0.f, 0.f, 0.f, 0.f);\n"
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    "};\n"
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    "struct PS_INPUT\n"
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    "{\n"
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    "	float4 pos : SV_POSITION;\n"
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    "	float4 col : COLOR;\n"
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    "	float2 tex : TEXCOORD;\n"
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    "};\n"
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    "float4 main( PS_INPUT input ) : SV_Target\n"
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    "{\n"
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    "	return tex2D.Sample( linearSampler, input.tex ) * input.col;\n"
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    "};\n"};
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constexpr const char fontvertshader[] = {"struct VS_INPUT\n"
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                                         "{\n"
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                                         "	float4 pos : POSITION;\n"
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                                         "	float4 col : COLOR;\n"
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                                         "	float2 tex : TEXCOORD;\n"
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                                         "};\n"
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                                         "struct PS_INPUT\n"
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                                         "{\n"
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                                         "	float4 pos : SV_POSITION;\n"
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                                         "	float4 col : COLOR;\n"
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                                         "	float2 tex : TEXCOORD;\n"
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                                         "};\n"
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                                         "PS_INPUT main( VS_INPUT input )\n"
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                                         "{\n"
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                                         "	PS_INPUT output;\n"
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                                         "	output.pos = input.pos;\n"
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                                         "	output.col = input.col;\n"
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                                         "	output.tex = input.tex;\n"
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                                         "	return output;\n"
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                                         "};\n"};
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int CD3DFont::Init()
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{
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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;
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  BITMAPINFO bmi;
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  ZeroMemory(&bmi.bmiHeader, sizeof(BITMAPINFOHEADER));
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  bmi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
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  bmi.bmiHeader.biWidth = static_cast<int>(m_tex_width);
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  bmi.bmiHeader.biHeight = -static_cast<int>(m_tex_height);
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  bmi.bmiHeader.biPlanes = 1;
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  bmi.bmiHeader.biCompression = BI_RGB;
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  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);
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  HBITMAP hbmBitmap = CreateDIBSection(hDC, &bmi, DIB_RGB_COLORS,
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                                       reinterpret_cast<void**>(&bitmap_bits), nullptr, 0);
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  SetMapMode(hDC, MM_TEXT);
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  // create a GDI font
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  HFONT hFont =
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      CreateFont(24, 0, 0, 0, FW_NORMAL, FALSE, FALSE, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
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                 CLIP_DEFAULT_PRECIS, PROOF_QUALITY, VARIABLE_PITCH, _T("Tahoma"));
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  if (nullptr == hFont)
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    return E_FAIL;
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  HGDIOBJ hOldbmBitmap = SelectObject(hDC, hbmBitmap);
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  HGDIOBJ hOldFont = SelectObject(hDC, hFont);
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  // Set text properties
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  SetTextColor(hDC, 0xFFFFFF);
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  SetBkColor(hDC, 0);
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  SetTextAlign(hDC, TA_TOP);
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  TEXTMETRICW tm;
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  GetTextMetricsW(hDC, &tm);
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  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;
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  char str[2] = "\0";
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  for (int c = 0; c < 127 - 32; c++)
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  {
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    str[0] = c + 32;
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    SIZE size;
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    GetTextExtentPoint32A(hDC, str, 1, &size);
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    if (static_cast<int>(x + size.cx + 1) > m_tex_width)
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    {
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      x = 0;
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      y += m_line_height;
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    }
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    ExtTextOutA(hDC, x + 1, y + 0, ETO_OPAQUE | ETO_CLIPPED, nullptr, str, 1, nullptr);
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    m_tex_coords[c][0] = (static_cast<float>(x + 0)) / m_tex_width;
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    m_tex_coords[c][1] = (static_cast<float>(y + 0)) / m_tex_height;
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    m_tex_coords[c][2] = (static_cast<float>(x + 0 + size.cx)) / m_tex_width;
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    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++)
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  {
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    u32* pDst32 =
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        reinterpret_cast<u32*>(static_cast<u8*>(tex_initial_data.get()) + y * m_tex_width * 4);
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    for (x = 0; x < m_tex_width; x++)
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    {
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      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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    }
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  }
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  CheckHR(D3D::device12->CreateCommittedResource(
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      &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE,
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      &CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, m_tex_width, m_tex_height, 1, 1),
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      D3D12_RESOURCE_STATE_COMMON, nullptr, IID_PPV_ARGS(&m_texture12)));
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  D3D::SetDebugObjectName12(m_texture12, "texture of a CD3DFont object");
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  ID3D12Resource* temporaryFontTextureUploadBuffer;
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  CheckHR(D3D::device12->CreateCommittedResource(
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      &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD), D3D12_HEAP_FLAG_NONE,
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      &CD3DX12_RESOURCE_DESC::Buffer(Common::AlignUp(static_cast<unsigned int>(m_tex_width) * 4,
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                                                     D3D12_TEXTURE_DATA_PITCH_ALIGNMENT) *
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                                     m_tex_height),
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      D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&temporaryFontTextureUploadBuffer)));
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  D3D12_SUBRESOURCE_DATA subresource_data_dest = {
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      tex_initial_data.get(),  // const void *pData;
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      m_tex_width * 4,         // LONG_PTR RowPitch;
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      0                        // LONG_PTR SlicePitch;
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  };
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  D3D::ResourceBarrier(D3D::current_command_list, m_texture12, D3D12_RESOURCE_STATE_COMMON,
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                       D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES);
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  CHECK(0 != UpdateSubresources(D3D::current_command_list, m_texture12,
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                                temporaryFontTextureUploadBuffer, 0, 0, 1, &subresource_data_dest),
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        "UpdateSubresources call failed.");
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  command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(
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      temporaryFontTextureUploadBuffer);
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  tex_initial_data.release();
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  D3D::gpu_descriptor_heap_mgr->Allocate(&m_texture12_cpu, &m_texture12_gpu);
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  D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = {};
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  srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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  srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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  srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
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  srv_desc.Texture2D.MipLevels = -1;
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  D3D::device12->CreateShaderResourceView(m_texture12, &srv_desc, m_texture12_cpu);
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  D3D::ResourceBarrier(D3D::current_command_list, m_texture12, D3D12_RESOURCE_STATE_COPY_DEST,
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                       D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
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                       D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES);
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  SelectObject(hDC, hOldbmBitmap);
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  DeleteObject(hbmBitmap);
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  SelectObject(hDC, hOldFont);
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  DeleteObject(hFont);
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  // setup device objects for drawing
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  ID3DBlob* psbytecode = nullptr;
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  D3D::CompilePixelShader(fontpixshader, &psbytecode);
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  if (psbytecode == nullptr)
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    PanicAlert("Failed to compile pixel shader, %s %d\n", __FILE__, __LINE__);
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  m_pshader12.pShaderBytecode = psbytecode->GetBufferPointer();
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  m_pshader12.BytecodeLength = psbytecode->GetBufferSize();
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  ID3DBlob* vsbytecode = nullptr;
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  D3D::CompileVertexShader(fontvertshader, &vsbytecode);
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  if (vsbytecode == nullptr)
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    PanicAlert("Failed to compile vertex shader, %s %d\n", __FILE__, __LINE__);
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  m_vshader12.pShaderBytecode = vsbytecode->GetBufferPointer();
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  m_vshader12.BytecodeLength = vsbytecode->GetBufferSize();
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  const D3D12_INPUT_ELEMENT_DESC desc[] = {
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      {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
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       0},
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      {"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12,
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       D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
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      {"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 28, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
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       0},
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  };
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  m_input_layout12.NumElements = ARRAYSIZE(desc);
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  m_input_layout12.pInputElementDescs = desc;
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  D3D12_BLEND_DESC blenddesc = {};
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  blenddesc.AlphaToCoverageEnable = FALSE;
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  blenddesc.IndependentBlendEnable = FALSE;
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  blenddesc.RenderTarget[0].BlendEnable = TRUE;
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  blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
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  blenddesc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
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  blenddesc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
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  blenddesc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
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  blenddesc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_SRC_ALPHA;
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  blenddesc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
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  blenddesc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
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  blenddesc.RenderTarget[0].LogicOp = D3D12_LOGIC_OP_NOOP;
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  blenddesc.RenderTarget[0].LogicOpEnable = FALSE;
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  m_blendstate12 = blenddesc;
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  D3D12_RASTERIZER_DESC rastdesc = {
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      D3D12_FILL_MODE_SOLID, D3D12_CULL_MODE_NONE, false, 0, 0.f, 0.f, false, false, false, false};
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  m_raststate12 = rastdesc;
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  const unsigned int text_vb_size = s_max_num_vertices * sizeof(FONT2DVERTEX);
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  m_vertex_buffer = std::make_unique<D3DStreamBuffer>(text_vb_size * 2, text_vb_size * 16, nullptr);
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  D3D12_GRAPHICS_PIPELINE_STATE_DESC text_pso_desc = {
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      default_root_signature,  // ID3D12RootSignature *pRootSignature;
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      {vsbytecode->GetBufferPointer(), vsbytecode->GetBufferSize()},  // D3D12_SHADER_BYTECODE VS;
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      {psbytecode->GetBufferPointer(), psbytecode->GetBufferSize()},  // D3D12_SHADER_BYTECODE PS;
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      {},                                                             // D3D12_SHADER_BYTECODE DS;
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      {},                                                             // D3D12_SHADER_BYTECODE HS;
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      {},                                                             // D3D12_SHADER_BYTECODE GS;
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      {},                                         // 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;
 | 
						|
}
 | 
						|
 | 
						|
int CD3DFont::Shutdown()
 | 
						|
{
 | 
						|
  m_vertex_buffer.reset();
 | 
						|
  D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_texture12);
 | 
						|
 | 
						|
  return S_OK;
 | 
						|
}
 | 
						|
 | 
						|
int CD3DFont::DrawTextScaled(float x, float y, float size, float spacing, u32 dwColor,
 | 
						|
                             const std::string& text)
 | 
						|
{
 | 
						|
  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;
 | 
						|
}
 | 
						|
 | 
						|
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
 | 
						|
{
 | 
						|
  float x, y, z, u, v, w, g;
 | 
						|
};
 | 
						|
struct ClearVertex
 | 
						|
{
 | 
						|
  float x, y, z;
 | 
						|
  u32 col;
 | 
						|
};
 | 
						|
 | 
						|
struct ColVertex
 | 
						|
{
 | 
						|
  float x, y, z;
 | 
						|
  u32 col;
 | 
						|
};
 | 
						|
 | 
						|
struct
 | 
						|
{
 | 
						|
  float u1, v1, u2, v2, S, G;
 | 
						|
} tex_quad_data;
 | 
						|
 | 
						|
struct
 | 
						|
{
 | 
						|
  u32 col;
 | 
						|
  float z;
 | 
						|
} clear_quad_data;
 | 
						|
 | 
						|
// ring buffer offsets
 | 
						|
static size_t stq_offset;
 | 
						|
static size_t clearq_offset;
 | 
						|
 | 
						|
void InitUtils()
 | 
						|
{
 | 
						|
  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();
 | 
						|
}
 | 
						|
 | 
						|
void ShutdownUtils()
 | 
						|
{
 | 
						|
  font.Shutdown();
 | 
						|
 | 
						|
  util_vbuf_stq.reset();
 | 
						|
  util_vbuf_clearq.reset();
 | 
						|
  util_vbuf_efbpokequads.reset();
 | 
						|
}
 | 
						|
 | 
						|
void SetPointCopySampler()
 | 
						|
{
 | 
						|
  D3D::current_command_list->SetGraphicsRootDescriptorTable(DESCRIPTOR_TABLE_PS_SAMPLER,
 | 
						|
                                                            point_copy_sampler12GPU);
 | 
						|
  D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_SAMPLERS, true);
 | 
						|
}
 | 
						|
 | 
						|
void SetLinearCopySampler()
 | 
						|
{
 | 
						|
  D3D::current_command_list->SetGraphicsRootDescriptorTable(DESCRIPTOR_TABLE_PS_SAMPLER,
 | 
						|
                                                            linear_copy_sampler12GPU);
 | 
						|
  D3D::command_list_mgr->SetCommandListDirtyState(COMMAND_LIST_STATE_SAMPLERS, true);
 | 
						|
}
 | 
						|
 | 
						|
void SetViewportAndScissor(int top_left_x, int top_left_y, int width, int height, float min_depth,
 | 
						|
                           float max_depth)
 | 
						|
{
 | 
						|
  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);
 | 
						|
};
 | 
						|
 | 
						|
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)
 | 
						|
{
 | 
						|
  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);
 | 
						|
}
 | 
						|
 | 
						|
void DrawClearQuad(u32 Color, float z, D3D12_BLEND_DESC* blend_desc,
 | 
						|
                   D3D12_DEPTH_STENCIL_DESC* depth_stencil_desc, bool rt_multisampled)
 | 
						|
{
 | 
						|
  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);
 | 
						|
}
 | 
						|
 | 
						|
static void InitColVertex(ColVertex* vert, float x, float y, float z, u32 col)
 | 
						|
{
 | 
						|
  vert->x = x;
 | 
						|
  vert->y = y;
 | 
						|
  vert->z = z;
 | 
						|
  vert->col = col;
 | 
						|
}
 | 
						|
 | 
						|
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)
 | 
						|
{
 | 
						|
  // 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;
 | 
						|
      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));
 | 
						|
      }
 | 
						|
 | 
						|
      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);
 | 
						|
 | 
						|
      if (type == EFBAccessType::PokeColor)
 | 
						|
        FramebufferManager::UpdateEFBColorAccessCopy(point->x, point->y, col);
 | 
						|
      else if (type == EFBAccessType::PokeZ)
 | 
						|
        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);
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
}  // namespace D3D
 | 
						|
 | 
						|
}  // namespace DX12
 |