forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			778 lines
		
	
	
		
			25 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			778 lines
		
	
	
		
			25 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/D3D/D3DUtil.h"
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#include <cctype>
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#include <list>
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#include <string>
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#include "Common/Align.h"
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#include "Common/Assert.h"
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#include "Common/Logging/Log.h"
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3D/D3DShader.h"
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#include "VideoBackends/D3D/D3DState.h"
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#include "VideoBackends/D3D/GeometryShaderCache.h"
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#include "VideoBackends/D3D/PixelShaderCache.h"
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#include "VideoBackends/D3D/VertexShaderCache.h"
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#include "VideoCommon/VideoBackendBase.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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// 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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  UtilVertexBuffer(unsigned int size) : max_size(size)
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  {
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    D3D11_BUFFER_DESC desc = CD3D11_BUFFER_DESC(max_size, D3D11_BIND_VERTEX_BUFFER,
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                                                D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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    device->CreateBuffer(&desc, nullptr, &buf);
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  }
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  ~UtilVertexBuffer() { buf->Release(); }
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  int GetSize() const { return max_size; }
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  // returns vertex offset to the new data
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  int AppendData(void* data, unsigned int size, unsigned int vertex_size)
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  {
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    D3D11_MAPPED_SUBRESOURCE map;
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    if (offset + size >= max_size)
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    {
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      // wrap buffer around and notify observers
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      offset = 0;
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      context->Map(buf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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      for (bool* observer : observers)
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        *observer = true;
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    }
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    else
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    {
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      context->Map(buf, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &map);
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    }
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    offset = Common::AlignUp(offset, vertex_size);
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    memcpy((u8*)map.pData + offset, data, size);
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    context->Unmap(buf, 0);
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    offset += size;
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    return (offset - size) / vertex_size;
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  }
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  int BeginAppendData(void** write_ptr, unsigned int size, unsigned int vertex_size)
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  {
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    _dbg_assert_(VIDEO, size < max_size);
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    D3D11_MAPPED_SUBRESOURCE map;
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    unsigned int aligned_offset = Common::AlignUp(offset, vertex_size);
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    if (aligned_offset + size > max_size)
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    {
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      // wrap buffer around and notify observers
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      offset = 0;
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      aligned_offset = 0;
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      context->Map(buf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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      for (bool* observer : observers)
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        *observer = true;
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    }
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    else
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    {
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      context->Map(buf, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &map);
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    }
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    *write_ptr = reinterpret_cast<byte*>(map.pData) + aligned_offset;
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    offset = aligned_offset + size;
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    return aligned_offset / vertex_size;
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  }
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  void EndAppendData() { context->Unmap(buf, 0); }
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  void AddWrapObserver(bool* observer) { observers.push_back(observer); }
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  inline ID3D11Buffer*& GetBuffer() { return buf; }
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private:
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  ID3D11Buffer* buf = nullptr;
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  unsigned int offset = 0;
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  unsigned int max_size;
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  std::list<bool*> observers;
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};
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CD3DFont font;
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UtilVertexBuffer* util_vbuf = nullptr;
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#define MAX_NUM_VERTICES 50 * 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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inline 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] = ((float)((color >> 16) & 0xFF)) / 255.f;
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  v.col[1] = ((float)((color >> 8) & 0xFF)) / 255.f;
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  v.col[2] = ((float)((color >> 0) & 0xFF)) / 255.f;
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  v.col[3] = ((float)((color >> 24) & 0xFF)) / 255.f;
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  return v;
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}
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CD3DFont::CD3DFont() : m_dwTexWidth(512), m_dwTexHeight(512)
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{
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  m_pTexture = nullptr;
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  m_pVB = nullptr;
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  m_InputLayout = nullptr;
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  m_pshader = nullptr;
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  m_vshader = nullptr;
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}
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const char fontpixshader[] = {"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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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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  HRESULT hr;
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  // Prepare to create a bitmap
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  unsigned int* pBitmapBits;
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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 = (int)m_dwTexWidth;
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  bmi.bmiHeader.biHeight = -(int)m_dwTexHeight;
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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, (void**)&pBitmapBits, 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_LineHeight = 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 ((int)(x + size.cx + 1) > m_dwTexWidth)
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    {
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      x = 0;
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      y += m_LineHeight;
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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_fTexCoords[c][0] = ((float)(x + 0)) / m_dwTexWidth;
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    m_fTexCoords[c][1] = ((float)(y + 0)) / m_dwTexHeight;
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    m_fTexCoords[c][2] = ((float)(x + 0 + size.cx)) / m_dwTexWidth;
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    m_fTexCoords[c][3] = ((float)(y + 0 + size.cy)) / m_dwTexHeight;
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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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  ID3D11Texture2D* buftex;
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  D3D11_TEXTURE2D_DESC texdesc = CD3D11_TEXTURE2D_DESC(
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      DXGI_FORMAT_R8G8B8A8_UNORM, m_dwTexWidth, m_dwTexHeight, 1, 1, D3D11_BIND_SHADER_RESOURCE,
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      D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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  hr = device->CreateTexture2D(&texdesc, nullptr, &buftex);
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  if (FAILED(hr))
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  {
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    PanicAlert("Failed to create font texture");
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    return hr;
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  }
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  D3D::SetDebugObjectName((ID3D11DeviceChild*)buftex, "texture of a CD3DFont object");
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  // Lock the surface and write the alpha values for the set pixels
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  D3D11_MAPPED_SUBRESOURCE texmap;
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  hr = context->Map(buftex, 0, D3D11_MAP_WRITE_DISCARD, 0, &texmap);
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  if (FAILED(hr))
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    PanicAlert("Failed to map a texture at %s %d\n", __FILE__, __LINE__);
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  for (y = 0; y < m_dwTexHeight; y++)
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  {
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    u32* pDst32 = (u32*)((u8*)texmap.pData + y * texmap.RowPitch);
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    for (x = 0; x < m_dwTexWidth; x++)
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    {
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      const u8 bAlpha = (pBitmapBits[m_dwTexWidth * 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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  // Done updating texture, so clean up used objects
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  context->Unmap(buftex, 0);
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  hr = D3D::device->CreateShaderResourceView(buftex, nullptr, &m_pTexture);
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  if (FAILED(hr))
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    PanicAlert("Failed to create shader resource view at %s %d\n", __FILE__, __LINE__);
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  SAFE_RELEASE(buftex);
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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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  m_pshader = D3D::CompileAndCreatePixelShader(fontpixshader);
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  if (m_pshader == nullptr)
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    PanicAlert("Failed to create pixel shader, %s %d\n", __FILE__, __LINE__);
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  D3D::SetDebugObjectName((ID3D11DeviceChild*)m_pshader, "pixel shader of a CD3DFont object");
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  D3DBlob* vsbytecode;
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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_vshader = D3D::CreateVertexShaderFromByteCode(vsbytecode);
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  if (m_vshader == nullptr)
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    PanicAlert("Failed to create vertex shader, %s %d\n", __FILE__, __LINE__);
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  D3D::SetDebugObjectName((ID3D11DeviceChild*)m_vshader, "vertex shader of a CD3DFont object");
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  const D3D11_INPUT_ELEMENT_DESC desc[] = {
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      {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
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      {"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
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      {"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 28, D3D11_INPUT_PER_VERTEX_DATA, 0},
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  };
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  hr = D3D::device->CreateInputLayout(desc, 3, vsbytecode->Data(), vsbytecode->Size(),
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                                      &m_InputLayout);
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  if (FAILED(hr))
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    PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__);
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  SAFE_RELEASE(vsbytecode);
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  D3D11_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 = D3D11_COLOR_WRITE_ENABLE_ALL;
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  blenddesc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
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  blenddesc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
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  blenddesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
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  blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
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  blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
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  blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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  hr = D3D::device->CreateBlendState(&blenddesc, &m_blendstate);
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  CHECK(hr == S_OK, "Create font blend state");
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  D3D::SetDebugObjectName((ID3D11DeviceChild*)m_blendstate, "blend state of a CD3DFont object");
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  D3D11_RASTERIZER_DESC rastdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false,
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                                                          0, 0.f, 0.f, false, false, false, false);
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  hr = D3D::device->CreateRasterizerState(&rastdesc, &m_raststate);
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  CHECK(hr == S_OK, "Create font rasterizer state");
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  D3D::SetDebugObjectName((ID3D11DeviceChild*)m_raststate, "rasterizer state of a CD3DFont object");
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  D3D11_BUFFER_DESC vbdesc =
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      CD3D11_BUFFER_DESC(MAX_NUM_VERTICES * sizeof(FONT2DVERTEX), D3D11_BIND_VERTEX_BUFFER,
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                         D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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  if (FAILED(hr = device->CreateBuffer(&vbdesc, nullptr, &m_pVB)))
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  {
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    PanicAlert("Failed to create font vertex buffer at %s, line %d\n", __FILE__, __LINE__);
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    return hr;
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  }
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  D3D::SetDebugObjectName((ID3D11DeviceChild*)m_pVB, "vertex buffer of a CD3DFont object");
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  return S_OK;
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}
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int CD3DFont::Shutdown()
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{
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  SAFE_RELEASE(m_pVB);
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  SAFE_RELEASE(m_pTexture);
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  SAFE_RELEASE(m_InputLayout);
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  SAFE_RELEASE(m_pshader);
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  SAFE_RELEASE(m_vshader);
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  SAFE_RELEASE(m_blendstate);
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  SAFE_RELEASE(m_raststate);
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  return S_OK;
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}
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int CD3DFont::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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  if (!m_pVB)
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    return 0;
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  UINT stride = sizeof(FONT2DVERTEX);
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  UINT bufoffset = 0;
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  float scalex = 1 / (float)D3D::GetBackBufferWidth() * 2.f;
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  float scaley = 1 / (float)D3D::GetBackBufferHeight() * 2.f;
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  float sizeratio = size / (float)m_LineHeight;
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  // translate starting positions
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  float sx = x * scalex - 1.f;
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  float sy = 1.f - y * scaley;
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  // Fill vertex buffer
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  FONT2DVERTEX* pVertices;
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  int dwNumTriangles = 0L;
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 | 
						|
  D3D11_MAPPED_SUBRESOURCE vbmap;
 | 
						|
  HRESULT hr = context->Map(m_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vbmap);
 | 
						|
  if (FAILED(hr))
 | 
						|
    PanicAlert("Mapping vertex buffer failed, %s %d\n", __FILE__, __LINE__);
 | 
						|
  pVertices = (D3D::FONT2DVERTEX*)vbmap.pData;
 | 
						|
 | 
						|
  // set general pipeline state
 | 
						|
  D3D::stateman->PushBlendState(m_blendstate);
 | 
						|
  D3D::stateman->PushRasterizerState(m_raststate);
 | 
						|
 | 
						|
  D3D::stateman->SetPixelShader(m_pshader);
 | 
						|
  D3D::stateman->SetVertexShader(m_vshader);
 | 
						|
  D3D::stateman->SetGeometryShader(nullptr);
 | 
						|
 | 
						|
  D3D::stateman->SetInputLayout(m_InputLayout);
 | 
						|
  D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
 | 
						|
  D3D::stateman->SetTexture(0, m_pTexture);
 | 
						|
 | 
						|
  float fStartX = sx;
 | 
						|
  for (char c : text)
 | 
						|
  {
 | 
						|
    if (c == '\n')
 | 
						|
    {
 | 
						|
      sx = fStartX;
 | 
						|
      sy -= scaley * size;
 | 
						|
    }
 | 
						|
    if (!std::isprint(c))
 | 
						|
      continue;
 | 
						|
 | 
						|
    c -= 32;
 | 
						|
    float tx1 = m_fTexCoords[c][0];
 | 
						|
    float ty1 = m_fTexCoords[c][1];
 | 
						|
    float tx2 = m_fTexCoords[c][2];
 | 
						|
    float ty2 = m_fTexCoords[c][3];
 | 
						|
 | 
						|
    float w = (float)(tx2 - tx1) * m_dwTexWidth * scalex * sizeratio;
 | 
						|
    float h = (float)(ty1 - ty2) * m_dwTexHeight * scaley * 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(pVertices, v, 6 * sizeof(FONT2DVERTEX));
 | 
						|
 | 
						|
    pVertices += 6;
 | 
						|
    dwNumTriangles += 2;
 | 
						|
 | 
						|
    if (dwNumTriangles * 3 > (MAX_NUM_VERTICES - 6))
 | 
						|
    {
 | 
						|
      context->Unmap(m_pVB, 0);
 | 
						|
 | 
						|
      D3D::stateman->SetVertexBuffer(m_pVB, stride, bufoffset);
 | 
						|
 | 
						|
      D3D::stateman->Apply();
 | 
						|
      D3D::context->Draw(3 * dwNumTriangles, 0);
 | 
						|
 | 
						|
      dwNumTriangles = 0;
 | 
						|
      D3D11_MAPPED_SUBRESOURCE _vbmap;
 | 
						|
      hr = context->Map(m_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &_vbmap);
 | 
						|
      if (FAILED(hr))
 | 
						|
        PanicAlert("Mapping vertex buffer failed, %s %d\n", __FILE__, __LINE__);
 | 
						|
      pVertices = (D3D::FONT2DVERTEX*)_vbmap.pData;
 | 
						|
    }
 | 
						|
    sx += w + spacing * scalex * size;
 | 
						|
  }
 | 
						|
 | 
						|
  // Unlock and render the vertex buffer
 | 
						|
  context->Unmap(m_pVB, 0);
 | 
						|
  if (dwNumTriangles > 0)
 | 
						|
  {
 | 
						|
    D3D::stateman->SetVertexBuffer(m_pVB, stride, bufoffset);
 | 
						|
 | 
						|
    D3D::stateman->Apply();
 | 
						|
    D3D::context->Draw(3 * dwNumTriangles, 0);
 | 
						|
  }
 | 
						|
  D3D::stateman->PopBlendState();
 | 
						|
  D3D::stateman->PopRasterizerState();
 | 
						|
  return S_OK;
 | 
						|
}
 | 
						|
 | 
						|
ID3D11SamplerState* linear_copy_sampler = nullptr;
 | 
						|
ID3D11SamplerState* point_copy_sampler = nullptr;
 | 
						|
 | 
						|
struct STQVertex
 | 
						|
{
 | 
						|
  float x, y, z, u, v, w, g;
 | 
						|
};
 | 
						|
struct STSQVertex
 | 
						|
{
 | 
						|
  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
 | 
						|
{
 | 
						|
  MathUtil::Rectangle<float> rdest;
 | 
						|
  float u1, v1, u2, v2, S, G;
 | 
						|
} tex_sub_quad_data;
 | 
						|
 | 
						|
struct
 | 
						|
{
 | 
						|
  float x1, y1, x2, y2, z;
 | 
						|
  u32 col;
 | 
						|
} draw_quad_data;
 | 
						|
 | 
						|
struct
 | 
						|
{
 | 
						|
  u32 col;
 | 
						|
  float z;
 | 
						|
} clear_quad_data;
 | 
						|
 | 
						|
// ring buffer offsets
 | 
						|
int stq_offset, stsq_offset, cq_offset, clearq_offset;
 | 
						|
 | 
						|
// observer variables for ring buffer wraps
 | 
						|
bool stq_observer, stsq_observer, cq_observer, clearq_observer;
 | 
						|
 | 
						|
void InitUtils()
 | 
						|
{
 | 
						|
  util_vbuf = new UtilVertexBuffer(65536);  // 64KiB
 | 
						|
 | 
						|
  float border[4] = {0.f, 0.f, 0.f, 0.f};
 | 
						|
  D3D11_SAMPLER_DESC samDesc = CD3D11_SAMPLER_DESC(
 | 
						|
      D3D11_FILTER_MIN_MAG_MIP_POINT, D3D11_TEXTURE_ADDRESS_BORDER, D3D11_TEXTURE_ADDRESS_BORDER,
 | 
						|
      D3D11_TEXTURE_ADDRESS_BORDER, 0.f, 1, D3D11_COMPARISON_ALWAYS, border, 0.f, 0.f);
 | 
						|
  HRESULT hr = D3D::device->CreateSamplerState(&samDesc, &point_copy_sampler);
 | 
						|
  if (FAILED(hr))
 | 
						|
    PanicAlert("Failed to create sampler state at %s %d\n", __FILE__, __LINE__);
 | 
						|
  else
 | 
						|
    SetDebugObjectName((ID3D11DeviceChild*)point_copy_sampler, "point copy sampler state");
 | 
						|
 | 
						|
  samDesc = CD3D11_SAMPLER_DESC(D3D11_FILTER_MIN_MAG_MIP_LINEAR, D3D11_TEXTURE_ADDRESS_BORDER,
 | 
						|
                                D3D11_TEXTURE_ADDRESS_BORDER, D3D11_TEXTURE_ADDRESS_BORDER, 0.f, 1,
 | 
						|
                                D3D11_COMPARISON_ALWAYS, border, 0.f, 0.f);
 | 
						|
  hr = D3D::device->CreateSamplerState(&samDesc, &linear_copy_sampler);
 | 
						|
  if (FAILED(hr))
 | 
						|
    PanicAlert("Failed to create sampler state at %s %d\n", __FILE__, __LINE__);
 | 
						|
  else
 | 
						|
    SetDebugObjectName((ID3D11DeviceChild*)linear_copy_sampler, "linear copy sampler state");
 | 
						|
 | 
						|
  // cached data used to avoid unnecessarily reloading the vertex buffers
 | 
						|
  memset(&tex_quad_data, 0, sizeof(tex_quad_data));
 | 
						|
  memset(&tex_sub_quad_data, 0, sizeof(tex_sub_quad_data));
 | 
						|
  memset(&draw_quad_data, 0, sizeof(draw_quad_data));
 | 
						|
  memset(&clear_quad_data, 0, sizeof(clear_quad_data));
 | 
						|
 | 
						|
  // make sure to properly load the vertex data whenever the corresponding functions get called the
 | 
						|
  // first time
 | 
						|
  stq_observer = stsq_observer = cq_observer = clearq_observer = true;
 | 
						|
  util_vbuf->AddWrapObserver(&stq_observer);
 | 
						|
  util_vbuf->AddWrapObserver(&stsq_observer);
 | 
						|
  util_vbuf->AddWrapObserver(&cq_observer);
 | 
						|
  util_vbuf->AddWrapObserver(&clearq_observer);
 | 
						|
 | 
						|
  font.Init();
 | 
						|
}
 | 
						|
 | 
						|
void ShutdownUtils()
 | 
						|
{
 | 
						|
  font.Shutdown();
 | 
						|
  SAFE_RELEASE(point_copy_sampler);
 | 
						|
  SAFE_RELEASE(linear_copy_sampler);
 | 
						|
  SAFE_DELETE(util_vbuf);
 | 
						|
}
 | 
						|
 | 
						|
void SetPointCopySampler()
 | 
						|
{
 | 
						|
  D3D::stateman->SetSampler(0, point_copy_sampler);
 | 
						|
}
 | 
						|
 | 
						|
void SetLinearCopySampler()
 | 
						|
{
 | 
						|
  D3D::stateman->SetSampler(0, linear_copy_sampler);
 | 
						|
}
 | 
						|
 | 
						|
void drawShadedTexQuad(ID3D11ShaderResourceView* texture, const D3D11_RECT* rSource,
 | 
						|
                       int SourceWidth, int SourceHeight, ID3D11PixelShader* PShader,
 | 
						|
                       ID3D11VertexShader* VShader, ID3D11InputLayout* layout,
 | 
						|
                       ID3D11GeometryShader* GShader, float Gamma, u32 slice)
 | 
						|
{
 | 
						|
  float sw = 1.0f / (float)SourceWidth;
 | 
						|
  float sh = 1.0f / (float)SourceHeight;
 | 
						|
  float u1 = ((float)rSource->left) * sw;
 | 
						|
  float u2 = ((float)rSource->right) * sw;
 | 
						|
  float v1 = ((float)rSource->top) * sh;
 | 
						|
  float v2 = ((float)rSource->bottom) * sh;
 | 
						|
  float S = (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 (stq_observer || 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->AppendData(coords, sizeof(coords), sizeof(STQVertex));
 | 
						|
    stq_observer = false;
 | 
						|
 | 
						|
    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;
 | 
						|
  }
 | 
						|
  UINT stride = sizeof(STQVertex);
 | 
						|
  UINT offset = 0;
 | 
						|
 | 
						|
  D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
 | 
						|
  D3D::stateman->SetInputLayout(layout);
 | 
						|
  D3D::stateman->SetVertexBuffer(util_vbuf->GetBuffer(), stride, offset);
 | 
						|
  D3D::stateman->SetPixelShader(PShader);
 | 
						|
  D3D::stateman->SetTexture(0, texture);
 | 
						|
  D3D::stateman->SetVertexShader(VShader);
 | 
						|
  D3D::stateman->SetGeometryShader(GShader);
 | 
						|
 | 
						|
  D3D::stateman->Apply();
 | 
						|
  D3D::context->Draw(4, stq_offset);
 | 
						|
 | 
						|
  D3D::stateman->SetTexture(0, nullptr);  // immediately unbind the texture
 | 
						|
  D3D::stateman->Apply();
 | 
						|
 | 
						|
  D3D::stateman->SetGeometryShader(nullptr);
 | 
						|
}
 | 
						|
 | 
						|
// Fills a certain area of the current render target with the specified color
 | 
						|
// destination coordinates normalized to (-1;1)
 | 
						|
void drawColorQuad(u32 Color, float z, float x1, float y1, float x2, float y2)
 | 
						|
{
 | 
						|
  ColVertex coords[4] = {
 | 
						|
      {x1, y1, z, Color}, {x2, y1, z, Color}, {x1, y2, z, Color}, {x2, y2, z, Color},
 | 
						|
  };
 | 
						|
 | 
						|
  if (cq_observer || draw_quad_data.x1 != x1 || draw_quad_data.y1 != y1 ||
 | 
						|
      draw_quad_data.x2 != x2 || draw_quad_data.y2 != y2 || draw_quad_data.col != Color ||
 | 
						|
      draw_quad_data.z != z)
 | 
						|
  {
 | 
						|
    cq_offset = util_vbuf->AppendData(coords, sizeof(coords), sizeof(ColVertex));
 | 
						|
    cq_observer = false;
 | 
						|
 | 
						|
    draw_quad_data.x1 = x1;
 | 
						|
    draw_quad_data.y1 = y1;
 | 
						|
    draw_quad_data.x2 = x2;
 | 
						|
    draw_quad_data.y2 = y2;
 | 
						|
    draw_quad_data.col = Color;
 | 
						|
    draw_quad_data.z = z;
 | 
						|
  }
 | 
						|
 | 
						|
  stateman->SetVertexShader(VertexShaderCache::GetClearVertexShader());
 | 
						|
  stateman->SetGeometryShader(GeometryShaderCache::GetClearGeometryShader());
 | 
						|
  stateman->SetPixelShader(PixelShaderCache::GetClearProgram());
 | 
						|
  stateman->SetInputLayout(VertexShaderCache::GetClearInputLayout());
 | 
						|
 | 
						|
  UINT stride = sizeof(ColVertex);
 | 
						|
  UINT offset = 0;
 | 
						|
  stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
 | 
						|
  stateman->SetVertexBuffer(util_vbuf->GetBuffer(), stride, offset);
 | 
						|
 | 
						|
  stateman->Apply();
 | 
						|
  context->Draw(4, cq_offset);
 | 
						|
 | 
						|
  stateman->SetGeometryShader(nullptr);
 | 
						|
}
 | 
						|
 | 
						|
void drawClearQuad(u32 Color, float z)
 | 
						|
{
 | 
						|
  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 (clearq_observer || clear_quad_data.col != Color || clear_quad_data.z != z)
 | 
						|
  {
 | 
						|
    clearq_offset = util_vbuf->AppendData(coords, sizeof(coords), sizeof(ClearVertex));
 | 
						|
    clearq_observer = false;
 | 
						|
 | 
						|
    clear_quad_data.col = Color;
 | 
						|
    clear_quad_data.z = z;
 | 
						|
  }
 | 
						|
 | 
						|
  stateman->SetVertexShader(VertexShaderCache::GetClearVertexShader());
 | 
						|
  stateman->SetGeometryShader(GeometryShaderCache::GetClearGeometryShader());
 | 
						|
  stateman->SetPixelShader(PixelShaderCache::GetClearProgram());
 | 
						|
  stateman->SetInputLayout(VertexShaderCache::GetClearInputLayout());
 | 
						|
 | 
						|
  UINT stride = sizeof(ClearVertex);
 | 
						|
  UINT offset = 0;
 | 
						|
  stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
 | 
						|
  stateman->SetVertexBuffer(util_vbuf->GetBuffer(), stride, offset);
 | 
						|
 | 
						|
  stateman->Apply();
 | 
						|
  context->Draw(4, clearq_offset);
 | 
						|
 | 
						|
  stateman->SetGeometryShader(nullptr);
 | 
						|
}
 | 
						|
 | 
						|
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)
 | 
						|
{
 | 
						|
  const size_t COL_QUAD_SIZE = sizeof(ColVertex) * 6;
 | 
						|
 | 
						|
  // Set common state
 | 
						|
  stateman->SetVertexShader(VertexShaderCache::GetClearVertexShader());
 | 
						|
  stateman->SetGeometryShader(GeometryShaderCache::GetClearGeometryShader());
 | 
						|
  stateman->SetPixelShader(PixelShaderCache::GetClearProgram());
 | 
						|
  stateman->SetInputLayout(VertexShaderCache::GetClearInputLayout());
 | 
						|
  stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
 | 
						|
  stateman->SetVertexBuffer(util_vbuf->GetBuffer(), sizeof(ColVertex), 0);
 | 
						|
  stateman->Apply();
 | 
						|
 | 
						|
  // if drawing a large number of points at once, this will have to be split into multiple passes.
 | 
						|
  size_t points_per_draw = util_vbuf->GetSize() / COL_QUAD_SIZE;
 | 
						|
  size_t current_point_index = 0;
 | 
						|
  while (current_point_index < num_points)
 | 
						|
  {
 | 
						|
    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;
 | 
						|
 | 
						|
    // map and reserve enough buffer space for this draw
 | 
						|
    void* buffer_ptr;
 | 
						|
    int base_vertex_index =
 | 
						|
        util_vbuf->BeginAppendData(&buffer_ptr, (int)required_bytes, sizeof(ColVertex));
 | 
						|
 | 
						|
    // 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);
 | 
						|
    }
 | 
						|
 | 
						|
    // unmap the util buffer, and issue the draw
 | 
						|
    util_vbuf->EndAppendData();
 | 
						|
    context->Draw(6 * (UINT)points_to_draw, base_vertex_index);
 | 
						|
  }
 | 
						|
 | 
						|
  stateman->SetGeometryShader(GeometryShaderCache::GetClearGeometryShader());
 | 
						|
}
 | 
						|
 | 
						|
}  // namespace D3D
 | 
						|
 | 
						|
}  // namespace DX11
 |