forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			978 lines
		
	
	
		
			37 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			978 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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| 
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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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| 
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| #include "VideoBackends/D3D12/D3DBase.h"
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| #include "VideoBackends/D3D12/D3DCommandListManager.h"
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| #include "VideoBackends/D3D12/D3DDescriptorHeapManager.h"
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| #include "VideoBackends/D3D12/D3DShader.h"
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| #include "VideoBackends/D3D12/D3DState.h"
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| #include "VideoBackends/D3D12/D3DStreamBuffer.h"
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| #include "VideoBackends/D3D12/D3DTexture.h"
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| #include "VideoBackends/D3D12/D3DUtil.h"
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| 
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| #include "VideoBackends/D3D12/Render.h"
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| #include "VideoBackends/D3D12/StaticShaderCache.h"
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| 
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| namespace DX12
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| {
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| 
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| namespace D3D
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| {
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| 
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| unsigned int AlignValue(unsigned int value, unsigned int alignment)
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| {
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| 	return (value + (alignment - 1)) & ~(alignment - 1);
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| }
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| 
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| void ResourceBarrier(ID3D12GraphicsCommandList* command_list, ID3D12Resource* resource, D3D12_RESOURCE_STATES state_before, D3D12_RESOURCE_STATES state_after, UINT subresource)
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| {
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| 	if (state_before == state_after)
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| 		return;
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| 
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| 	CHECK(resource, "NULL resource passed to ResourceBarrier.");
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| 
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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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| 
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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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| 	};
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| 
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| 	command_list->ResourceBarrier(1, &resourceBarrierDesc);
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| }
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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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| 
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| 	~UtilVertexBuffer()
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| 	{
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| 	}
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| 
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| 	size_t GetSize() const { return m_stream_buffer->GetSize(); }
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| 
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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);
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| 
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| 		memcpy(static_cast<u8*>(m_stream_buffer->GetCPUAddressOfCurrentAllocation()), data, size);
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| 
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| 		return m_stream_buffer->GetOffsetOfCurrentAllocation() / vertex_size;
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| 	}
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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);
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| 
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| 		*write_ptr = m_stream_buffer->GetCPUAddressOfCurrentAllocation();
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| 
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| 		return m_stream_buffer->GetOffsetOfCurrentAllocation() / vertex_size;
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| 	}
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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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| 
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| 	ID3D12Resource* GetBuffer12()
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| 	{
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| 		return m_stream_buffer->GetBuffer();
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| 	}
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| 
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| private:
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| 	std::unique_ptr<D3DStreamBuffer> m_stream_buffer;
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| };
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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_cq;
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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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| 
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| static const unsigned int s_max_num_vertices = 8000 * 6;
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| 
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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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| 
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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;   v.x=x; v.y=y; v.z=0;  v.tu = tu; 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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| 
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| CD3DFont::CD3DFont()
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| {
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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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| };
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| 
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| constexpr const char fontvertshader[] = {
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| 	"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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| };
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| 
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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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| 
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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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| 
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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, reinterpret_cast<void**>(&bitmap_bits), nullptr, 0);
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| 	SetMapMode(hDC, MM_TEXT);
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| 
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| 	// create a GDI font
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| 	HFONT hFont = CreateFont(24, 0, 0, 0, FW_NORMAL, FALSE,
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| 							FALSE, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
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| 							CLIP_DEFAULT_PRECIS, PROOF_QUALITY,
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| 							VARIABLE_PITCH, _T("Tahoma"));
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| 
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| 	if (nullptr == hFont)
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| 		return E_FAIL;
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| 
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| 	HGDIOBJ hOldbmBitmap = SelectObject(hDC, hbmBitmap);
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| 	HGDIOBJ hOldFont = SelectObject(hDC, hFont);
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| 	for (y = 0; y < m_tex_height; y++)
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| 	{
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| 		u32* pDst32 = 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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| 
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| 			*pDst32++ = (((bAlpha << 4) | bAlpha) << 24) | 0xFFFFFF;
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| 		}
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| 	}
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| 
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| 	CheckHR(
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| 		D3D::device12->CreateCommittedResource(
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| 			&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
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| 			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,
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| 			nullptr,
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| 			IID_PPV_ARGS(&m_texture12)
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| 			)
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| 		);
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| 
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| 	D3D::SetDebugObjectName12(m_texture12, "texture of a CD3DFont object");
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| 
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| 	ID3D12Resource* temporaryFontTextureUploadBuffer;
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| 	CheckHR(
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| 		D3D::device12->CreateCommittedResource(
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| 			&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
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| 			D3D12_HEAP_FLAG_NONE,
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| 			&CD3DX12_RESOURCE_DESC::Buffer(AlignValue(m_tex_width * 4, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT) * m_tex_height),
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| 			D3D12_RESOURCE_STATE_GENERIC_READ,
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| 			nullptr,
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| 			IID_PPV_ARGS(&temporaryFontTextureUploadBuffer)
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| 			)
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| 		);
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| 
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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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| 
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| 	D3D::ResourceBarrier(D3D::current_command_list, m_texture12, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES);
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| 
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| 	CHECK(0 != UpdateSubresources(D3D::current_command_list, m_texture12, temporaryFontTextureUploadBuffer, 0, 0, 1, &subresource_data_dest), "UpdateSubresources call failed.");
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| 
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| 	command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(temporaryFontTextureUploadBuffer);
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| 
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| 	tex_initial_data.release();
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| 
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| 	D3D::gpu_descriptor_heap_mgr->Allocate(&m_texture12_cpu, &m_texture12_gpu);
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| 
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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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| 
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| 	D3D::device12->CreateShaderResourceView(m_texture12, &srv_desc, m_texture12_cpu);
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| 
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| 	D3D::ResourceBarrier(D3D::current_command_list, m_texture12, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES);
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| 
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| 	SelectObject(hDC, hOldbmBitmap);
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| 	DeleteObject(hbmBitmap);
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| 
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| 	SelectObject(hDC, hOldFont);
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| 	DeleteObject(hFont);
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| 
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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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| 
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| 	m_pshader12.pShaderBytecode = psbytecode->GetBufferPointer();
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| 	m_pshader12.BytecodeLength = psbytecode->GetBufferSize();
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| 
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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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| 
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| 	m_vshader12.pShaderBytecode = vsbytecode->GetBufferPointer();
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| 	m_vshader12.BytecodeLength = vsbytecode->GetBufferSize();
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| 
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| 	const D3D12_INPUT_ELEMENT_DESC desc[] =
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| 	{
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| 		{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0,  0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
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| 		{ "COLOR",    0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, 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, 0 },
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| 	};
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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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| 
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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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| 
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| 	D3D12_RASTERIZER_DESC rastdesc = { 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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| 
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| 	const unsigned int text_vb_size = s_max_num_vertices * sizeof(FONT2DVERTEX);
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| 
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| 	m_vertex_buffer = std::make_unique<D3DStreamBuffer>(text_vb_size * 2, text_vb_size * 16, nullptr);
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| 
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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
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| 		blenddesc,                                        // D3D12_BLEND_DESC BlendState;
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| 		UINT_MAX,                                         // UINT SampleMask;
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| 		rastdesc,                                         // D3D12_RASTERIZER_DESC RasterizerState
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| 		CD3DX12_DEPTH_STENCIL_DESC(D3D12_DEFAULT),        // D3D12_DEPTH_STENCIL_DESC DepthStencilState
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| 		m_input_layout12,                                 // D3D12_INPUT_LAYOUT_DESC InputLayout
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| 		D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFF,        // D3D12_INDEX_BUFFER_STRIP_CUT_VALUE IndexBufferProperties
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| 		D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,           // D3D12_PRIMITIVE_TOPOLOGY_TYPE PrimitiveTopologyType
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| 		1,                                                // UINT NumRenderTargets
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| 		{ DXGI_FORMAT_R8G8B8A8_UNORM },                   // DXGI_FORMAT RTVFormats[8]
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| 		DXGI_FORMAT_UNKNOWN,                              // DXGI_FORMAT DSVFormat
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| 		{ 1 /* UINT Count */, 0 /* UINT Quality */ }      // DXGI_SAMPLE_DESC SampleDesc
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| 	};
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| 
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| 	CheckHR(DX12::gx_state_cache.GetPipelineStateObjectFromCache(&text_pso_desc, &m_pso));
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| 
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| 	SAFE_RELEASE(psbytecode);
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| 	SAFE_RELEASE(vsbytecode);
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| 
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| 	return S_OK;
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| }
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| 
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| int CD3DFont::Shutdown()
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| {
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| 	m_vertex_buffer.reset();
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| 	D3D::command_list_mgr->DestroyResourceAfterCurrentCommandListExecuted(m_texture12);
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| 
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| 	return S_OK;
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| }
 | |
| 
 | |
| 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));
 | |
| 
 | |
| 	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
 | |
| {
 | |
| 	float x1, y1, x2, y2, z;
 | |
| 	u32 col;
 | |
| } draw_quad_data;
 | |
| 
 | |
| struct
 | |
| {
 | |
| 	u32 col;
 | |
| 	float z;
 | |
| } clear_quad_data;
 | |
| 
 | |
| // ring buffer offsets
 | |
| static size_t stq_offset;
 | |
| static size_t cq_offset;
 | |
| static size_t clearq_offset;
 | |
| 
 | |
| void InitUtils()
 | |
| {
 | |
| 	util_vbuf_stq          = std::make_unique<UtilVertexBuffer>(0x10000);
 | |
| 	util_vbuf_cq           = 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(&draw_quad_data, 0, sizeof(draw_quad_data));
 | |
| 	memset(&clear_quad_data, 0, sizeof(clear_quad_data));
 | |
| 
 | |
| 	font.Init();
 | |
| }
 | |
| 
 | |
| void ShutdownUtils()
 | |
| {
 | |
| 	font.Shutdown();
 | |
| 
 | |
| 	util_vbuf_stq.reset();
 | |
| 	util_vbuf_cq.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 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);
 | |
| 
 | |
| 	// In D3D11, the 'resetraststate' has ScissorEnable disabled. In D3D12, scissor testing is always enabled.
 | |
| 	// Thus, set the scissor rect to the max texture size, then reset it to the current scissor rect to avoid
 | |
| 	// dirtying state.
 | |
| 
 | |
| 	// 2 ^ D3D12_MAX_TEXTURE_DIMENSION_2_TO_EXP = 131072
 | |
| 	D3D::current_command_list->RSSetScissorRects(1, &CD3DX12_RECT(0, 0, 131072, 131072));
 | |
| 
 | |
| 	D3D::current_command_list->DrawInstanced(4, 1, static_cast<UINT>(stq_offset), 0);
 | |
| 
 | |
| 	g_renderer->RestoreAPIState();
 | |
| }
 | |
| 
 | |
| // 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, D3D12_BLEND_DESC* blend_desc, D3D12_DEPTH_STENCIL_DESC* depth_stencil_desc, bool rt_multisampled)
 | |
| {
 | |
| 	ColVertex coords[4] = {
 | |
| 		{ x1, y2, z, Color },
 | |
| 		{ x2, y2, z, Color },
 | |
| 		{ x1, y1, z, Color },
 | |
| 		{ x2, y1, z, Color },
 | |
| 	};
 | |
| 
 | |
| 	if (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_cq->AppendData(coords, sizeof(coords), sizeof(ColVertex));
 | |
| 
 | |
| 		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;
 | |
| 	}
 | |
| 
 | |
| 	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_cq->GetBuffer12()->GetGPUVirtualAddress(), // D3D12_GPU_VIRTUAL_ADDRESS BufferLocation;
 | |
| 		static_cast<UINT>(util_vbuf_cq->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);
 | |
| 
 | |
| 	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;
 | |
| 		StaticShaderCache::GetClearGeometryShader(),      // 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);
 | |
| 
 | |
| 	// In D3D11, the 'resetraststate' has ScissorEnable disabled. In D3D12, scissor testing is always enabled.
 | |
| 	// Thus, set the scissor rect to the max texture size, then reset it to the current scissor rect to avoid
 | |
| 	// dirtying state.
 | |
| 
 | |
| 	// 2 ^ D3D12_MAX_TEXTURE_DIMENSION_2_TO_EXP = 131072
 | |
| 	D3D::current_command_list->RSSetScissorRects(1, &CD3DX12_RECT(0, 0, 131072, 131072));
 | |
| 
 | |
| 	D3D::current_command_list->DrawInstanced(4, 1, static_cast<UINT>(cq_offset), 0);
 | |
| 
 | |
| 	g_renderer->RestoreAPIState();
 | |
| }
 | |
| 
 | |
| 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);
 | |
| 
 | |
| 	// In D3D11, the 'resetraststate' has ScissorEnable disabled. In D3D12, scissor testing is always enabled.
 | |
| 	// Thus, set the scissor rect to the max texture size, then reset it to the current scissor rect to avoid
 | |
| 	// dirtying state.
 | |
| 
 | |
| 	// 2 ^ D3D12_MAX_TEXTURE_DIMENSION_2_TO_EXP = 131072
 | |
| 	D3D::current_command_list->RSSetScissorRects(1, &CD3DX12_RECT(0, 0, 131072, 131072));
 | |
| 
 | |
| 	D3D::current_command_list->DrawInstanced(4, 1, static_cast<UINT>(clearq_offset), 0);
 | |
| 
 | |
| 	g_renderer->RestoreAPIState();
 | |
| }
 | |
| 
 | |
| 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_VIEWPORT* viewport,
 | |
| 	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->RSSetViewports(1, viewport);
 | |
| 		D3D::current_command_list->IASetPrimitiveTopology(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);
 | |
| 
 | |
| 		// Disable scissor testing.
 | |
| 		D3D::current_command_list->RSSetScissorRects(1, &CD3DX12_RECT(0, 0, 131072, 131072));
 | |
| 
 | |
| 		// 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 = (type == POKE_Z) ? (1.0f - float(point->data & 0xFFFFFF) / 16777216.0f) : 0.0f;
 | |
| 			u32 col = (type == POKE_Z) ? 0 : ((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);
 | |
| 		}
 | |
| 
 | |
| 		// 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
 |