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DX11: Support thick lines and large points with geometry shaders. Lines still aren't drawn with correct thickness, see Twilight Princess map. But the map corners are drawn with correct shadow "blobs" for the first time!
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7340 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
452
Source/Plugins/Plugin_VideoDX11/Src/LineGeometryShader.cpp
Normal file
452
Source/Plugins/Plugin_VideoDX11/Src/LineGeometryShader.cpp
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@ -0,0 +1,452 @@
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// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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||||
// the Free Software Foundation, version 2.0.
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||||
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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||||
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "LineGeometryShader.h"
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#include <sstream>
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#include "D3DBase.h"
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#include "D3DShader.h"
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#include "VertexShaderGen.h"
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namespace DX11
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{
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union LineGSParams
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{
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struct
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{
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FLOAT LineWidth; // In units of 1/6 of an EFB pixel
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FLOAT TexOffset;
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};
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// Constant buffers must be a multiple of 16 bytes in size.
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u8 pad[16]; // Pad to the next multiple of 16 bytes
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};
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static const char LINE_GS_COMMON[] =
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// The struct VS_OUTPUT used by the vertex shader goes here.
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"// dolphin-emu line geometry shader common part\n"
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"cbuffer cbParams : register(b0)\n"
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"{\n"
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"struct\n" // Should match LineGSParams above
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"{\n"
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"float LineWidth;\n"
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"float TexOffset;\n"
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"} Params;\n"
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"}\n"
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"[maxvertexcount(4)]\n"
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"void main(line VS_OUTPUT input[2], inout TriangleStream<VS_OUTPUT> outStream)\n"
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"{\n"
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// Pretend input[0] is on the bottom and input[1] is on top.
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// We generate vertices to the left and right.
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// Correct w coordinate so screen-space math will work
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"VS_OUTPUT l0 = input[0];\n"
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"l0.pos /= l0.pos.w;\n"
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"VS_OUTPUT r0 = l0;\n"
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"VS_OUTPUT l1 = input[1];\n"
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"l1.pos /= l1.pos.w;\n"
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"VS_OUTPUT r1 = l1;\n"
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// GameCube/Wii's line drawing algorithm is a little quirky. It does not
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// use the correct line caps. Instead, the line caps are vertical or
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// horizontal depending the slope of the line.
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"float2 offset;\n"
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"float2 to = input[1].pos.xy - input[0].pos.xy;\n"
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// FIXME: What does real hardware do when line is at a 45-degree angle?
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// FIXME: Lines aren't drawn at the correct width. See Twilight Princess map.
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"if (abs(to.y) > abs(to.x)) {\n"
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// Line is more tall. Extend geometry left and right.
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// Lerp Params.LineWidth/2 from [0..640] to [-1..1]
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"offset = float2(Params.LineWidth/640, 0);\n"
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"} else {\n"
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// Line is more wide. Extend geometry up and down.
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// Lerp Params.LineWidth/2 from [0..528] to [1..-1]
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"offset = float2(0, -Params.LineWidth/528);\n"
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"}\n"
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"l0.pos.xy -= offset;\n"
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"r0.pos.xy += offset;\n"
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"l1.pos.xy -= offset;\n"
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"r1.pos.xy += offset;\n"
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"#ifndef NUM_TEXCOORDS\n"
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"#error NUM_TEXCOORDS not defined\n"
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"#endif\n"
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// Apply TexOffset to all tex coordinates in the vertex
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"#if NUM_TEXCOORDS >= 1\n"
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"r0.tex0.x += Params.TexOffset;\n"
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"r1.tex0.x += Params.TexOffset;\n"
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"#endif\n"
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"#if NUM_TEXCOORDS >= 2\n"
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"r0.tex1.x += Params.TexOffset;\n"
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"r1.tex1.x += Params.TexOffset;\n"
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"#endif\n"
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"#if NUM_TEXCOORDS >= 3\n"
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"r0.tex2.x += Params.TexOffset;\n"
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"r1.tex2.x += Params.TexOffset;\n"
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"#endif\n"
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"#if NUM_TEXCOORDS >= 4\n"
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"r0.tex3.x += Params.TexOffset;\n"
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"r1.tex3.x += Params.TexOffset;\n"
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"#endif\n"
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"#if NUM_TEXCOORDS >= 5\n"
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"r0.tex4.x += Params.TexOffset;\n"
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"r1.tex4.x += Params.TexOffset;\n"
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"#endif\n"
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"#if NUM_TEXCOORDS >= 6\n"
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"r0.tex5.x += Params.TexOffset;\n"
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"r1.tex5.x += Params.TexOffset;\n"
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"#endif\n"
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"#if NUM_TEXCOORDS >= 7\n"
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"r0.tex6.x += Params.TexOffset;\n"
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"r1.tex6.x += Params.TexOffset;\n"
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"#endif\n"
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"#if NUM_TEXCOORDS >= 8\n"
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"r0.tex7.x += Params.TexOffset;\n"
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"r1.tex7.x += Params.TexOffset;\n"
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"#endif\n"
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"outStream.Append(l0);\n"
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"outStream.Append(r0);\n"
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"outStream.Append(l1);\n"
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"outStream.Append(r1);\n"
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"}\n"
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;
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LineGeometryShader::LineGeometryShader()
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: m_ready(false), m_paramsBuffer(NULL)
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{ }
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void LineGeometryShader::Init()
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{
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m_ready = false;
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HRESULT hr;
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// Create constant buffer for uploading data to geometry shader
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D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(LineGSParams),
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D3D11_BIND_CONSTANT_BUFFER);
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hr = D3D::device->CreateBuffer(&bd, NULL, &m_paramsBuffer);
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CHECK(SUCCEEDED(hr), "create line geometry shader params buffer");
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D3D::SetDebugObjectName(m_paramsBuffer, "line geometry shader params buffer");
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m_ready = true;
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}
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void LineGeometryShader::Shutdown()
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{
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m_ready = false;
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for (ComboMap::iterator it = m_shaders.begin(); it != m_shaders.end(); ++it)
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{
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SAFE_RELEASE(it->second);
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}
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m_shaders.clear();
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SAFE_RELEASE(m_paramsBuffer);
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}
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bool LineGeometryShader::SetShader(u32 components, float lineWidth, float texOffset)
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{
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if (!m_ready)
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return false;
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// Make sure geometry shader for "components" is available
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ComboMap::iterator shaderIt = m_shaders.find(components);
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if (shaderIt == m_shaders.end())
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{
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// Generate new shader. Warning: not thread-safe.
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static char code[16384];
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char* p = code;
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p = GenerateVSOutputStruct(p, components, API_D3D11);
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p += sprintf(p, "\n%s", LINE_GS_COMMON);
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std::stringstream numTexCoordsStr;
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numTexCoordsStr << xfregs.numTexGen.numTexGens;
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INFO_LOG(VIDEO, "Compiling line geometry shader for components 0x%.08X (num texcoords %d)",
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components, xfregs.numTexGen.numTexGens);
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D3D_SHADER_MACRO macros[] = {
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{ "NUM_TEXCOORDS", numTexCoordsStr.str().c_str() },
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{ NULL, NULL }
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};
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ID3D11GeometryShader* newShader = D3D::CompileAndCreateGeometryShader(code, unsigned int(strlen(code)), macros);
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if (!newShader)
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{
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WARN_LOG(VIDEO, "Line geometry shader for components 0x%.08X failed to compile", components);
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// Add dummy shader to prevent trying to compile again
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m_shaders[components] = NULL;
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return false;
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}
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shaderIt = m_shaders.insert(std::make_pair(components, newShader)).first;
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}
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if (shaderIt != m_shaders.end())
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{
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if (shaderIt->second)
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{
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LineGSParams params = { 0 };
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params.LineWidth = lineWidth;
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params.TexOffset = texOffset;
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D3D::context->UpdateSubresource(m_paramsBuffer, 0, NULL, ¶ms, 0, 0);
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D3D::context->GSSetShader(shaderIt->second, NULL, 0);
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D3D::context->GSSetConstantBuffers(0, 1, &m_paramsBuffer);
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return true;
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}
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else
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return false;
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}
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else
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return false;
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}
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}
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// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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||||
// it under the terms of the GNU General Public License as published by
|
||||
// the Free Software Foundation, version 2.0.
|
||||
|
||||
// This program is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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||||
// GNU General Public License 2.0 for more details.
|
||||
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||||
// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "LineGeometryShader.h"
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#include <sstream>
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#include "D3DBase.h"
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#include "D3DShader.h"
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#include "VertexShaderGen.h"
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namespace DX11
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{
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union LineGSParams
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{
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struct
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{
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FLOAT LineWidth; // In units of 1/6 of an EFB pixel
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FLOAT TexOffset;
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};
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// Constant buffers must be a multiple of 16 bytes in size.
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u8 pad[16]; // Pad to the next multiple of 16 bytes
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};
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static const char LINE_GS_COMMON[] =
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// The struct VS_OUTPUT used by the vertex shader goes here.
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"// dolphin-emu line geometry shader common part\n"
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||||
|
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"cbuffer cbParams : register(b0)\n"
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||||
"{\n"
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"struct\n" // Should match LineGSParams above
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"{\n"
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"float LineWidth;\n"
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"float TexOffset;\n"
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"} Params;\n"
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"}\n"
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"[maxvertexcount(4)]\n"
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"void main(line VS_OUTPUT input[2], inout TriangleStream<VS_OUTPUT> outStream)\n"
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"{\n"
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// Pretend input[0] is on the bottom and input[1] is on top.
|
||||
// We generate vertices to the left and right.
|
||||
|
||||
// Correct w coordinate so screen-space math will work
|
||||
"VS_OUTPUT l0 = input[0];\n"
|
||||
"l0.pos /= l0.pos.w;\n"
|
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"VS_OUTPUT r0 = l0;\n"
|
||||
"VS_OUTPUT l1 = input[1];\n"
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||||
"l1.pos /= l1.pos.w;\n"
|
||||
"VS_OUTPUT r1 = l1;\n"
|
||||
|
||||
// GameCube/Wii's line drawing algorithm is a little quirky. It does not
|
||||
// use the correct line caps. Instead, the line caps are vertical or
|
||||
// horizontal depending the slope of the line.
|
||||
|
||||
"float2 offset;\n"
|
||||
"float2 to = input[1].pos.xy - input[0].pos.xy;\n"
|
||||
// FIXME: What does real hardware do when line is at a 45-degree angle?
|
||||
// FIXME: Lines aren't drawn at the correct width. See Twilight Princess map.
|
||||
"if (abs(to.y) > abs(to.x)) {\n"
|
||||
// Line is more tall. Extend geometry left and right.
|
||||
// Lerp Params.LineWidth/2 from [0..640] to [-1..1]
|
||||
"offset = float2(Params.LineWidth/640, 0);\n"
|
||||
"} else {\n"
|
||||
// Line is more wide. Extend geometry up and down.
|
||||
// Lerp Params.LineWidth/2 from [0..528] to [1..-1]
|
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"offset = float2(0, -Params.LineWidth/528);\n"
|
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"}\n"
|
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|
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"l0.pos.xy -= offset;\n"
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"r0.pos.xy += offset;\n"
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"l1.pos.xy -= offset;\n"
|
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"r1.pos.xy += offset;\n"
|
||||
|
||||
"#ifndef NUM_TEXCOORDS\n"
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"#error NUM_TEXCOORDS not defined\n"
|
||||
"#endif\n"
|
||||
|
||||
// Apply TexOffset to all tex coordinates in the vertex
|
||||
"#if NUM_TEXCOORDS >= 1\n"
|
||||
"r0.tex0.x += Params.TexOffset;\n"
|
||||
"r1.tex0.x += Params.TexOffset;\n"
|
||||
"#endif\n"
|
||||
"#if NUM_TEXCOORDS >= 2\n"
|
||||
"r0.tex1.x += Params.TexOffset;\n"
|
||||
"r1.tex1.x += Params.TexOffset;\n"
|
||||
"#endif\n"
|
||||
"#if NUM_TEXCOORDS >= 3\n"
|
||||
"r0.tex2.x += Params.TexOffset;\n"
|
||||
"r1.tex2.x += Params.TexOffset;\n"
|
||||
"#endif\n"
|
||||
"#if NUM_TEXCOORDS >= 4\n"
|
||||
"r0.tex3.x += Params.TexOffset;\n"
|
||||
"r1.tex3.x += Params.TexOffset;\n"
|
||||
"#endif\n"
|
||||
"#if NUM_TEXCOORDS >= 5\n"
|
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"r0.tex4.x += Params.TexOffset;\n"
|
||||
"r1.tex4.x += Params.TexOffset;\n"
|
||||
"#endif\n"
|
||||
"#if NUM_TEXCOORDS >= 6\n"
|
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"r0.tex5.x += Params.TexOffset;\n"
|
||||
"r1.tex5.x += Params.TexOffset;\n"
|
||||
"#endif\n"
|
||||
"#if NUM_TEXCOORDS >= 7\n"
|
||||
"r0.tex6.x += Params.TexOffset;\n"
|
||||
"r1.tex6.x += Params.TexOffset;\n"
|
||||
"#endif\n"
|
||||
"#if NUM_TEXCOORDS >= 8\n"
|
||||
"r0.tex7.x += Params.TexOffset;\n"
|
||||
"r1.tex7.x += Params.TexOffset;\n"
|
||||
"#endif\n"
|
||||
|
||||
"outStream.Append(l0);\n"
|
||||
"outStream.Append(r0);\n"
|
||||
"outStream.Append(l1);\n"
|
||||
"outStream.Append(r1);\n"
|
||||
"}\n"
|
||||
;
|
||||
|
||||
LineGeometryShader::LineGeometryShader()
|
||||
: m_ready(false), m_paramsBuffer(NULL)
|
||||
{ }
|
||||
|
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void LineGeometryShader::Init()
|
||||
{
|
||||
m_ready = false;
|
||||
|
||||
HRESULT hr;
|
||||
|
||||
// Create constant buffer for uploading data to geometry shader
|
||||
|
||||
D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(LineGSParams),
|
||||
D3D11_BIND_CONSTANT_BUFFER);
|
||||
hr = D3D::device->CreateBuffer(&bd, NULL, &m_paramsBuffer);
|
||||
CHECK(SUCCEEDED(hr), "create line geometry shader params buffer");
|
||||
D3D::SetDebugObjectName(m_paramsBuffer, "line geometry shader params buffer");
|
||||
|
||||
m_ready = true;
|
||||
}
|
||||
|
||||
void LineGeometryShader::Shutdown()
|
||||
{
|
||||
m_ready = false;
|
||||
|
||||
for (ComboMap::iterator it = m_shaders.begin(); it != m_shaders.end(); ++it)
|
||||
{
|
||||
SAFE_RELEASE(it->second);
|
||||
}
|
||||
m_shaders.clear();
|
||||
|
||||
SAFE_RELEASE(m_paramsBuffer);
|
||||
}
|
||||
|
||||
bool LineGeometryShader::SetShader(u32 components, float lineWidth, float texOffset)
|
||||
{
|
||||
if (!m_ready)
|
||||
return false;
|
||||
|
||||
// Make sure geometry shader for "components" is available
|
||||
ComboMap::iterator shaderIt = m_shaders.find(components);
|
||||
if (shaderIt == m_shaders.end())
|
||||
{
|
||||
// Generate new shader. Warning: not thread-safe.
|
||||
static char code[16384];
|
||||
char* p = code;
|
||||
p = GenerateVSOutputStruct(p, components, API_D3D11);
|
||||
p += sprintf(p, "\n%s", LINE_GS_COMMON);
|
||||
|
||||
std::stringstream numTexCoordsStr;
|
||||
numTexCoordsStr << xfregs.numTexGen.numTexGens;
|
||||
|
||||
INFO_LOG(VIDEO, "Compiling line geometry shader for components 0x%.08X (num texcoords %d)",
|
||||
components, xfregs.numTexGen.numTexGens);
|
||||
|
||||
D3D_SHADER_MACRO macros[] = {
|
||||
{ "NUM_TEXCOORDS", numTexCoordsStr.str().c_str() },
|
||||
{ NULL, NULL }
|
||||
};
|
||||
ID3D11GeometryShader* newShader = D3D::CompileAndCreateGeometryShader(code, unsigned int(strlen(code)), macros);
|
||||
if (!newShader)
|
||||
{
|
||||
WARN_LOG(VIDEO, "Line geometry shader for components 0x%.08X failed to compile", components);
|
||||
// Add dummy shader to prevent trying to compile again
|
||||
m_shaders[components] = NULL;
|
||||
return false;
|
||||
}
|
||||
|
||||
shaderIt = m_shaders.insert(std::make_pair(components, newShader)).first;
|
||||
}
|
||||
|
||||
if (shaderIt != m_shaders.end())
|
||||
{
|
||||
if (shaderIt->second)
|
||||
{
|
||||
LineGSParams params = { 0 };
|
||||
params.LineWidth = lineWidth;
|
||||
params.TexOffset = texOffset;
|
||||
D3D::context->UpdateSubresource(m_paramsBuffer, 0, NULL, ¶ms, 0, 0);
|
||||
|
||||
D3D::context->GSSetShader(shaderIt->second, NULL, 0);
|
||||
D3D::context->GSSetConstantBuffers(0, 1, &m_paramsBuffer);
|
||||
|
||||
return true;
|
||||
}
|
||||
else
|
||||
return false;
|
||||
}
|
||||
else
|
||||
return false;
|
||||
}
|
||||
|
||||
}
|
Reference in New Issue
Block a user