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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(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(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(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(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(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(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;
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HRESULT hr = context->Map(m_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vbmap);
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if (FAILED(hr))
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PanicAlert("Mapping vertex buffer failed, %s %d\n", __FILE__, __LINE__);
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pVertices = (D3D::FONT2DVERTEX*)vbmap.pData;
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// set general pipeline state
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D3D::stateman->PushBlendState(m_blendstate);
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D3D::stateman->PushRasterizerState(m_raststate);
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D3D::stateman->SetPixelShader(m_pshader);
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D3D::stateman->SetVertexShader(m_vshader);
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D3D::stateman->SetGeometryShader(nullptr);
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D3D::stateman->SetInputLayout(m_InputLayout);
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D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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D3D::stateman->SetTexture(0, m_pTexture);
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float fStartX = sx;
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for (char c : text)
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{
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if (c == '\n')
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{
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sx = fStartX;
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sy -= scaley * size;
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}
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if (!std::isprint(c))
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continue;
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c -= 32;
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float tx1 = m_fTexCoords[c][0];
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float ty1 = m_fTexCoords[c][1];
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float tx2 = m_fTexCoords[c][2];
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float ty2 = m_fTexCoords[c][3];
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float w = (float)(tx2 - tx1) * m_dwTexWidth * scalex * sizeratio;
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float h = (float)(ty1 - ty2) * m_dwTexHeight * scaley * sizeratio;
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FONT2DVERTEX v[6];
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v[0] = InitFont2DVertex(sx, sy + h, dwColor, tx1, ty2);
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v[1] = InitFont2DVertex(sx, sy, dwColor, tx1, ty1);
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v[2] = InitFont2DVertex(sx + w, sy + h, dwColor, tx2, ty2);
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v[3] = InitFont2DVertex(sx + w, sy, dwColor, tx2, ty1);
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v[4] = v[2];
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v[5] = v[1];
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memcpy(pVertices, v, 6 * sizeof(FONT2DVERTEX));
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pVertices += 6;
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dwNumTriangles += 2;
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if (dwNumTriangles * 3 > (MAX_NUM_VERTICES - 6))
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{
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context->Unmap(m_pVB, 0);
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D3D::stateman->SetVertexBuffer(m_pVB, stride, bufoffset);
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D3D::stateman->Apply();
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D3D::context->Draw(3 * dwNumTriangles, 0);
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dwNumTriangles = 0;
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D3D11_MAPPED_SUBRESOURCE _vbmap;
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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(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(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
|