mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 13:57:57 -07:00
404624bf0b
and some things suggested by cppcheck and compiler warnings.
239 lines
7.0 KiB
C++
239 lines
7.0 KiB
C++
// Copyright 2013 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 "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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struct LineGSParams
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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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FLOAT VpWidth; // Width and height of the viewport in EFB pixels
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FLOAT VpHeight;
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FLOAT TexOffsetEnable[8]; // For each tex coordinate, whether to apply offset to it (1 on, 0 off)
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};
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union LineGSParams_Padded
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{
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LineGSParams params;
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// Constant buffers must be a multiple of 16 bytes in size.
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u8 pad[(sizeof(LineGSParams) + 15) & ~15];
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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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"float VpWidth;\n"
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"float VpHeight;\n"
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"float TexOffsetEnable[8];\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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"VS_OUTPUT l0 = input[0];\n"
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"VS_OUTPUT r0 = l0;\n"
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"VS_OUTPUT l1 = input[1];\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 = abs(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 (Params.VpHeight*to.y > Params.VpWidth*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..VpWidth] to [-1..1]
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"offset = float2(Params.LineWidth/Params.VpWidth, 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..VpHeight] to [1..-1]
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"offset = float2(0, -Params.LineWidth/Params.VpHeight);\n"
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"}\n"
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"l0.pos.xy -= offset * input[0].pos.w;\n"
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"r0.pos.xy += offset * input[0].pos.w;\n"
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"l1.pos.xy -= offset * input[1].pos.w;\n"
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"r1.pos.xy += offset * input[1].pos.w;\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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// They can each be enabled seperately.
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"#if NUM_TEXCOORDS >= 1\n"
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"r0.tex0.x += Params.TexOffset * Params.TexOffsetEnable[0];\n"
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"r1.tex0.x += Params.TexOffset * Params.TexOffsetEnable[0];\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 * Params.TexOffsetEnable[1];\n"
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"r1.tex1.x += Params.TexOffset * Params.TexOffsetEnable[1];\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 * Params.TexOffsetEnable[2];\n"
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"r1.tex2.x += Params.TexOffset * Params.TexOffsetEnable[2];\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 * Params.TexOffsetEnable[3];\n"
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"r1.tex3.x += Params.TexOffset * Params.TexOffsetEnable[3];\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 * Params.TexOffsetEnable[4];\n"
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"r1.tex4.x += Params.TexOffset * Params.TexOffsetEnable[4];\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 * Params.TexOffsetEnable[5];\n"
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"r1.tex5.x += Params.TexOffset * Params.TexOffsetEnable[5];\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 * Params.TexOffsetEnable[6];\n"
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"r1.tex6.x += Params.TexOffset * Params.TexOffsetEnable[6];\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 * Params.TexOffsetEnable[7];\n"
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"r1.tex7.x += Params.TexOffset * Params.TexOffsetEnable[7];\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_Padded),
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D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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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 (auto& it : m_shaders)
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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,
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float texOffset, float vpWidth, float vpHeight, const bool* texOffsetEnable)
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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 buffer[16384];
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ShaderCode code;
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code.SetBuffer(buffer);
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GenerateVSOutputStructForGS(code, API_D3D);
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code.Write("\n%s", LINE_GS_COMMON);
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std::stringstream numTexCoordsStream;
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numTexCoordsStream << 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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const std::string& numTexCoordsStr = numTexCoordsStream.str();
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D3D_SHADER_MACRO macros[] = {
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{ "NUM_TEXCOORDS", numTexCoordsStr.c_str() },
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{ NULL, NULL }
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};
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ID3D11GeometryShader* newShader = D3D::CompileAndCreateGeometryShader(code.GetBuffer(), unsigned int(strlen(code.GetBuffer())), 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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D3D11_MAPPED_SUBRESOURCE map;
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HRESULT hr = D3D::context->Map(m_paramsBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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if (SUCCEEDED(hr))
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{
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LineGSParams* params = (LineGSParams*)map.pData;
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params->LineWidth = lineWidth;
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params->TexOffset = texOffset;
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params->VpWidth = vpWidth;
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params->VpHeight = vpHeight;
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for (int i = 0; i < 8; ++i)
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params->TexOffsetEnable[i] = texOffsetEnable[i] ? 1.f : 0.f;
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D3D::context->Unmap(m_paramsBuffer, 0);
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}
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else
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ERROR_LOG(VIDEO, "Failed to map line gs params buffer");
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DEBUG_LOG(VIDEO, "Line params: width %f, texOffset %f, vpWidth %f, vpHeight %f",
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lineWidth, texOffset, vpWidth, vpHeight);
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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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