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https://github.com/dolphin-emu/dolphin.git
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c4d79d6db3
Simplfies making changes, as well as keeping the two in sync.
108 lines
3.0 KiB
C++
108 lines
3.0 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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#pragma once
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#include <d3d11.h>
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#include <memory>
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#include <string>
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#include "Common/MathUtil.h"
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#include "VideoBackends/D3D12/D3DState.h"
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#include "VideoBackends/D3D12/D3DStreamBuffer.h"
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#include "VideoCommon/RenderBase.h"
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namespace DX12
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{
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extern StateCache gx_state_cache;
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namespace D3D
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{
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unsigned int AlignValue(unsigned int value, unsigned int alignment);
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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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// Font creation flags
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static const unsigned int D3DFONT_BOLD = 0x0001;
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static const unsigned int D3DFONT_ITALIC = 0x0002;
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// Font rendering flags
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static const unsigned int D3DFONT_CENTERED = 0x0001;
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class CD3DFont
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{
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public:
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CD3DFont();
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// 2D text drawing function
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// Initializing and destroying device-dependent objects
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int Init();
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int Shutdown();
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int DrawTextScaled(float x, float y,
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float size,
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float spacing, u32 dwColor,
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const std::string& text);
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private:
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ID3D12Resource* m_texture12 = nullptr;
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D3D12_CPU_DESCRIPTOR_HANDLE m_texture12_cpu = {};
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D3D12_GPU_DESCRIPTOR_HANDLE m_texture12_gpu = {};
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std::unique_ptr<D3DStreamBuffer> m_vertex_buffer;
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D3D12_INPUT_LAYOUT_DESC m_input_layout12 = {};
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D3D12_SHADER_BYTECODE m_pshader12 = {};
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D3D12_SHADER_BYTECODE m_vshader12 = {};
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D3D12_BLEND_DESC m_blendstate12 = {};
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D3D12_RASTERIZER_DESC m_raststate12 = {};
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ID3D12PipelineState* m_pso = nullptr;
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unsigned int m_line_height = 0;
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float m_tex_coords[128 - 32][4] = {};
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const int m_tex_width = 512;
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const int m_tex_height = 512;
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};
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extern CD3DFont font;
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void InitUtils();
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void ShutdownUtils();
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void SetPointCopySampler();
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void SetLinearCopySampler();
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void SetViewportAndScissor(u32 top_left_x, u32 top_left_y, u32 width, u32 height, float min_depth = D3D12_MIN_DEPTH, float max_depth = D3D12_MAX_DEPTH);
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void DrawShadedTexQuad(D3DTexture2D* texture,
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const D3D12_RECT* source,
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int source_width,
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int source_height,
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D3D12_SHADER_BYTECODE pshader12 = {},
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D3D12_SHADER_BYTECODE vshader12 = {},
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D3D12_INPUT_LAYOUT_DESC layout12 = {},
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D3D12_SHADER_BYTECODE gshader12 = {},
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float gamma = 1.0f,
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u32 slice = 0,
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DXGI_FORMAT rt_format = DXGI_FORMAT_R8G8B8A8_UNORM,
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bool inherit_srv_binding = false,
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bool rt_multisampled = false
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);
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void DrawClearQuad(u32 Color, float z, D3D12_BLEND_DESC* blend_desc, D3D12_DEPTH_STENCIL_DESC* depth_stencil_desc, bool rt_multisampled);
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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);
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void DrawEFBPokeQuads(EFBAccessType type,
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const EfbPokeData* points,
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size_t num_points,
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D3D12_BLEND_DESC* blend_desc,
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D3D12_DEPTH_STENCIL_DESC* depth_stencil_desc,
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D3D12_CPU_DESCRIPTOR_HANDLE* render_target,
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D3D12_CPU_DESCRIPTOR_HANDLE* depth_buffer,
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bool rt_multisampled);
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}
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}
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