Main change: Implemented EFB pokes in DX9/DX11.
[dolphin.git] / Source / Plugins / Plugin_VideoDX11 / Src / D3DUtil.cpp
blob9aed9264ef01bb8f8f8242941d7f1af4cd317767
1 // Copyright (C) 2003 Dolphin Project.
3 // This program is free software: you can redistribute it and/or modify
4 // it under the terms of the GNU General Public License as published by
5 // the Free Software Foundation, version 2.0.
7 // This program is distributed in the hope that it will be useful,
8 // but WITHOUT ANY WARRANTY; without even the implied warranty of
9 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 // GNU General Public License 2.0 for more details.
12 // A copy of the GPL 2.0 should have been included with the program.
13 // If not, see http://www.gnu.org/licenses/
15 // Official SVN repository and contact information can be found at
16 // http://code.google.com/p/dolphin-emu/
18 #include "Common.h"
20 #include "D3DBase.h"
21 #include "D3DUtil.h"
22 #include "D3DTexture.h"
23 #include "Render.h"
24 #include "PixelShaderCache.h"
25 #include "VertexShaderCache.h"
26 #include "D3DShader.h"
28 namespace D3D
31 CD3DFont font;
33 #define MAX_NUM_VERTICES 50*6
34 struct FONT2DVERTEX {
35 float x,y,z;
36 float col[4];
37 float tu, tv;
40 inline FONT2DVERTEX InitFont2DVertex(float x, float y, u32 color, float tu, float tv)
42 FONT2DVERTEX v; v.x=x; v.y=y; v.z=0; v.tu = tu; v.tv = tv;
43 v.col[0] = ((float)((color >> 16) & 0xFF)) / 255.f;
44 v.col[1] = ((float)((color >> 8) & 0xFF)) / 255.f;
45 v.col[2] = ((float)((color >> 0) & 0xFF)) / 255.f;
46 v.col[3] = ((float)((color >> 24) & 0xFF)) / 255.f;
47 return v;
50 CD3DFont::CD3DFont() : m_dwTexWidth(512), m_dwTexHeight(512)
52 m_pTexture = NULL;
53 m_pVB = NULL;
54 m_InputLayout = NULL;
55 m_pshader = NULL;
56 m_vshader = NULL;
59 const char fontpixshader[] = {
60 "Texture2D tex2D;\n"
61 "SamplerState linearSampler\n"
62 "{\n"
63 " Filter = MIN_MAG_MIP_LINEAR;\n"
64 " AddressU = D3D11_TEXTURE_ADDRESS_BORDER;\n"
65 " AddressV = D3D11_TEXTURE_ADDRESS_BORDER;\n"
66 " BorderColor = float4(0.f, 0.f, 0.f, 0.f);\n"
67 "};\n"
68 "struct PS_INPUT\n"
69 "{\n"
70 " float4 pos : SV_POSITION;\n"
71 " float4 col : COLOR;\n"
72 " float2 tex : TEXCOORD;\n"
73 "};\n"
74 "float4 main( PS_INPUT input ) : SV_Target\n"
75 "{\n"
76 " return tex2D.Sample( linearSampler, input.tex ) * input.col;\n"
77 "};\n"
80 const char fontvertshader[] = {
81 "struct VS_INPUT\n"
82 "{\n"
83 " float4 pos : POSITION;\n"
84 " float4 col : COLOR;\n"
85 " float2 tex : TEXCOORD;\n"
86 "};\n"
87 "struct PS_INPUT\n"
88 "{\n"
89 " float4 pos : SV_POSITION;\n"
90 " float4 col : COLOR;\n"
91 " float2 tex : TEXCOORD;\n"
92 "};\n"
93 "PS_INPUT main( VS_INPUT input )\n"
94 "{\n"
95 " PS_INPUT output;\n"
96 " output.pos = input.pos;\n"
97 " output.col = input.col;\n"
98 " output.tex = input.tex;\n"
99 " return output;\n"
100 "};\n"
103 int CD3DFont::Init()
105 // Create vertex buffer for the letters
106 HRESULT hr;
108 // Prepare to create a bitmap
109 unsigned int* pBitmapBits;
110 BITMAPINFO bmi;
111 ZeroMemory(&bmi.bmiHeader, sizeof(BITMAPINFOHEADER));
112 bmi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
113 bmi.bmiHeader.biWidth = (int)m_dwTexWidth;
114 bmi.bmiHeader.biHeight = -(int)m_dwTexHeight;
115 bmi.bmiHeader.biPlanes = 1;
116 bmi.bmiHeader.biCompression = BI_RGB;
117 bmi.bmiHeader.biBitCount = 32;
119 // Create a DC and a bitmap for the font
120 HDC hDC = CreateCompatibleDC(NULL);
121 HBITMAP hbmBitmap = CreateDIBSection(hDC, &bmi, DIB_RGB_COLORS, (void**)&pBitmapBits, NULL, 0);
122 SetMapMode(hDC, MM_TEXT);
124 // create a GDI font
125 HFONT hFont = CreateFont(24, 0, 0, 0, FW_NORMAL, FALSE,
126 FALSE, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
127 CLIP_DEFAULT_PRECIS, PROOF_QUALITY,
128 VARIABLE_PITCH, _T("Tahoma"));
129 if (NULL == hFont) return E_FAIL;
131 HGDIOBJ hOldbmBitmap = SelectObject(hDC, hbmBitmap);
132 HGDIOBJ hOldFont = SelectObject(hDC, hFont);
134 // Set text properties
135 SetTextColor(hDC, 0xFFFFFF);
136 SetBkColor (hDC, 0);
137 SetTextAlign(hDC, TA_TOP);
139 TEXTMETRICW tm;
140 GetTextMetricsW(hDC, &tm);
141 m_LineHeight = tm.tmHeight;
143 // Loop through all printable characters and output them to the bitmap
144 // Meanwhile, keep track of the corresponding tex coords for each character.
145 int x = 0, y = 0;
146 char str[2] = "\0";
147 for (int c = 0; c < 127 - 32; c++)
149 str[0] = c + 32;
150 SIZE size;
151 GetTextExtentPoint32A(hDC, str, 1, &size);
152 if ((int)(x+size.cx+1) > m_dwTexWidth)
154 x = 0;
155 y += m_LineHeight;
158 ExtTextOutA(hDC, x+1, y+0, ETO_OPAQUE | ETO_CLIPPED, NULL, str, 1, NULL);
159 m_fTexCoords[c][0] = ((float)(x+0))/m_dwTexWidth;
160 m_fTexCoords[c][1] = ((float)(y+0))/m_dwTexHeight;
161 m_fTexCoords[c][2] = ((float)(x+0+size.cx))/m_dwTexWidth;
162 m_fTexCoords[c][3] = ((float)(y+0+size.cy))/m_dwTexHeight;
164 x += size.cx + 3; // 3 to work around annoying ij conflict (part of the j ends up with the i)
167 // Create a new texture for the font
168 // possible optimization: store the converted data in a buffer and fill the texture on creation.
169 // That way, we can use a static texture
170 ID3D11Texture2D* buftex;
171 D3D11_TEXTURE2D_DESC texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, m_dwTexWidth, m_dwTexHeight,
172 1, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DYNAMIC,
173 D3D11_CPU_ACCESS_WRITE);
174 hr = device->CreateTexture2D(&texdesc, NULL, &buftex);
175 if (FAILED(hr))
177 PanicAlert("Failed to create font texture");
178 return hr;
180 D3D::SetDebugObjectName((ID3D11DeviceChild*)buftex, "texture of a CD3DFont object");
182 // Lock the surface and write the alpha values for the set pixels
183 D3D11_MAPPED_SUBRESOURCE texmap;
184 hr = context->Map(buftex, 0, D3D11_MAP_WRITE_DISCARD, 0, &texmap);
185 if (FAILED(hr)) PanicAlert("Failed to map a texture at %s %d\n", __FILE__, __LINE__);
187 for (y = 0; y < m_dwTexHeight; y++)
189 u32* pDst32 = (u32*)((u8*)texmap.pData + y * texmap.RowPitch);
190 for (x = 0; x < m_dwTexWidth; x++)
192 const u8 bAlpha = (pBitmapBits[m_dwTexWidth * y + x] & 0xff);
193 *pDst32++ = (((bAlpha << 4) | bAlpha) << 24) | 0xFFFFFF;
197 // Done updating texture, so clean up used objects
198 context->Unmap(buftex, 0);
199 hr = D3D::device->CreateShaderResourceView(buftex, NULL, &m_pTexture);
200 if (FAILED(hr)) PanicAlert("Failed to create shader resource view at %s %d\n", __FILE__, __LINE__);
201 SAFE_RELEASE(buftex);
203 SelectObject(hDC, hOldbmBitmap);
204 DeleteObject(hbmBitmap);
206 SelectObject(hDC, hOldFont);
207 DeleteObject(hFont);
209 // setup device objects for drawing
210 m_pshader = D3D::CompileAndCreatePixelShader(fontpixshader, sizeof(fontpixshader));
211 if (m_pshader == NULL) PanicAlert("Failed to create pixel shader, %s %d\n", __FILE__, __LINE__);
212 D3D::SetDebugObjectName((ID3D11DeviceChild*)m_pshader, "pixel shader of a CD3DFont object");
214 D3DBlob* vsbytecode;
215 D3D::CompileVertexShader(fontvertshader, sizeof(fontvertshader), &vsbytecode);
216 if (vsbytecode == NULL) PanicAlert("Failed to compile vertex shader, %s %d\n", __FILE__, __LINE__);
217 m_vshader = D3D::CreateVertexShaderFromByteCode(vsbytecode);
218 if (m_vshader == NULL) PanicAlert("Failed to create vertex shader, %s %d\n", __FILE__, __LINE__);
219 D3D::SetDebugObjectName((ID3D11DeviceChild*)m_vshader, "vertex shader of a CD3DFont object");
221 const D3D11_INPUT_ELEMENT_DESC desc[] =
223 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
224 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
225 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 28, D3D11_INPUT_PER_VERTEX_DATA, 0 },
227 hr = D3D::device->CreateInputLayout(desc, 3, vsbytecode->Data(), vsbytecode->Size(), &m_InputLayout);
228 if (FAILED(hr)) PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__);
229 SAFE_RELEASE(vsbytecode);
231 D3D11_BLEND_DESC blenddesc;
232 blenddesc.AlphaToCoverageEnable = FALSE;
233 blenddesc.IndependentBlendEnable = FALSE;
234 blenddesc.RenderTarget[0].BlendEnable = TRUE;
235 blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
236 blenddesc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
237 blenddesc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
238 blenddesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
239 blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
240 blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
241 blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
242 hr = D3D::device->CreateBlendState(&blenddesc, &m_blendstate);
243 CHECK(hr==S_OK, "Create font blend state");
244 D3D::SetDebugObjectName((ID3D11DeviceChild*)m_blendstate, "blend state of a CD3DFont object");
246 // this might need to be changed when adding multisampling support
247 D3D11_RASTERIZER_DESC rastdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false, 0, 0.f, 0.f, false, false, false, false);
248 hr = D3D::device->CreateRasterizerState(&rastdesc, &m_raststate);
249 CHECK(hr==S_OK, "Create font rasterizer state");
250 D3D::SetDebugObjectName((ID3D11DeviceChild*)m_raststate, "rasterizer state of a CD3DFont object");
252 D3D11_BUFFER_DESC vbdesc = CD3D11_BUFFER_DESC(MAX_NUM_VERTICES*sizeof(FONT2DVERTEX), D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
253 if (FAILED(hr = device->CreateBuffer(&vbdesc, NULL, &m_pVB)))
255 PanicAlert("Failed to create font vertex buffer at %s, line %d\n", __FILE__, __LINE__);
256 return hr;
258 D3D::SetDebugObjectName((ID3D11DeviceChild*)m_pVB, "vertex buffer of a CD3DFont object");
259 return S_OK;
262 int CD3DFont::Shutdown()
264 SAFE_RELEASE(m_pVB);
265 SAFE_RELEASE(m_pTexture);
266 SAFE_RELEASE(m_InputLayout);
267 SAFE_RELEASE(m_pshader);
268 SAFE_RELEASE(m_vshader);
270 SAFE_RELEASE(m_blendstate);
271 SAFE_RELEASE(m_raststate);
273 return S_OK;
276 int CD3DFont::DrawTextScaled(float x, float y, float size, float spacing, u32 dwColor, const char* strText, bool center)
278 if (!m_pVB)
279 return 0;
281 UINT stride = sizeof(FONT2DVERTEX);
282 UINT bufoffset = 0;
284 float scalex = 1 / (float)D3D::GetBackBufferWidth() * 2.f;
285 float scaley = 1 / (float)D3D::GetBackBufferHeight() * 2.f;
286 float sizeratio = size / (float)m_LineHeight;
288 // translate starting positions
289 float sx = x * scalex - 1.f;
290 float sy = 1.f - y * scaley;
291 char c;
293 // Fill vertex buffer
294 FONT2DVERTEX* pVertices;
295 int dwNumTriangles = 0L;
297 D3D11_MAPPED_SUBRESOURCE vbmap;
298 HRESULT hr = context->Map(m_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vbmap);
299 if (FAILED(hr)) PanicAlert("Mapping vertex buffer failed, %s %d\n", __FILE__, __LINE__);
300 pVertices = (D3D::FONT2DVERTEX*)vbmap.pData;
302 // if center was requested, set current position as centre
303 // this is currently never used
304 if (center)
306 const char *oldText = strText;
307 float mx=0;
308 float maxx=0;
310 while (c = *strText++)
312 if (c == ('\n')) mx = 0;
313 if (c < (' ') ) continue;
314 c -= 32;
315 mx += (m_fTexCoords[c][2]-m_fTexCoords[c][0])/(m_fTexCoords[0][3] - m_fTexCoords[0][1]) + spacing;
316 if (mx > maxx) maxx = mx;
318 sx -= scalex*maxx*size;
319 strText = oldText;
321 // set general pipeline state
322 D3D::stateman->PushBlendState(m_blendstate);
323 D3D::stateman->PushRasterizerState(m_raststate);
324 D3D::stateman->Apply();
326 D3D::context->PSSetShader(m_pshader, NULL, 0);
327 D3D::context->VSSetShader(m_vshader, NULL, 0);
329 D3D::context->IASetInputLayout(m_InputLayout);
330 D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
331 D3D::context->PSSetShaderResources(0, 1, &m_pTexture);
333 float fStartX = sx;
334 while (c = *strText++)
336 if (c == ('\n'))
338 sx = fStartX;
339 sy -= scaley * size;
341 if (c < (' '))
342 continue;
344 c -= 32;
345 float tx1 = m_fTexCoords[c][0];
346 float ty1 = m_fTexCoords[c][1];
347 float tx2 = m_fTexCoords[c][2];
348 float ty2 = m_fTexCoords[c][3];
350 float w = (float)(tx2-tx1) * m_dwTexWidth * scalex * sizeratio;
351 float h = (float)(ty1-ty2) * m_dwTexHeight * scaley * sizeratio;
353 FONT2DVERTEX v[6];
354 v[0] = InitFont2DVertex(sx, sy+h, dwColor, tx1, ty2);
355 v[1] = InitFont2DVertex(sx, sy, dwColor, tx1, ty1);
356 v[2] = InitFont2DVertex(sx+w, sy+h, dwColor, tx2, ty2);
357 v[3] = InitFont2DVertex(sx+w, sy, dwColor, tx2, ty1);
358 v[4] = v[2];
359 v[5] = v[1];
361 memcpy(pVertices, v, 6*sizeof(FONT2DVERTEX));
363 pVertices+=6;
364 dwNumTriangles += 2;
366 if (dwNumTriangles * 3 > (MAX_NUM_VERTICES - 6))
368 context->Unmap(m_pVB, 0);
370 D3D::context->IASetVertexBuffers(0, 1, &m_pVB, &stride, &bufoffset);
371 D3D::context->Draw(3 * dwNumTriangles, 0);
373 dwNumTriangles = 0;
374 D3D11_MAPPED_SUBRESOURCE vbmap;
375 hr = context->Map(m_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vbmap);
376 if (FAILED(hr)) PanicAlert("Mapping vertex buffer failed, %s %d\n", __FILE__, __LINE__);
377 pVertices = (D3D::FONT2DVERTEX*)vbmap.pData;
379 sx += w + spacing * scalex * size;
382 // Unlock and render the vertex buffer
383 context->Unmap(m_pVB, 0);
384 if (dwNumTriangles > 0)
386 D3D::context->IASetVertexBuffers(0, 1, &m_pVB, &stride, &bufoffset);
387 D3D::context->Draw(3 * dwNumTriangles, 0);
389 D3D::stateman->PopBlendState();
390 D3D::stateman->PopRasterizerState();
391 return S_OK;
394 ID3D11Buffer* CreateQuadVertexBuffer(unsigned int size, void* data, D3D11_USAGE usage = D3D11_USAGE_DYNAMIC)
396 ID3D11Buffer* vb;
397 D3D11_BUFFER_DESC vbdesc;
398 vbdesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
399 vbdesc.ByteWidth = size;
400 vbdesc.MiscFlags = 0;
401 vbdesc.Usage = usage;
402 switch (usage)
404 case D3D11_USAGE_DEFAULT:
405 case D3D11_USAGE_IMMUTABLE:
406 vbdesc.CPUAccessFlags = 0;
407 break;
409 case D3D11_USAGE_DYNAMIC:
410 vbdesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
411 break;
413 case D3D11_USAGE_STAGING:
414 vbdesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE|D3D11_CPU_ACCESS_READ;
415 break;
417 if (data)
419 D3D11_SUBRESOURCE_DATA bufdata;
420 bufdata.pSysMem = data;
421 if (FAILED(device->CreateBuffer(&vbdesc, &bufdata, &vb))) return NULL;
423 else if (FAILED(device->CreateBuffer(&vbdesc, NULL, &vb))) return NULL;
425 return vb;
428 ID3D11SamplerState* linear_copy_sampler = NULL;
429 ID3D11SamplerState* point_copy_sampler = NULL;
430 ID3D11Buffer* stqvb = NULL;
431 ID3D11Buffer* stsqvb = NULL;
432 ID3D11Buffer* quadvb = NULL;
433 ID3D11Buffer* clearvb = NULL;
435 typedef struct { float x,y,z,u,v; } STQVertex;
436 typedef struct { float x,y,z,u,v; } STSQVertex;
437 typedef struct { float x,y,z; u32 col; } ClearVertex;
438 typedef struct { float x,y,z; u32 col; } ColVertex;
440 struct
442 float u1, v1, u2, v2;
443 } tex_quad_data;
445 struct
447 MathUtil::Rectangle<float> rdest;
448 float u1, v1, u2, v2;
449 } tex_sub_quad_data;
451 struct
453 float x1, y1, x2, y2;
454 u32 col;
455 } draw_quad_data;
457 struct
459 u32 col;
460 float z;
461 } clear_quad_data;
463 void InitUtils()
465 float border[4] = { 0.f, 0.f, 0.f, 0.f };
466 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, -D3D11_FLOAT32_MAX, D3D11_FLOAT32_MAX);
467 HRESULT hr = D3D::device->CreateSamplerState(&samDesc, &point_copy_sampler);
468 if (FAILED(hr)) PanicAlert("Failed to create sampler state at %s %d\n", __FILE__, __LINE__);
469 else SetDebugObjectName((ID3D11DeviceChild*)point_copy_sampler, "point copy sampler state");
471 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, -D3D11_FLOAT32_MAX, D3D11_FLOAT32_MAX);
472 hr = D3D::device->CreateSamplerState(&samDesc, &linear_copy_sampler);
473 if (FAILED(hr)) PanicAlert("Failed to create sampler state at %s %d\n", __FILE__, __LINE__);
474 else SetDebugObjectName((ID3D11DeviceChild*)linear_copy_sampler, "linear copy sampler state");
476 // cached data used to avoid unnecessarily reloading the vertex buffers
477 memset(&tex_quad_data, 0, sizeof(tex_quad_data));
478 memset(&tex_sub_quad_data, 0, sizeof(tex_sub_quad_data));
479 memset(&draw_quad_data, 0, sizeof(draw_quad_data));
480 memset(&clear_quad_data, 0, sizeof(clear_quad_data));
482 STQVertex stqcoords[4] = {
483 {-1.0f, 1.0f, 0.0f, 0, 0},
484 { 1.0f, 1.0f, 0.0f, 0, 0},
485 {-1.0f,-1.0f, 0.0f, 0, 0},
486 { 1.0f,-1.0f, 0.0f, 0, 0},
489 STSQVertex stsqcoords[4];
490 memset(stsqcoords, 0, sizeof(stsqcoords));
492 ColVertex colcoords[4];
493 memset(colcoords, 0, sizeof(colcoords));
495 ClearVertex cqcoords[4] = {
496 {-1.0f, 1.0f, 0, 0},
497 { 1.0f, 1.0f, 0, 0},
498 {-1.0f, -1.0f, 0, 0},
499 { 1.0f, -1.0f, 0, 0},
502 stqvb = CreateQuadVertexBuffer(4*sizeof(STQVertex), stqcoords);
503 CHECK(stqvb!=NULL, "Create vertex buffer of drawShadedTexQuad");
504 SetDebugObjectName((ID3D11DeviceChild*)stqvb, "vertex buffer of drawShadedTexQuad");
506 stsqvb = CreateQuadVertexBuffer(4*sizeof(STSQVertex), stsqcoords);
507 CHECK(stsqvb!=NULL, "Create vertex buffer of drawShadedTexSubQuad");
508 SetDebugObjectName((ID3D11DeviceChild*)stsqvb, "vertex buffer of drawShadedTexSubQuad");
510 quadvb = CreateQuadVertexBuffer(4*sizeof(ColVertex), colcoords);
511 CHECK(quadvb!=NULL, "Create vertex buffer of drawColorQuad");
512 SetDebugObjectName((ID3D11DeviceChild*)quadvb, "vertex buffer of drawColorQuad");
514 clearvb = CreateQuadVertexBuffer(4*sizeof(ClearVertex), cqcoords);
515 CHECK(clearvb!=NULL, "Create vertex buffer of drawClearQuad");
516 SetDebugObjectName((ID3D11DeviceChild*)clearvb, "vertex buffer of drawClearQuad");
518 font.Init();
521 void ShutdownUtils()
523 font.Shutdown();
524 SAFE_RELEASE(point_copy_sampler);
525 SAFE_RELEASE(linear_copy_sampler);
526 SAFE_RELEASE(stqvb);
527 SAFE_RELEASE(stsqvb);
528 SAFE_RELEASE(quadvb);
529 SAFE_RELEASE(clearvb);
532 void SetPointCopySampler()
534 D3D::context->PSSetSamplers(0, 1, &point_copy_sampler);
537 void SetLinearCopySampler()
539 D3D::context->PSSetSamplers(0, 1, &linear_copy_sampler);
542 void drawShadedTexQuad(ID3D11ShaderResourceView* texture,
543 const D3D11_RECT* rSource,
544 int SourceWidth,
545 int SourceHeight,
546 ID3D11PixelShader* PShader,
547 ID3D11VertexShader* Vshader,
548 ID3D11InputLayout* layout)
550 float sw = 1.0f /(float) SourceWidth;
551 float sh = 1.0f /(float) SourceHeight;
552 float u1 = ((float)rSource->left) * sw;
553 float u2 = ((float)rSource->right) * sw;
554 float v1 = ((float)rSource->top) * sh;
555 float v2 = ((float)rSource->bottom) * sh;
557 STQVertex coords[4] = {
558 {-1.0f, 1.0f, 0.0f, u1, v1},
559 { 1.0f, 1.0f, 0.0f, u2, v1},
560 {-1.0f,-1.0f, 0.0f, u1, v2},
561 { 1.0f,-1.0f, 0.0f, u2, v2},
564 // only upload the data to VRAM if it changed
565 if (tex_quad_data.u1 != u1 || tex_quad_data.v1 != v1 ||
566 tex_quad_data.u2 != u2 || tex_quad_data.v2 != v2)
568 D3D11_MAPPED_SUBRESOURCE map;
569 D3D::context->Map(stqvb, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
570 memcpy(map.pData, coords, sizeof(coords));
571 D3D::context->Unmap(stqvb, 0);
572 tex_quad_data.u1 = u1;
573 tex_quad_data.v1 = v1;
574 tex_quad_data.u2 = u2;
575 tex_quad_data.v2 = v2;
577 UINT stride = sizeof(STQVertex);
578 UINT offset = 0;
580 D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
581 D3D::context->IASetInputLayout(layout);
582 D3D::context->IASetVertexBuffers(0, 1, &stqvb, &stride, &offset);
583 D3D::context->PSSetShader(PShader, NULL, 0);
584 D3D::context->PSSetShaderResources(0, 1, &texture);
585 D3D::context->VSSetShader(Vshader, NULL, 0);
586 D3D::stateman->Apply();
587 D3D::context->Draw(4, 0);
589 ID3D11ShaderResourceView* texres = NULL;
590 context->PSSetShaderResources(0, 1, &texres); // immediately unbind the texture
593 void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
594 const MathUtil::Rectangle<float>* rSource,
595 int SourceWidth,
596 int SourceHeight,
597 const MathUtil::Rectangle<float>* rDest,
598 ID3D11PixelShader* PShader,
599 ID3D11VertexShader* Vshader,
600 ID3D11InputLayout* layout)
602 float sw = 1.0f /(float) SourceWidth;
603 float sh = 1.0f /(float) SourceHeight;
604 float u1 = (rSource->left ) * sw;
605 float u2 = (rSource->right ) * sw;
606 float v1 = (rSource->top ) * sh;
607 float v2 = (rSource->bottom) * sh;
609 STSQVertex coords[4] = {
610 { rDest->left , rDest->bottom, 0.0f, u1, v1},
611 { rDest->right, rDest->bottom, 0.0f, u2, v1},
612 { rDest->left , rDest->top , 0.0f, u1, v2},
613 { rDest->right, rDest->top , 0.0f, u2, v2},
616 // only upload the data to VRAM if it changed
617 if (memcmp(rDest, &tex_sub_quad_data.rdest, sizeof(rDest)) != 0 ||
618 tex_sub_quad_data.u1 != u1 || tex_sub_quad_data.v1 != v1 ||
619 tex_sub_quad_data.u2 != u2 || tex_sub_quad_data.v2 != v2)
621 D3D11_MAPPED_SUBRESOURCE map;
622 D3D::context->Map(stsqvb, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
623 memcpy(map.pData, coords, sizeof(coords));
624 D3D::context->Unmap(stsqvb, 0);
625 tex_sub_quad_data.u1 = u1;
626 tex_sub_quad_data.v1 = v1;
627 tex_sub_quad_data.u2 = u2;
628 tex_sub_quad_data.v2 = v2;
629 memcpy(&tex_sub_quad_data.rdest, &rDest, sizeof(rDest));
631 UINT stride = sizeof(STSQVertex);
632 UINT offset = 0;
634 context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
635 context->IASetVertexBuffers(0, 1, &stsqvb, &stride, &offset);
636 context->IASetInputLayout(layout);
637 context->PSSetShaderResources(0, 1, &texture);
638 context->PSSetShader(PShader, NULL, 0);
639 context->VSSetShader(Vshader, NULL, 0);
640 stateman->Apply();
641 context->Draw(4, 0);
643 ID3D11ShaderResourceView* texres = NULL;
644 context->PSSetShaderResources(0, 1, &texres); // immediately unbind the texture
647 // Fills a certain area of the current render target with the specified color
648 // destination coordinates normalized to (-1;1)
649 void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2)
651 if(draw_quad_data.x1 != x1 || draw_quad_data.y1 != y1 ||
652 draw_quad_data.x2 != x2 || draw_quad_data.y2 != y2 ||
653 draw_quad_data.col != Color)
655 ColVertex coords[4] = {
656 { x1, y2, 0.f, Color },
657 { x2, y2, 0.f, Color },
658 { x1, y1, 0.f, Color },
659 { x2, y1, 0.f, Color },
662 D3D11_MAPPED_SUBRESOURCE map;
663 context->Map(quadvb, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
664 memcpy(map.pData, coords, sizeof(coords));
665 context->Unmap(quadvb, 0);
667 draw_quad_data.x1 = x1;
668 draw_quad_data.y1 = y1;
669 draw_quad_data.x2 = x2;
670 draw_quad_data.y2 = y2;
671 draw_quad_data.col = Color;
674 context->VSSetShader(VertexShaderCache::GetClearVertexShader(), NULL, 0);
675 context->PSSetShader(PixelShaderCache::GetClearProgram(), NULL, 0);
676 context->IASetInputLayout(VertexShaderCache::GetClearInputLayout());
678 UINT stride = sizeof(ColVertex);
679 UINT offset = 0;
680 context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
681 context->IASetVertexBuffers(0, 1, &quadvb, &stride, &offset);
683 context->Draw(4, 0);
686 void drawClearQuad(u32 Color, float z, ID3D11PixelShader* PShader, ID3D11VertexShader* Vshader, ID3D11InputLayout* layout)
688 if (clear_quad_data.col != Color || clear_quad_data.z != z)
690 ClearVertex coords[4] = {
691 {-1.0f, 1.0f, z, Color},
692 { 1.0f, 1.0f, z, Color},
693 {-1.0f, -1.0f, z, Color},
694 { 1.0f, -1.0f, z, Color},
697 D3D11_MAPPED_SUBRESOURCE map;
698 context->Map(clearvb, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
699 memcpy(map.pData, coords, sizeof(coords));
700 context->Unmap(clearvb, 0);
701 clear_quad_data.col = Color;
702 clear_quad_data.z = z;
704 context->VSSetShader(Vshader, NULL, 0);
705 context->PSSetShader(PShader, NULL, 0);
706 context->IASetInputLayout(layout);
708 UINT stride = sizeof(ClearVertex);
709 UINT offset = 0;
710 context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
711 context->IASetVertexBuffers(0, 1, &clearvb, &stride, &offset);
712 stateman->Apply();
713 context->Draw(4, 0);
716 } // namespace