feat: 4J_Render_PC
This commit is contained in:
@@ -1,6 +1,959 @@
|
||||
#pragma once
|
||||
#include "CompiledShaders.h"
|
||||
#include "Renderer.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <cstdio>
|
||||
#include <cstdlib>
|
||||
#include <cstring>
|
||||
#include <limits>
|
||||
#include <new>
|
||||
|
||||
static const unsigned int kVertexBufferSize = 0x100000u;
|
||||
static const float kAspectRatio = 1.7777778f;
|
||||
static const unsigned int kScreenGrabWidth = 1920u;
|
||||
static const unsigned int kScreenGrabHeight = 1080u;
|
||||
static const unsigned int kThumbnailSize = 64u;
|
||||
|
||||
static const unsigned int g_vertexStrides[C4JRender::VERTEX_TYPE_COUNT] = {
|
||||
32u, 16u, 32u, 32u};
|
||||
|
||||
Renderer InternalRenderManager;
|
||||
|
||||
DWORD Renderer::tlsIdx = TlsAlloc();
|
||||
unsigned int Renderer::s_auiWidths[MAX_MIP_LEVELS + 1] = {1920u, 512u, 256u,
|
||||
128u, 64u, 0u};
|
||||
unsigned int Renderer::s_auiHeights[MAX_MIP_LEVELS + 1] = {
|
||||
1080u, 512u, 256u, 128u, 64u, 0xFFFFFFFFu};
|
||||
D3D11_INPUT_ELEMENT_DESC Renderer::g_vertex_PTN_Elements_PF3_TF2_CB4_NB4_XW1[5] = {
|
||||
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0,
|
||||
D3D11_INPUT_PER_VERTEX_DATA, 0},
|
||||
{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12,
|
||||
D3D11_INPUT_PER_VERTEX_DATA, 0},
|
||||
{"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 20, D3D11_INPUT_PER_VERTEX_DATA,
|
||||
0},
|
||||
{"NORMAL", 0, DXGI_FORMAT_R8G8B8A8_SNORM, 0, 24,
|
||||
D3D11_INPUT_PER_VERTEX_DATA, 0},
|
||||
{"TEXCOORD", 1, DXGI_FORMAT_R16G16_SINT, 0, 28, D3D11_INPUT_PER_VERTEX_DATA,
|
||||
0},
|
||||
};
|
||||
D3D11_INPUT_ELEMENT_DESC Renderer::g_vertex_PTN_Elements_Compressed[2] = {
|
||||
{"POSITION", 0, DXGI_FORMAT_R16G16B16A16_SINT, 0, 0,
|
||||
D3D11_INPUT_PER_VERTEX_DATA, 0},
|
||||
{"TEXCOORD", 0, DXGI_FORMAT_R16G16B16A16_SINT, 0, 8,
|
||||
D3D11_INPUT_PER_VERTEX_DATA, 0},
|
||||
};
|
||||
D3D11_PRIMITIVE_TOPOLOGY Renderer::g_topologies[C4JRender::PRIMITIVE_TYPE_COUNT] = {
|
||||
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
|
||||
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
|
||||
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
|
||||
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
|
||||
D3D11_PRIMITIVE_TOPOLOGY_LINELIST,
|
||||
D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP,
|
||||
};
|
||||
int Renderer::totalAlloc = 0;
|
||||
_RTL_CRITICAL_SECTION Renderer::totalAllocCS = {0};
|
||||
|
||||
Renderer::Context::Context(ID3D11Device *device,
|
||||
ID3D11DeviceContext *deviceContext)
|
||||
: m_pDeviceContext(deviceContext), userAnnotation(nullptr),
|
||||
contextStateFlags(0), matrixModeType(0), boundTextureIndex(0),
|
||||
faceCullEnabled(1), depthTestEnabled(1), alphaTestEnabled(0),
|
||||
alphaReference(1.0f), depthWriteEnabled(1), fogEnabled(0),
|
||||
fogNearDistance(0.0f), fogFarDistance(0.0f), fogDensity(0.0f),
|
||||
fogColourRed(0.0f), fogColourBlue(0.0f), fogColourGreen(0.0f), fogMode(0),
|
||||
lightingEnabled(0), lightingDirty(0), forcedLOD(0xFFFFFFFFu),
|
||||
cbMatrix0(nullptr), cbMatrix1(nullptr), cbMatrix2(nullptr),
|
||||
cbMatrix3(nullptr), cbVertexTexcoord(nullptr), cbFogParams(nullptr),
|
||||
cbLighting(nullptr), cbTexGen(nullptr), cbAux0(nullptr), cbAux1(nullptr),
|
||||
cbColour(nullptr), cbFogColour(nullptr), cbAux2(nullptr),
|
||||
cbAlphaTest(nullptr), cbAux3(nullptr), cbAux4(nullptr),
|
||||
dynamicVertexBase(0), dynamicVertexOffset(0),
|
||||
dynamicVertexBuffer(nullptr), commandBuffer(nullptr),
|
||||
recordingBufferIndex(0), recordingVertexType(0),
|
||||
recordingPrimitiveType(0), deferredModeEnabled(0), deferredBuffers(),
|
||||
reservedContext0(0), reservedContext1(0) {
|
||||
deviceContext->QueryInterface(IID_PPV_ARGS(&userAnnotation));
|
||||
std::memset(matrixStacks, 0, sizeof(matrixStacks));
|
||||
std::memset(matrixDirty, 0, sizeof(matrixDirty));
|
||||
std::memset(matrixStackDepth, 0, sizeof(matrixStackDepth));
|
||||
std::memset(lightEnabled, 0, sizeof(lightEnabled));
|
||||
std::memset(lightDirection, 0, sizeof(lightDirection));
|
||||
std::memset(lightColour, 0, sizeof(lightColour));
|
||||
std::memset(&lightAmbientColour, 0, sizeof(lightAmbientColour));
|
||||
std::memset(texGenMatrices, 0, sizeof(texGenMatrices));
|
||||
std::memset(&blendDesc, 0, sizeof(blendDesc));
|
||||
std::memset(&depthStencilDesc, 0, sizeof(depthStencilDesc));
|
||||
std::memset(&rasterizerDesc, 0, sizeof(rasterizerDesc));
|
||||
blendFactor[0] = 0.0f;
|
||||
blendFactor[1] = 0.0f;
|
||||
blendFactor[2] = 0.0f;
|
||||
blendFactor[3] = 0.0f;
|
||||
|
||||
const DirectX::XMMATRIX identity = DirectX::XMMatrixIdentity();
|
||||
for (unsigned int i = 0; i < 4; ++i) {
|
||||
matrixStacks[i][0] = identity;
|
||||
matrixStackDepth[i] = 0;
|
||||
}
|
||||
|
||||
blendDesc.AlphaToCoverageEnable = FALSE;
|
||||
blendDesc.IndependentBlendEnable = FALSE;
|
||||
blendDesc.RenderTarget[0].BlendEnable = FALSE;
|
||||
blendDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
|
||||
blendDesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
|
||||
blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
|
||||
blendDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
|
||||
blendDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
|
||||
blendDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
|
||||
blendDesc.RenderTarget[0].RenderTargetWriteMask =
|
||||
D3D11_COLOR_WRITE_ENABLE_ALL;
|
||||
|
||||
depthStencilDesc.DepthEnable = TRUE;
|
||||
depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
|
||||
depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;
|
||||
depthStencilDesc.StencilEnable = FALSE;
|
||||
depthStencilDesc.StencilReadMask = 0xFFu;
|
||||
depthStencilDesc.StencilWriteMask = 0xFFu;
|
||||
depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
|
||||
depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
|
||||
depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
|
||||
depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
|
||||
depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
|
||||
depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
|
||||
depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
|
||||
depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
|
||||
|
||||
rasterizerDesc.FillMode = D3D11_FILL_SOLID;
|
||||
rasterizerDesc.CullMode = D3D11_CULL_BACK;
|
||||
rasterizerDesc.FrontCounterClockwise = TRUE;
|
||||
rasterizerDesc.DepthBias = 0;
|
||||
rasterizerDesc.DepthBiasClamp = 0.0f;
|
||||
rasterizerDesc.SlopeScaledDepthBias = 0.0f;
|
||||
rasterizerDesc.DepthClipEnable = TRUE;
|
||||
rasterizerDesc.ScissorEnable = FALSE;
|
||||
rasterizerDesc.MultisampleEnable = TRUE;
|
||||
rasterizerDesc.AntialiasedLineEnable = FALSE;
|
||||
|
||||
std::memset(lightDirection, 0, sizeof(lightDirection));
|
||||
std::memset(lightColour, 0, sizeof(lightColour));
|
||||
std::memset(&lightAmbientColour, 0, sizeof(lightAmbientColour));
|
||||
std::memset(texGenMatrices, 0, sizeof(texGenMatrices));
|
||||
|
||||
const float zero4[4] = {0.0f, 0.0f, 0.0f, 0.0f};
|
||||
const float one4[4] = {1.0f, 1.0f, 1.0f, 1.0f};
|
||||
const float alpha4[4] = {0.0f, 0.0f, 0.0f, 1.0f};
|
||||
|
||||
D3D11_BUFFER_DESC cbDesc = {};
|
||||
cbDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
|
||||
D3D11_SUBRESOURCE_DATA cbData = {};
|
||||
cbDesc.ByteWidth = sizeof(DirectX::XMMATRIX);
|
||||
cbData.pSysMem = &identity;
|
||||
device->CreateBuffer(&cbDesc, &cbData, &cbMatrix0);
|
||||
device->CreateBuffer(&cbDesc, &cbData, &cbMatrix1);
|
||||
device->CreateBuffer(&cbDesc, &cbData, &cbMatrix2);
|
||||
device->CreateBuffer(&cbDesc, &cbData, &cbMatrix3);
|
||||
|
||||
cbDesc.ByteWidth = sizeof(zero4);
|
||||
cbData.pSysMem = zero4;
|
||||
device->CreateBuffer(&cbDesc, &cbData, &cbVertexTexcoord);
|
||||
device->CreateBuffer(&cbDesc, &cbData, &cbFogParams);
|
||||
|
||||
const UINT lightingBytes =
|
||||
sizeof(lightDirection) + sizeof(lightColour) + sizeof(lightAmbientColour);
|
||||
cbDesc.ByteWidth = lightingBytes;
|
||||
cbData.pSysMem = lightDirection;
|
||||
device->CreateBuffer(&cbDesc, &cbData, &cbLighting);
|
||||
|
||||
cbDesc.ByteWidth = sizeof(texGenMatrices);
|
||||
cbData.pSysMem = texGenMatrices;
|
||||
device->CreateBuffer(&cbDesc, &cbData, &cbTexGen);
|
||||
|
||||
cbDesc.ByteWidth = sizeof(zero4);
|
||||
cbData.pSysMem = zero4;
|
||||
device->CreateBuffer(&cbDesc, &cbData, &cbAux0);
|
||||
device->CreateBuffer(&cbDesc, &cbData, &cbAux1);
|
||||
|
||||
cbDesc.ByteWidth = sizeof(one4);
|
||||
cbData.pSysMem = one4;
|
||||
device->CreateBuffer(&cbDesc, &cbData, &cbColour);
|
||||
device->CreateBuffer(&cbDesc, &cbData, &cbFogColour);
|
||||
device->CreateBuffer(&cbDesc, &cbData, &cbAux2);
|
||||
|
||||
cbDesc.ByteWidth = sizeof(alpha4);
|
||||
cbData.pSysMem = alpha4;
|
||||
device->CreateBuffer(&cbDesc, &cbData, &cbAlphaTest);
|
||||
|
||||
cbDesc.ByteWidth = sizeof(zero4);
|
||||
cbData.pSysMem = zero4;
|
||||
device->CreateBuffer(&cbDesc, &cbData, &cbAux3);
|
||||
device->CreateBuffer(&cbDesc, &cbData, &cbAux4);
|
||||
|
||||
deviceContext->VSSetConstantBuffers(0, 10, &cbMatrix0);
|
||||
deviceContext->PSSetConstantBuffers(0, 6, &cbColour);
|
||||
|
||||
{
|
||||
void *dynamicVertexPtr = operator new[](kVertexBufferSize);
|
||||
dynamicVertexBase = reinterpret_cast<std::uint64_t>(dynamicVertexPtr);
|
||||
}
|
||||
dynamicVertexOffset = 0;
|
||||
|
||||
D3D11_BUFFER_DESC vbDesc = {};
|
||||
vbDesc.ByteWidth = kVertexBufferSize;
|
||||
vbDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
||||
vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
device->CreateBuffer(&vbDesc, nullptr, &dynamicVertexBuffer);
|
||||
}
|
||||
|
||||
void Renderer::BeginConditionalRendering(int) {}
|
||||
|
||||
void Renderer::BeginConditionalSurvey(int) {}
|
||||
|
||||
void Renderer::CaptureScreen(ImageFileBuffer *, XSOCIAL_PREVIEWIMAGE *) {}
|
||||
|
||||
void Renderer::Clear(int flags, D3D11_RECT *) {
|
||||
Renderer::Context &context = this->getContext();
|
||||
|
||||
ID3D11BlendState *blendState = nullptr;
|
||||
ID3D11DepthStencilState *depthState = nullptr;
|
||||
ID3D11RasterizerState *rasterizerState = nullptr;
|
||||
|
||||
D3D11_BLEND_DESC blendDesc = {};
|
||||
blendDesc.AlphaToCoverageEnable = FALSE;
|
||||
blendDesc.IndependentBlendEnable = FALSE;
|
||||
blendDesc.RenderTarget[0].BlendEnable = FALSE;
|
||||
blendDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
|
||||
blendDesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
|
||||
blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
|
||||
blendDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
|
||||
blendDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
|
||||
blendDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
|
||||
blendDesc.RenderTarget[0].RenderTargetWriteMask =
|
||||
(flags & CLEAR_COLOUR_FLAG) ? D3D11_COLOR_WRITE_ENABLE_ALL : 0;
|
||||
m_pDevice->CreateBlendState(&blendDesc, &blendState);
|
||||
|
||||
D3D11_DEPTH_STENCIL_DESC depthDesc = {};
|
||||
depthDesc.DepthEnable = (flags & CLEAR_DEPTH_FLAG) ? TRUE : FALSE;
|
||||
depthDesc.DepthWriteMask = depthDesc.DepthEnable
|
||||
? D3D11_DEPTH_WRITE_MASK_ALL
|
||||
: D3D11_DEPTH_WRITE_MASK_ZERO;
|
||||
depthDesc.DepthFunc = D3D11_COMPARISON_ALWAYS;
|
||||
depthDesc.StencilEnable = FALSE;
|
||||
depthDesc.StencilReadMask = 0xFFu;
|
||||
depthDesc.StencilWriteMask = 0xFFu;
|
||||
depthDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
|
||||
depthDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
|
||||
depthDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
|
||||
depthDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
|
||||
depthDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
|
||||
depthDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
|
||||
depthDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
|
||||
depthDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
|
||||
m_pDevice->CreateDepthStencilState(&depthDesc, &depthState);
|
||||
|
||||
D3D11_RASTERIZER_DESC rasterDesc = {};
|
||||
rasterDesc.FillMode = D3D11_FILL_SOLID;
|
||||
rasterDesc.CullMode = D3D11_CULL_NONE;
|
||||
rasterDesc.DepthClipEnable = TRUE;
|
||||
rasterDesc.MultisampleEnable = TRUE;
|
||||
m_pDevice->CreateRasterizerState(&rasterDesc, &rasterizerState);
|
||||
|
||||
context.m_pDeviceContext->VSSetShader(screenClearVertexShader, nullptr, 0);
|
||||
context.m_pDeviceContext->IASetInputLayout(nullptr);
|
||||
context.m_pDeviceContext->PSSetShader(screenClearPixelShader, nullptr, 0);
|
||||
context.m_pDeviceContext->OMSetRenderTargets(1, &renderTargetView,
|
||||
depthStencilView);
|
||||
context.m_pDeviceContext->OMSetBlendState(blendState, nullptr, 0xFFFFFFFFu);
|
||||
context.m_pDeviceContext->OMSetDepthStencilState(depthState, 0);
|
||||
context.m_pDeviceContext->RSSetState(rasterizerState);
|
||||
context.m_pDeviceContext->PSSetShaderResources(0, 0, nullptr);
|
||||
context.m_pDeviceContext->IASetPrimitiveTopology(
|
||||
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
||||
context.m_pDeviceContext->Draw(4, 0);
|
||||
|
||||
if (blendState) {
|
||||
blendState->Release();
|
||||
blendState = nullptr;
|
||||
}
|
||||
if (depthState) {
|
||||
depthState->Release();
|
||||
depthState = nullptr;
|
||||
}
|
||||
if (rasterizerState) {
|
||||
rasterizerState->Release();
|
||||
rasterizerState = nullptr;
|
||||
}
|
||||
|
||||
context.m_pDeviceContext->OMSetBlendState(this->GetManagedBlendState(),
|
||||
context.blendFactor, 0xFFFFFFFFu);
|
||||
context.m_pDeviceContext->OMSetDepthStencilState(
|
||||
this->GetManagedDepthStencilState(), 0);
|
||||
context.m_pDeviceContext->RSSetState(this->GetManagedRasterizerState());
|
||||
context.m_pDeviceContext->OMSetRenderTargets(1, &renderTargetView,
|
||||
depthStencilView);
|
||||
activeVertexType = 0xFFFFFFFFu;
|
||||
activePixelType = 0xFFFFFFFFu;
|
||||
}
|
||||
|
||||
void Renderer::ConvertLinearToPng(ImageFileBuffer *pngOut,
|
||||
unsigned char *linearData, unsigned int width,
|
||||
unsigned int height) {
|
||||
const size_t dataSize = size_t(width) * size_t(height) * 4u;
|
||||
const size_t outputCapacity = ((dataSize * 24u) / 20u) + 256u;
|
||||
const int outputCapacityInt = int(outputCapacity);
|
||||
const int widthInt = int(width);
|
||||
const int heightInt = int(height);
|
||||
void *outputBuffer = std::malloc(outputCapacity);
|
||||
int outputLength = 0;
|
||||
this->SaveTextureDataToMemory(outputBuffer, outputCapacityInt, &outputLength,
|
||||
widthInt, heightInt,
|
||||
reinterpret_cast<int *>(linearData));
|
||||
pngOut->m_type = ImageFileBuffer::e_typePNG;
|
||||
pngOut->m_pBuffer = outputBuffer;
|
||||
pngOut->m_bufferSize = outputLength;
|
||||
}
|
||||
|
||||
void Renderer::DoScreenGrabOnNextPresent() { shouldScreenGrabNextFrame = 1; }
|
||||
|
||||
void Renderer::EndConditionalRendering() {}
|
||||
|
||||
void Renderer::EndConditionalSurvey() {}
|
||||
|
||||
void Renderer::BeginEvent(LPCWSTR eventName) {
|
||||
Renderer::Context *context =
|
||||
static_cast<Renderer::Context *>(TlsGetValue(Renderer::tlsIdx));
|
||||
if (context &&
|
||||
context->m_pDeviceContext->GetType() != D3D11_DEVICE_CONTEXT_DEFERRED &&
|
||||
context->userAnnotation) {
|
||||
context->userAnnotation->BeginEvent(eventName);
|
||||
++context->contextStateFlags;
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::EndEvent() {
|
||||
Renderer::Context *context =
|
||||
static_cast<Renderer::Context *>(TlsGetValue(Renderer::tlsIdx));
|
||||
if (context &&
|
||||
context->m_pDeviceContext->GetType() != D3D11_DEVICE_CONTEXT_DEFERRED &&
|
||||
context->userAnnotation) {
|
||||
context->userAnnotation->EndEvent();
|
||||
if (context->contextStateFlags > 0) {
|
||||
--context->contextStateFlags;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::Initialise(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain) {
|
||||
m_pDevice = pDevice;
|
||||
m_pDeviceContext = this->InitialiseContext(true);
|
||||
m_pSwapChain = pSwapChain;
|
||||
|
||||
reservedRendererPtr2 = operator new[](0x1000000u);
|
||||
reservedRendererPtr3 = operator new[](0x1F400u);
|
||||
reservedRendererPtr4 = operator new[](0xFA000u);
|
||||
reservedRendererPtr5 = operator new[](0xFA00u);
|
||||
reservedRendererPtr6 = operator new[](0x3E80u);
|
||||
{
|
||||
void *reservedPtr = operator new[](0x3E80u);
|
||||
reservedRendererPtr1 = reinterpret_cast<std::uint64_t>(reservedPtr);
|
||||
}
|
||||
|
||||
std::memset(reservedRendererPtr2, 0xFF, 0x1000000u);
|
||||
std::memset(reservedRendererPtr3, 0, 0xFA00u);
|
||||
std::memset(reservedRendererPtr5, 0, 0xFA00u);
|
||||
std::memset(reservedRendererPtr6, 0, 0x3E80u);
|
||||
{
|
||||
void *reservedPtr = reinterpret_cast<void *>(reservedRendererPtr1);
|
||||
std::memset(reservedPtr, 0, 0x3E80u);
|
||||
}
|
||||
reservedRendererDword3 = 0;
|
||||
|
||||
shouldScreenGrabNextFrame = 0;
|
||||
suspended = 0;
|
||||
|
||||
this->SetupShaders();
|
||||
const float clearColour[4] = {0.0f, 0.0f, 0.0f, 0.0f};
|
||||
this->SetClearColour(clearColour);
|
||||
|
||||
UINT backBufferSampleCount = 1;
|
||||
UINT backBufferSampleQuality = 0;
|
||||
ID3D11Texture2D *backBuffer = nullptr;
|
||||
pSwapChain->GetBuffer(0, IID_PPV_ARGS(&backBuffer));
|
||||
if (backBuffer) {
|
||||
D3D11_TEXTURE2D_DESC backDesc = {};
|
||||
backBuffer->GetDesc(&backDesc);
|
||||
backBufferWidth = backDesc.Width;
|
||||
backBufferHeight = backDesc.Height;
|
||||
backBufferSampleCount = backDesc.SampleDesc.Count;
|
||||
backBufferSampleQuality = backDesc.SampleDesc.Quality;
|
||||
m_pDevice->CreateRenderTargetView(backBuffer, nullptr, &renderTargetView);
|
||||
m_pDevice->CreateShaderResourceView(backBuffer, nullptr,
|
||||
&renderTargetShaderResourceView);
|
||||
backBuffer->Release();
|
||||
}
|
||||
|
||||
ID3D11RenderTargetView *boundRTV = nullptr;
|
||||
m_pDeviceContext->OMGetRenderTargets(1, &boundRTV, &depthStencilView);
|
||||
if (boundRTV) {
|
||||
boundRTV->Release();
|
||||
}
|
||||
|
||||
if (!depthStencilView && backBufferWidth != 0 && backBufferHeight != 0) {
|
||||
D3D11_TEXTURE2D_DESC depthDesc = {};
|
||||
depthDesc.Width = backBufferWidth;
|
||||
depthDesc.Height = backBufferHeight;
|
||||
depthDesc.MipLevels = 1;
|
||||
depthDesc.ArraySize = 1;
|
||||
depthDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
|
||||
depthDesc.SampleDesc.Count = backBufferSampleCount;
|
||||
depthDesc.SampleDesc.Quality = backBufferSampleQuality;
|
||||
depthDesc.Usage = D3D11_USAGE_DEFAULT;
|
||||
depthDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
|
||||
|
||||
ID3D11Texture2D *depthTexture = nullptr;
|
||||
if (SUCCEEDED(
|
||||
m_pDevice->CreateTexture2D(&depthDesc, nullptr, &depthTexture))) {
|
||||
m_pDevice->CreateDepthStencilView(depthTexture, nullptr,
|
||||
&depthStencilView);
|
||||
depthTexture->Release();
|
||||
}
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < MAX_MIP_LEVELS - 1; ++i) {
|
||||
D3D11_TEXTURE2D_DESC desc = {};
|
||||
desc.Width = s_auiWidths[i + 1];
|
||||
desc.Height = s_auiHeights[i + 1];
|
||||
desc.MipLevels = 1;
|
||||
desc.ArraySize = 1;
|
||||
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
desc.SampleDesc.Count = 1;
|
||||
desc.Usage = D3D11_USAGE_DEFAULT;
|
||||
desc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
|
||||
|
||||
m_pDevice->CreateTexture2D(&desc, nullptr, &renderTargetTextures[i]);
|
||||
m_pDevice->CreateRenderTargetView(renderTargetTextures[i], nullptr,
|
||||
&renderTargetViews[i]);
|
||||
m_pDevice->CreateShaderResourceView(renderTargetTextures[i], nullptr,
|
||||
&renderTargetShaderResourceViews[i]);
|
||||
}
|
||||
|
||||
std::memset(m_textures, 0, sizeof(m_textures));
|
||||
defaultTextureIndex = this->TextureCreate();
|
||||
this->TextureBind(defaultTextureIndex);
|
||||
|
||||
unsigned char *defaultTextureData = new unsigned char[0x400u];
|
||||
std::memset(defaultTextureData, 0xFF, 0x400u);
|
||||
this->TextureData(16, 16, defaultTextureData, 0,
|
||||
C4JRender::TEXTURE_FORMAT_RxGyBzAw);
|
||||
delete[] defaultTextureData;
|
||||
|
||||
presentCount = 0;
|
||||
rendererFlag0 = 0;
|
||||
reservedRendererWord0 = 10922;
|
||||
this->StateSetViewport(C4JRender::VIEWPORT_TYPE_FULLSCREEN);
|
||||
this->StateSetVertexTextureUV(0.0f, 0.0f);
|
||||
this->TextureBindVertex(-1);
|
||||
InitializeCriticalSection(&rtl_critical_section100);
|
||||
reservedRendererDword1 = 0;
|
||||
activeVertexType = 0xFFFFFFFFu;
|
||||
activePixelType = 0xFFFFFFFFu;
|
||||
reservedRendererByte1 = 1;
|
||||
reservedRendererByte0 = 0;
|
||||
|
||||
unsigned short *quadIndices = new unsigned short[0x18000u];
|
||||
for (unsigned int i = 0; i < 0x4000u; ++i) {
|
||||
const unsigned short base = (unsigned short)(i * 4u);
|
||||
const unsigned int offset = i * 6u;
|
||||
quadIndices[offset + 0] = base;
|
||||
quadIndices[offset + 1] = (unsigned short)(base + 1u);
|
||||
quadIndices[offset + 2] = (unsigned short)(base + 3u);
|
||||
quadIndices[offset + 3] = (unsigned short)(base + 1u);
|
||||
quadIndices[offset + 4] = (unsigned short)(base + 2u);
|
||||
quadIndices[offset + 5] = (unsigned short)(base + 3u);
|
||||
}
|
||||
D3D11_BUFFER_DESC quadIndexDesc = {};
|
||||
quadIndexDesc.ByteWidth = 0x30000u;
|
||||
quadIndexDesc.Usage = D3D11_USAGE_IMMUTABLE;
|
||||
quadIndexDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
|
||||
D3D11_SUBRESOURCE_DATA quadIndexData = {};
|
||||
quadIndexData.pSysMem = quadIndices;
|
||||
m_pDevice->CreateBuffer(&quadIndexDesc, &quadIndexData, &quadIndexBuffer);
|
||||
delete[] quadIndices;
|
||||
|
||||
unsigned short *fanIndices = new unsigned short[0x2FFFAu];
|
||||
for (unsigned int i = 0; i < 65534u; ++i) {
|
||||
const unsigned int offset = i * 3u;
|
||||
fanIndices[offset + 0] = 0u;
|
||||
fanIndices[offset + 1] = (unsigned short)(i + 1u);
|
||||
fanIndices[offset + 2] = (unsigned short)(i + 2u);
|
||||
}
|
||||
D3D11_BUFFER_DESC fanIndexDesc = {};
|
||||
fanIndexDesc.ByteWidth = 0x5FFF4u;
|
||||
fanIndexDesc.Usage = D3D11_USAGE_IMMUTABLE;
|
||||
fanIndexDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
|
||||
D3D11_SUBRESOURCE_DATA fanIndexData = {};
|
||||
fanIndexData.pSysMem = fanIndices;
|
||||
m_pDevice->CreateBuffer(&fanIndexDesc, &fanIndexData, &fanIndexBuffer);
|
||||
delete[] fanIndices;
|
||||
|
||||
InitializeCriticalSection(&Renderer::totalAllocCS);
|
||||
m_Topologies = g_topologies;
|
||||
}
|
||||
|
||||
ID3D11DeviceContext *Renderer::InitialiseContext(bool fromPresent) {
|
||||
ID3D11DeviceContext *deviceContext = nullptr;
|
||||
if (fromPresent) {
|
||||
m_pDevice->GetImmediateContext(&deviceContext);
|
||||
} else {
|
||||
m_pDevice->CreateDeferredContext(0, &deviceContext);
|
||||
}
|
||||
|
||||
Renderer::Context *context =
|
||||
new (std::nothrow) Renderer::Context(m_pDevice, deviceContext);
|
||||
TlsSetValue(Renderer::tlsIdx, context);
|
||||
return deviceContext;
|
||||
}
|
||||
|
||||
bool Renderer::IsHiDef() { return true; }
|
||||
|
||||
bool Renderer::IsWidescreen() { return true; }
|
||||
|
||||
void Renderer::Present() {
|
||||
if (shouldScreenGrabNextFrame) {
|
||||
int *linearData = new int[kScreenGrabWidth * kScreenGrabHeight];
|
||||
ID3D11Texture2D *backBuffer = nullptr;
|
||||
ID3D11Texture2D *stagingTexture = nullptr;
|
||||
|
||||
m_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&backBuffer));
|
||||
if (backBuffer) {
|
||||
D3D11_TEXTURE2D_DESC desc = {};
|
||||
backBuffer->GetDesc(&desc);
|
||||
desc.Usage = D3D11_USAGE_STAGING;
|
||||
desc.BindFlags = 0;
|
||||
desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
|
||||
desc.MiscFlags = 0;
|
||||
m_pDevice->CreateTexture2D(&desc, nullptr, &stagingTexture);
|
||||
}
|
||||
|
||||
if (stagingTexture && backBuffer) {
|
||||
m_pDeviceContext->CopyResource(stagingTexture, backBuffer);
|
||||
D3D11_MAPPED_SUBRESOURCE mapped = {};
|
||||
if (SUCCEEDED(m_pDeviceContext->Map(stagingTexture, 0, D3D11_MAP_READ, 0,
|
||||
&mapped))) {
|
||||
unsigned char *dst = reinterpret_cast<unsigned char *>(linearData);
|
||||
const unsigned char *src =
|
||||
reinterpret_cast<const unsigned char *>(mapped.pData);
|
||||
for (unsigned int y = 0; y < kScreenGrabHeight; ++y) {
|
||||
unsigned char *dstRow = dst + y * (kScreenGrabWidth * 4u);
|
||||
const unsigned char *srcRow = src + y * mapped.RowPitch;
|
||||
std::memcpy(dstRow, srcRow, kScreenGrabWidth * 4u);
|
||||
for (unsigned int x = 0; x < kScreenGrabWidth; ++x) {
|
||||
dstRow[x * 4u + 3u] = 0xFF;
|
||||
}
|
||||
}
|
||||
m_pDeviceContext->Unmap(stagingTexture, 0);
|
||||
}
|
||||
}
|
||||
|
||||
static int count = 0;
|
||||
char fileName[304];
|
||||
sprintf_s(fileName, "d:\\screen%d.png", count++);
|
||||
D3DXIMAGE_INFO info;
|
||||
info.Width = kScreenGrabWidth;
|
||||
info.Height = kScreenGrabHeight;
|
||||
this->SaveTextureData(fileName, &info, linearData);
|
||||
delete[] linearData;
|
||||
|
||||
if (stagingTexture) {
|
||||
stagingTexture->Release();
|
||||
stagingTexture = nullptr;
|
||||
}
|
||||
if (backBuffer) {
|
||||
backBuffer->Release();
|
||||
backBuffer = nullptr;
|
||||
}
|
||||
shouldScreenGrabNextFrame = 0;
|
||||
}
|
||||
|
||||
m_pSwapChain->Present(1, 0);
|
||||
++presentCount;
|
||||
}
|
||||
|
||||
void Renderer::Resume() { suspended = 0; }
|
||||
|
||||
void Renderer::SetClearColour(const float colourRGBA[4]) {
|
||||
std::memcpy(m_fClearColor, colourRGBA, sizeof(m_fClearColor));
|
||||
|
||||
Renderer::Context *context =
|
||||
static_cast<Renderer::Context *>(TlsGetValue(Renderer::tlsIdx));
|
||||
if (context) {
|
||||
D3D11_MAPPED_SUBRESOURCE mapped = {};
|
||||
context->m_pDeviceContext->Map(context->cbAux3, 0, D3D11_MAP_WRITE_DISCARD,
|
||||
0, &mapped);
|
||||
std::memcpy(mapped.pData, colourRGBA, sizeof(float) * 4);
|
||||
context->m_pDeviceContext->Unmap(context->cbAux3, 0);
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::SetupShaders() {
|
||||
vertexShaderTable = new ID3D11VertexShader *[C4JRender::VERTEX_TYPE_COUNT];
|
||||
pixelShaderTable = new ID3D11PixelShader *[C4JRender::PIXEL_SHADER_COUNT];
|
||||
vertexStrideTable = new unsigned int[C4JRender::VERTEX_TYPE_COUNT];
|
||||
inputLayoutTable = new ID3D11InputLayout *[C4JRender::VERTEX_TYPE_COUNT];
|
||||
|
||||
for (unsigned int i = 0; i < C4JRender::VERTEX_TYPE_COUNT; ++i) {
|
||||
vertexShaderTable[i] = nullptr;
|
||||
inputLayoutTable[i] = nullptr;
|
||||
vertexStrideTable[i] = g_vertexStrides[i];
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < C4JRender::PIXEL_SHADER_COUNT; ++i) {
|
||||
pixelShaderTable[i] = nullptr;
|
||||
}
|
||||
|
||||
screenSpaceVertexShader = nullptr;
|
||||
screenClearVertexShader = nullptr;
|
||||
screenSpacePixelShader = nullptr;
|
||||
screenClearPixelShader = nullptr;
|
||||
|
||||
m_pDevice->CreateVertexShader(
|
||||
VS_PF3_TF2_CB4_NB4_XW1_Data, sizeof(VS_PF3_TF2_CB4_NB4_XW1_Data), nullptr,
|
||||
&vertexShaderTable[C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1]);
|
||||
m_pDevice->CreateVertexShader(
|
||||
VS_Compressed_Data, sizeof(VS_Compressed_Data), nullptr,
|
||||
&vertexShaderTable[C4JRender::VERTEX_TYPE_COMPRESSED]);
|
||||
m_pDevice->CreateVertexShader(
|
||||
VS_PF3_TF2_CB4_NB4_XW1_Lighting_Data,
|
||||
sizeof(VS_PF3_TF2_CB4_NB4_XW1_Lighting_Data), nullptr,
|
||||
&vertexShaderTable[C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_LIT]);
|
||||
m_pDevice->CreateVertexShader(
|
||||
VS_PF3_TF2_CB4_NB4_XW1_Texgen_Data,
|
||||
sizeof(VS_PF3_TF2_CB4_NB4_XW1_Texgen_Data), nullptr,
|
||||
&vertexShaderTable[C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_TEXGEN]);
|
||||
m_pDevice->CreateVertexShader(VS_ScreenSpace_Data,
|
||||
sizeof(VS_ScreenSpace_Data), nullptr,
|
||||
&screenSpaceVertexShader);
|
||||
m_pDevice->CreateVertexShader(VS_ScreenClear_Data,
|
||||
sizeof(VS_ScreenClear_Data), nullptr,
|
||||
&screenClearVertexShader);
|
||||
|
||||
m_pDevice->CreatePixelShader(
|
||||
PS_Standard_Data, sizeof(PS_Standard_Data), nullptr,
|
||||
&pixelShaderTable[C4JRender::PIXEL_SHADER_TYPE_STANDARD]);
|
||||
m_pDevice->CreatePixelShader(
|
||||
PS_TextureProjection_Data, sizeof(PS_TextureProjection_Data), nullptr,
|
||||
&pixelShaderTable[C4JRender::PIXEL_SHADER_TYPE_PROJECTION]);
|
||||
m_pDevice->CreatePixelShader(
|
||||
PS_ForceLOD_Data, sizeof(PS_ForceLOD_Data), nullptr,
|
||||
&pixelShaderTable[C4JRender::PIXEL_SHADER_TYPE_FORCELOD]);
|
||||
m_pDevice->CreatePixelShader(PS_ScreenSpace_Data, sizeof(PS_ScreenSpace_Data),
|
||||
nullptr, &screenSpacePixelShader);
|
||||
m_pDevice->CreatePixelShader(PS_ScreenClear_Data, sizeof(PS_ScreenClear_Data),
|
||||
nullptr, &screenClearPixelShader);
|
||||
|
||||
m_pDevice->CreateInputLayout(
|
||||
g_vertex_PTN_Elements_PF3_TF2_CB4_NB4_XW1, 5, VS_PF3_TF2_CB4_NB4_XW1_Data,
|
||||
sizeof(VS_PF3_TF2_CB4_NB4_XW1_Data),
|
||||
&inputLayoutTable[C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1]);
|
||||
m_pDevice->CreateInputLayout(
|
||||
g_vertex_PTN_Elements_Compressed, 2, VS_Compressed_Data,
|
||||
sizeof(VS_Compressed_Data),
|
||||
&inputLayoutTable[C4JRender::VERTEX_TYPE_COMPRESSED]);
|
||||
m_pDevice->CreateInputLayout(
|
||||
g_vertex_PTN_Elements_PF3_TF2_CB4_NB4_XW1, 5,
|
||||
VS_PF3_TF2_CB4_NB4_XW1_Lighting_Data,
|
||||
sizeof(VS_PF3_TF2_CB4_NB4_XW1_Lighting_Data),
|
||||
&inputLayoutTable[C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_LIT]);
|
||||
m_pDevice->CreateInputLayout(
|
||||
g_vertex_PTN_Elements_PF3_TF2_CB4_NB4_XW1, 5,
|
||||
VS_PF3_TF2_CB4_NB4_XW1_Texgen_Data,
|
||||
sizeof(VS_PF3_TF2_CB4_NB4_XW1_Texgen_Data),
|
||||
&inputLayoutTable[C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_TEXGEN]);
|
||||
}
|
||||
|
||||
void Renderer::StartFrame() {
|
||||
Renderer::Context &context = this->getContext();
|
||||
|
||||
activeVertexType = 0xFFFFFFFFu;
|
||||
activePixelType = 0xFFFFFFFFu;
|
||||
|
||||
this->TextureBindVertex(-1);
|
||||
this->TextureBind(-1);
|
||||
this->StateSetColour(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
this->StateSetDepthMask(true);
|
||||
this->StateSetBlendEnable(true);
|
||||
this->StateSetBlendFunc(D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA);
|
||||
this->StateSetBlendFactor(0xFFFFFFFFu);
|
||||
this->StateSetAlphaFunc(D3D11_COMPARISON_GREATER, 0.1f);
|
||||
this->StateSetDepthFunc(D3D11_COMPARISON_LESS_EQUAL);
|
||||
this->StateSetFaceCull(true);
|
||||
this->StateSetLineWidth(1.0f);
|
||||
this->StateSetWriteEnable(true, true, true, true);
|
||||
this->StateSetDepthTestEnable(false);
|
||||
this->StateSetAlphaTestEnable(true);
|
||||
|
||||
context.m_pDeviceContext->VSSetConstantBuffers(0, 10, &context.cbMatrix0);
|
||||
context.m_pDeviceContext->PSSetConstantBuffers(0, 6, &context.cbColour);
|
||||
|
||||
D3D11_VIEWPORT viewport = {};
|
||||
viewport.TopLeftX = 0.0f;
|
||||
viewport.TopLeftY = 0.0f;
|
||||
viewport.Width = (float)backBufferWidth;
|
||||
viewport.Height = (float)backBufferHeight;
|
||||
viewport.MinDepth = 0.0f;
|
||||
viewport.MaxDepth = 1.0f;
|
||||
context.m_pDeviceContext->RSSetViewports(1, &viewport);
|
||||
context.m_pDeviceContext->OMSetRenderTargets(1, &renderTargetView,
|
||||
depthStencilView);
|
||||
}
|
||||
|
||||
void Renderer::Suspend() { suspended = 1; }
|
||||
|
||||
bool Renderer::Suspended() { return suspended != 0; }
|
||||
|
||||
void Renderer::UpdateGamma(unsigned short) {}
|
||||
|
||||
Renderer::Context &Renderer::getContext() {
|
||||
return *static_cast<Renderer::Context *>(TlsGetValue(Renderer::tlsIdx));
|
||||
}
|
||||
|
||||
void Renderer::CaptureThumbnail(ImageFileBuffer *pngOut) {
|
||||
Renderer::Context &context = this->getContext();
|
||||
|
||||
float left;
|
||||
float bottom;
|
||||
float right;
|
||||
float top;
|
||||
left = 0.0f;
|
||||
bottom = 0.0f;
|
||||
right = 1.0f;
|
||||
top = 1.0f;
|
||||
switch (m_ViewportType) {
|
||||
case C4JRender::VIEWPORT_TYPE_SPLIT_TOP:
|
||||
bottom = 0.5f;
|
||||
break;
|
||||
case C4JRender::VIEWPORT_TYPE_SPLIT_BOTTOM:
|
||||
top = 0.5f;
|
||||
break;
|
||||
case C4JRender::VIEWPORT_TYPE_SPLIT_LEFT:
|
||||
right = 0.5f;
|
||||
break;
|
||||
case C4JRender::VIEWPORT_TYPE_SPLIT_RIGHT:
|
||||
left = 0.5f;
|
||||
break;
|
||||
case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_LEFT:
|
||||
right = 0.5f;
|
||||
bottom = 0.5f;
|
||||
break;
|
||||
case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_RIGHT:
|
||||
left = 0.5f;
|
||||
bottom = 0.5f;
|
||||
break;
|
||||
case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_LEFT:
|
||||
right = 0.5f;
|
||||
top = 0.5f;
|
||||
break;
|
||||
case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_RIGHT:
|
||||
left = 0.5f;
|
||||
top = 0.5f;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
float leftScaled = left * kAspectRatio;
|
||||
float rightScaled = right * kAspectRatio;
|
||||
const float viewportHeight = top - bottom;
|
||||
const float viewportScaledWidth = rightScaled - leftScaled;
|
||||
|
||||
if (viewportHeight <= viewportScaledWidth) {
|
||||
const float pad = (viewportScaledWidth - viewportHeight) * 0.5f;
|
||||
leftScaled += pad;
|
||||
rightScaled -= pad;
|
||||
} else {
|
||||
const float pad = (viewportHeight - viewportScaledWidth) * 0.5f;
|
||||
bottom += pad;
|
||||
top -= pad;
|
||||
}
|
||||
|
||||
const float sampleLeft = leftScaled / kAspectRatio;
|
||||
const float sampleWidth = (rightScaled - leftScaled) / kAspectRatio;
|
||||
const float sampleHeight = top - bottom;
|
||||
|
||||
ID3D11BlendState *blendState = nullptr;
|
||||
ID3D11DepthStencilState *depthState = nullptr;
|
||||
ID3D11RasterizerState *rasterizerState = nullptr;
|
||||
ID3D11SamplerState *samplerState = nullptr;
|
||||
ID3D11Texture2D *stagingTexture = nullptr;
|
||||
|
||||
D3D11_BLEND_DESC blendDesc = {};
|
||||
blendDesc.RenderTarget[0].BlendEnable = FALSE;
|
||||
blendDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
|
||||
blendDesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
|
||||
blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
|
||||
blendDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
|
||||
blendDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
|
||||
blendDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
|
||||
blendDesc.RenderTarget[0].RenderTargetWriteMask =
|
||||
D3D11_COLOR_WRITE_ENABLE_ALL;
|
||||
m_pDevice->CreateBlendState(&blendDesc, &blendState);
|
||||
|
||||
D3D11_DEPTH_STENCIL_DESC depthDesc = {};
|
||||
depthDesc.DepthEnable = FALSE;
|
||||
depthDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
|
||||
depthDesc.DepthFunc = D3D11_COMPARISON_ALWAYS;
|
||||
depthDesc.StencilEnable = FALSE;
|
||||
depthDesc.StencilReadMask = 0xFFu;
|
||||
depthDesc.StencilWriteMask = 0xFFu;
|
||||
depthDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
|
||||
depthDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
|
||||
depthDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
|
||||
depthDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
|
||||
depthDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
|
||||
depthDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
|
||||
depthDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
|
||||
depthDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
|
||||
m_pDevice->CreateDepthStencilState(&depthDesc, &depthState);
|
||||
|
||||
D3D11_RASTERIZER_DESC rasterDesc = {};
|
||||
rasterDesc.FillMode = D3D11_FILL_SOLID;
|
||||
rasterDesc.CullMode = D3D11_CULL_NONE;
|
||||
rasterDesc.DepthClipEnable = TRUE;
|
||||
rasterDesc.MultisampleEnable = TRUE;
|
||||
m_pDevice->CreateRasterizerState(&rasterDesc, &rasterizerState);
|
||||
|
||||
D3D11_SAMPLER_DESC samplerDesc = {};
|
||||
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
|
||||
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
|
||||
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
|
||||
samplerDesc.MaxAnisotropy = 1;
|
||||
samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
|
||||
samplerDesc.MinLOD = 0.0f;
|
||||
samplerDesc.MaxLOD = (std::numeric_limits<float>::max)();
|
||||
m_pDevice->CreateSamplerState(&samplerDesc, &samplerState);
|
||||
|
||||
context.m_pDeviceContext->VSSetShader(screenSpaceVertexShader, nullptr, 0);
|
||||
context.m_pDeviceContext->IASetInputLayout(nullptr);
|
||||
context.m_pDeviceContext->PSSetShader(screenSpacePixelShader, nullptr, 0);
|
||||
context.m_pDeviceContext->OMSetBlendState(blendState, nullptr, 0xFFFFFFFFu);
|
||||
context.m_pDeviceContext->OMSetDepthStencilState(depthState, 0);
|
||||
context.m_pDeviceContext->RSSetState(rasterizerState);
|
||||
|
||||
for (unsigned int i = 0; i < MAX_MIP_LEVELS - 1; ++i) {
|
||||
D3D11_VIEWPORT viewport = {};
|
||||
viewport.TopLeftX = 0.0f;
|
||||
viewport.TopLeftY = 0.0f;
|
||||
viewport.Width = (float)s_auiWidths[i + 1];
|
||||
viewport.Height = (float)s_auiHeights[i + 1];
|
||||
viewport.MinDepth = 0.0f;
|
||||
viewport.MaxDepth = 1.0f;
|
||||
|
||||
context.m_pDeviceContext->OMSetRenderTargets(1, &renderTargetViews[i],
|
||||
nullptr);
|
||||
context.m_pDeviceContext->RSSetViewports(1, &viewport);
|
||||
|
||||
ID3D11ShaderResourceView *inputTexture =
|
||||
(i == 0) ? renderTargetShaderResourceView
|
||||
: renderTargetShaderResourceViews[i - 1];
|
||||
context.m_pDeviceContext->PSSetShaderResources(0, 1, &inputTexture);
|
||||
context.m_pDeviceContext->PSSetSamplers(0, 1, &samplerState);
|
||||
context.m_pDeviceContext->IASetPrimitiveTopology(
|
||||
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
||||
|
||||
D3D11_MAPPED_SUBRESOURCE mapped = {};
|
||||
context.m_pDeviceContext->Map(context.cbAux1, 0, D3D11_MAP_WRITE_DISCARD, 0,
|
||||
&mapped);
|
||||
float *constants = static_cast<float *>(mapped.pData);
|
||||
if (i == 0) {
|
||||
constants[0] = sampleLeft;
|
||||
constants[1] = bottom;
|
||||
constants[2] = sampleWidth;
|
||||
constants[3] = sampleHeight;
|
||||
} else {
|
||||
constants[0] = 0.0f;
|
||||
constants[1] = 0.0f;
|
||||
constants[2] = 1.0f;
|
||||
constants[3] = 1.0f;
|
||||
}
|
||||
context.m_pDeviceContext->Unmap(context.cbAux1, 0);
|
||||
context.m_pDeviceContext->Draw(4, 0);
|
||||
}
|
||||
|
||||
D3D11_TEXTURE2D_DESC desc = {};
|
||||
renderTargetTextures[MAX_MIP_LEVELS - 2]->GetDesc(&desc);
|
||||
desc.Usage = D3D11_USAGE_STAGING;
|
||||
desc.BindFlags = 0;
|
||||
desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
|
||||
desc.MiscFlags = 0;
|
||||
m_pDevice->CreateTexture2D(&desc, nullptr, &stagingTexture);
|
||||
|
||||
unsigned char *linearData =
|
||||
new unsigned char[kThumbnailSize * kThumbnailSize * 4u];
|
||||
if (stagingTexture) {
|
||||
context.m_pDeviceContext->CopyResource(
|
||||
stagingTexture, renderTargetTextures[MAX_MIP_LEVELS - 2]);
|
||||
D3D11_MAPPED_SUBRESOURCE mapped = {};
|
||||
if (SUCCEEDED(context.m_pDeviceContext->Map(stagingTexture, 0,
|
||||
D3D11_MAP_READ, 0, &mapped))) {
|
||||
const unsigned char *src =
|
||||
static_cast<const unsigned char *>(mapped.pData);
|
||||
unsigned char *dst = linearData;
|
||||
for (unsigned int y = 0; y < kThumbnailSize; ++y) {
|
||||
std::memcpy(dst, src, kThumbnailSize * 4u);
|
||||
for (unsigned int x = 0; x < kThumbnailSize; ++x) {
|
||||
dst[x * 4u + 3u] = 0xFF;
|
||||
}
|
||||
src += mapped.RowPitch;
|
||||
dst += kThumbnailSize * 4u;
|
||||
}
|
||||
context.m_pDeviceContext->Unmap(stagingTexture, 0);
|
||||
}
|
||||
}
|
||||
|
||||
this->ConvertLinearToPng(pngOut, linearData, kThumbnailSize, kThumbnailSize);
|
||||
delete[] linearData;
|
||||
|
||||
if (stagingTexture) {
|
||||
stagingTexture->Release();
|
||||
stagingTexture = nullptr;
|
||||
}
|
||||
if (samplerState) {
|
||||
samplerState->Release();
|
||||
samplerState = nullptr;
|
||||
}
|
||||
if (rasterizerState) {
|
||||
rasterizerState->Release();
|
||||
rasterizerState = nullptr;
|
||||
}
|
||||
if (depthState) {
|
||||
depthState->Release();
|
||||
depthState = nullptr;
|
||||
}
|
||||
if (blendState) {
|
||||
blendState->Release();
|
||||
blendState = nullptr;
|
||||
}
|
||||
|
||||
context.m_pDeviceContext->OMSetBlendState(this->GetManagedBlendState(),
|
||||
context.blendFactor, 0xFFFFFFFFu);
|
||||
context.m_pDeviceContext->OMSetDepthStencilState(
|
||||
this->GetManagedDepthStencilState(), 0);
|
||||
context.m_pDeviceContext->RSSetState(this->GetManagedRasterizerState());
|
||||
|
||||
D3D11_VIEWPORT viewport = {};
|
||||
viewport.TopLeftX = 0.0f;
|
||||
viewport.TopLeftY = 0.0f;
|
||||
viewport.Width = (float)backBufferWidth;
|
||||
viewport.Height = (float)backBufferHeight;
|
||||
viewport.MinDepth = 0.0f;
|
||||
viewport.MaxDepth = 1.0f;
|
||||
context.m_pDeviceContext->RSSetViewports(1, &viewport);
|
||||
context.m_pDeviceContext->OMSetRenderTargets(1, &renderTargetView,
|
||||
depthStencilView);
|
||||
activeVertexType = 0xFFFFFFFFu;
|
||||
activePixelType = 0xFFFFFFFFu;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user