Graphics backend enhancements etc. (#163)

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Emill 2022-04-18 11:37:47 +02:00 committed by GitHub
commit ceef4a9453
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GPG key ID: 4AEE18F83AFDEB23
21 changed files with 872 additions and 588 deletions

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@ -37,9 +37,8 @@ namespace {
struct PerFrameCB {
uint32_t noise_frame;
float noise_scale_x;
float noise_scale_y;
uint32_t padding;
float noise_scale;
uint32_t padding[2]; // constant buffers must be multiples of 16 bytes in size
};
struct PerDrawCB {
@ -51,12 +50,12 @@ struct PerDrawCB {
} textures[2];
};
struct CoordCB {
float x, y;
float padding[2]; // structure size must be multiple of 16
struct Coord {
int x, y;
};
struct TextureData {
ComPtr<ID3D11Texture2D> texture;
ComPtr<ID3D11ShaderResourceView> resource_view;
ComPtr<ID3D11SamplerState> sampler_state;
uint32_t width;
@ -64,10 +63,13 @@ struct TextureData {
bool linear_filtering;
};
struct FramebufferData {
struct Framebuffer {
ComPtr<ID3D11RenderTargetView> render_target_view;
ComPtr<ID3D11DepthStencilView> depth_stencil_view;
ComPtr<ID3D11ShaderResourceView> depth_stencil_srv;
uint32_t texture_id;
bool has_depth_buffer;
uint32_t msaa_level;
};
struct ShaderProgramD3D11 {
@ -91,34 +93,30 @@ static struct {
pD3DCompile D3DCompile;
D3D_FEATURE_LEVEL feature_level;
uint32_t msaa_num_quality_levels[D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT];
ComPtr<ID3D11Device> device;
ComPtr<IDXGISwapChain1> swap_chain;
ComPtr<ID3D11DeviceContext> context;
ComPtr<ID3D11RenderTargetView> backbuffer_view;
ComPtr<ID3D11DepthStencilView> depth_stencil_view;
ComPtr<ID3D11ShaderResourceView> depth_stencil_srv;
ComPtr<ID3D11RasterizerState> rasterizer_state;
ComPtr<ID3D11DepthStencilState> depth_stencil_state;
ComPtr<ID3D11Buffer> vertex_buffer;
ComPtr<ID3D11Buffer> per_frame_cb;
ComPtr<ID3D11Buffer> per_draw_cb;
ComPtr<ID3D11Texture2D> depth_stencil_texture;
ComPtr<ID3D11Texture2D> depth_stencil_copy_texture;
ComPtr<ID3D11Buffer> coord_buffer;
ComPtr<ID3D11ShaderResourceView> coord_buffer_srv;
ComPtr<ID3D11Buffer> depth_value_output_buffer;
ComPtr<ID3D11Buffer> depth_value_output_buffer_copy;
ComPtr<ID3D11UnorderedAccessView> depth_value_output_uav;
ComPtr<ID3D11SamplerState> depth_value_sampler;
ComPtr<ID3D11ComputeShader> compute_shader;
bool copied_depth_buffer;
ComPtr<ID3D11ComputeShader> compute_shader_msaa;
ComPtr<ID3DBlob> compute_shader_msaa_blob;
size_t coord_buffer_size;
#if DEBUG_D3D
ComPtr<ID3D11Debug> debug;
#endif
DXGI_SAMPLE_DESC sample_description;
PerFrameCB per_frame_cb_data;
PerDrawCB per_draw_cb_data;
@ -128,14 +126,15 @@ static struct {
int current_tile;
uint32_t current_texture_ids[2];
std::vector<FramebufferData> framebuffers;
std::vector<Framebuffer> framebuffers;
// Current state
struct ShaderProgramD3D11 *shader_program;
uint32_t current_width, current_height;
//uint32_t current_width, current_height;
uint32_t render_target_height;
int current_framebuffer;
int8_t depth_test;
int8_t depth_mask;
@ -156,7 +155,9 @@ static struct {
static LARGE_INTEGER last_time, accumulated_time, frequency;
void create_depth_stencil_objects(uint32_t width, uint32_t height, ID3D11Texture2D **texture, ID3D11DepthStencilView **view, ID3D11ShaderResourceView **srv) {
int gfx_d3d11_create_framebuffer(void);
void create_depth_stencil_objects(uint32_t width, uint32_t height, uint32_t msaa_count, ID3D11DepthStencilView **view, ID3D11ShaderResourceView **srv) {
D3D11_TEXTURE2D_DESC texture_desc;
texture_desc.Width = width;
texture_desc.Height = height;
@ -164,93 +165,42 @@ void create_depth_stencil_objects(uint32_t width, uint32_t height, ID3D11Texture
texture_desc.ArraySize = 1;
texture_desc.Format = d3d.feature_level >= D3D_FEATURE_LEVEL_10_0 ?
DXGI_FORMAT_R32_TYPELESS : DXGI_FORMAT_R24G8_TYPELESS;
texture_desc.SampleDesc.Count = 1;
texture_desc.SampleDesc.Count = msaa_count;
texture_desc.SampleDesc.Quality = 0;
texture_desc.Usage = D3D11_USAGE_DEFAULT;
texture_desc.BindFlags = D3D11_BIND_DEPTH_STENCIL | (srv != nullptr ? D3D11_BIND_SHADER_RESOURCE : 0);
texture_desc.CPUAccessFlags = 0;
texture_desc.MiscFlags = 0;
ThrowIfFailed(d3d.device->CreateTexture2D(&texture_desc, nullptr, texture));
ComPtr<ID3D11Texture2D> texture;
ThrowIfFailed(d3d.device->CreateTexture2D(&texture_desc, nullptr, texture.GetAddressOf()));
D3D11_DEPTH_STENCIL_VIEW_DESC view_desc;
view_desc.Format = d3d.feature_level >= D3D_FEATURE_LEVEL_10_0 ?
DXGI_FORMAT_D32_FLOAT : DXGI_FORMAT_D24_UNORM_S8_UINT;
view_desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
view_desc.Flags = 0;
view_desc.Texture2D.MipSlice = 0;
if (msaa_count > 1) {
view_desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMS;
view_desc.Texture2DMS.UnusedField_NothingToDefine = 0;
} else {
view_desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
view_desc.Texture2D.MipSlice = 0;
}
ThrowIfFailed(d3d.device->CreateDepthStencilView(*texture, &view_desc, view));
ThrowIfFailed(d3d.device->CreateDepthStencilView(texture.Get(), &view_desc, view));
if (srv != nullptr) {
D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc;
srv_desc.Format = d3d.feature_level >= D3D_FEATURE_LEVEL_10_0 ?
DXGI_FORMAT_R32_FLOAT : DXGI_FORMAT_R24_UNORM_X8_TYPELESS;
srv_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srv_desc.ViewDimension = msaa_count > 1 ? D3D11_SRV_DIMENSION_TEXTURE2DMS : D3D11_SRV_DIMENSION_TEXTURE2D;
srv_desc.Texture2D.MostDetailedMip = 0;
srv_desc.Texture2D.MipLevels = -1;
ThrowIfFailed(d3d.device->CreateShaderResourceView(*texture, &srv_desc, srv));
ThrowIfFailed(d3d.device->CreateShaderResourceView(texture.Get(), &srv_desc, srv));
}
}
static void create_render_target_views(bool is_resize) {
DXGI_SWAP_CHAIN_DESC1 desc1;
if (is_resize) {
// Release previous stuff (if any)
d3d.backbuffer_view.Reset();
d3d.depth_stencil_texture.Reset();
d3d.depth_stencil_view.Reset();
d3d.depth_stencil_srv.Reset();
d3d.depth_stencil_copy_texture.Reset();
// Resize swap chain buffers
ThrowIfFailed(d3d.swap_chain->GetDesc1(&desc1));
ThrowIfFailed(d3d.swap_chain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, desc1.Flags),
gfx_dxgi_get_h_wnd(), "Failed to resize IDXGISwapChain buffers.");
}
// Get new size
ThrowIfFailed(d3d.swap_chain->GetDesc1(&desc1));
// Create back buffer
ComPtr<ID3D11Texture2D> backbuffer_texture;
ThrowIfFailed(d3d.swap_chain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID *) backbuffer_texture.GetAddressOf()),
gfx_dxgi_get_h_wnd(), "Failed to get backbuffer from IDXGISwapChain.");
ThrowIfFailed(d3d.device->CreateRenderTargetView(backbuffer_texture.Get(), nullptr, d3d.backbuffer_view.GetAddressOf()),
gfx_dxgi_get_h_wnd(), "Failed to create render target view.");
// Create depth buffer
create_depth_stencil_objects(desc1.Width, desc1.Height, d3d.depth_stencil_texture.GetAddressOf(), d3d.depth_stencil_view.GetAddressOf(), d3d.depth_stencil_srv.GetAddressOf());
// Create texture that can be used to retrieve depth value
D3D11_TEXTURE2D_DESC depth_texture = {};
depth_texture.Width = desc1.Width;
depth_texture.Height = desc1.Height;
depth_texture.MipLevels = 1;
depth_texture.ArraySize = 1;
depth_texture.Format = DXGI_FORMAT_D32_FLOAT;
depth_texture.SampleDesc.Count = 1;
depth_texture.SampleDesc.Quality = 0;
depth_texture.Usage = D3D11_USAGE_STAGING;
depth_texture.BindFlags = 0;
depth_texture.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
depth_texture.MiscFlags = 0;
ThrowIfFailed(d3d.device->CreateTexture2D(&depth_texture, nullptr, d3d.depth_stencil_copy_texture.GetAddressOf()));
// Save resolution
d3d.current_width = desc1.Width;
d3d.current_height = desc1.Height;
}
static void gfx_d3d11_init(void) {
// Load d3d11.dll
d3d.d3d11_module = LoadLibraryW(L"d3d11.dll");
@ -300,11 +250,6 @@ static void gfx_d3d11_init(void) {
}
});
// Sample description to be used in back buffer and depth buffer
d3d.sample_description.Count = 1;
d3d.sample_description.Quality = 0;
// Create the swap chain
d3d.swap_chain = gfx_dxgi_create_swap_chain(d3d.device.Get());
@ -315,9 +260,19 @@ static void gfx_d3d11_init(void) {
gfx_dxgi_get_h_wnd(), "Failed to get ID3D11Debug device.");
#endif
// Create views
// Create the default framebuffer which represents the window
Framebuffer& fb = d3d.framebuffers[gfx_d3d11_create_framebuffer()];
create_render_target_views(false);
// Check the size of the window
DXGI_SWAP_CHAIN_DESC1 swap_chain_desc;
ThrowIfFailed(d3d.swap_chain->GetDesc1(&swap_chain_desc));
d3d.textures[fb.texture_id].width = swap_chain_desc.Width;
d3d.textures[fb.texture_id].height = swap_chain_desc.Height;
fb.msaa_level = 1;
for (uint32_t sample_count = 1; sample_count <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; sample_count++) {
ThrowIfFailed(d3d.device->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM, sample_count, &d3d.msaa_num_quality_levels[sample_count - 1]));
}
// Create main vertex buffer
@ -364,61 +319,30 @@ static void gfx_d3d11_init(void) {
// Create compute shader that can be used to retrieve depth buffer values
D3D11_BUFFER_DESC coord_cb_desc;
coord_cb_desc.Usage = D3D11_USAGE_DYNAMIC;
coord_cb_desc.ByteWidth = sizeof(CoordCB);
coord_cb_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
coord_cb_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
coord_cb_desc.MiscFlags = 0;
coord_cb_desc.StructureByteStride = 0;
ThrowIfFailed(d3d.device->CreateBuffer(&coord_cb_desc, nullptr, d3d.coord_buffer.GetAddressOf()));
D3D11_SAMPLER_DESC sampler_desc = {};
sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
sampler_desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
sampler_desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
sampler_desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
sampler_desc.MinLOD = 0;
sampler_desc.MaxLOD = D3D11_FLOAT32_MAX;
ThrowIfFailed(d3d.device->CreateSamplerState(&sampler_desc, d3d.depth_value_sampler.GetAddressOf()));
D3D11_BUFFER_DESC output_buffer_desc;
output_buffer_desc.Usage = D3D11_USAGE_DEFAULT;
output_buffer_desc.ByteWidth = sizeof(float);
output_buffer_desc.BindFlags = D3D11_BIND_UNORDERED_ACCESS;
output_buffer_desc.CPUAccessFlags = 0;
output_buffer_desc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED;
output_buffer_desc.StructureByteStride = sizeof(float);
ThrowIfFailed(d3d.device->CreateBuffer(&output_buffer_desc, nullptr, d3d.depth_value_output_buffer.GetAddressOf()));
D3D11_UNORDERED_ACCESS_VIEW_DESC output_buffer_uav_desc;
output_buffer_uav_desc.Format = DXGI_FORMAT_UNKNOWN;
output_buffer_uav_desc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
output_buffer_uav_desc.Buffer.FirstElement = 0;
output_buffer_uav_desc.Buffer.NumElements = 1;
output_buffer_uav_desc.Buffer.Flags = 0;
ThrowIfFailed(d3d.device->CreateUnorderedAccessView(d3d.depth_value_output_buffer.Get(), &output_buffer_uav_desc, d3d.depth_value_output_uav.GetAddressOf()));
output_buffer_desc.Usage = D3D11_USAGE_STAGING;
output_buffer_desc.BindFlags = 0;
output_buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
ThrowIfFailed(d3d.device->CreateBuffer(&output_buffer_desc, nullptr, d3d.depth_value_output_buffer_copy.GetAddressOf()));
const char* shader_source = R"(
sampler my_sampler : register(s0);
Texture2D<float> tex : register(t0);
cbuffer coordCB : register(b0) {
float2 coord;
}
StructuredBuffer<int2> coord : register(t1);
RWStructuredBuffer<float> output : register(u0);
[numthreads(1, 1, 1)]
void CSMain(uint3 DTid : SV_DispatchThreadID) {
output[0] = tex.SampleLevel(my_sampler, coord, 0);
output[DTid.x] = tex.Load(int3(coord[DTid.x], 0));
}
)";
const char* shader_source_msaa = R"(
sampler my_sampler : register(s0);
Texture2DMS<float, 2> tex : register(t0);
StructuredBuffer<int2> coord : register(t1);
RWStructuredBuffer<float> output : register(u0);
[numthreads(1, 1, 1)]
void CSMain(uint3 DTid : SV_DispatchThreadID) {
output[DTid.x] = tex.Load(coord[DTid.x], 0);
}
)";
#if DEBUG_D3D
UINT compile_flags = D3DCOMPILE_DEBUG;
#else
@ -426,7 +350,9 @@ void CSMain(uint3 DTid : SV_DispatchThreadID) {
#endif
ComPtr<ID3DBlob> cs, error_blob;
HRESULT hr = d3d.D3DCompile(shader_source, strlen(shader_source), nullptr, nullptr, nullptr, "CSMain", "cs_4_0", compile_flags, 0, cs.GetAddressOf(), error_blob.GetAddressOf());
HRESULT hr;
hr = d3d.D3DCompile(shader_source, strlen(shader_source), nullptr, nullptr, nullptr, "CSMain", "cs_4_0", compile_flags, 0, cs.GetAddressOf(), error_blob.GetAddressOf());
if (FAILED(hr)) {
char* err = (char*)error_blob->GetBufferPointer();
@ -436,6 +362,14 @@ void CSMain(uint3 DTid : SV_DispatchThreadID) {
ThrowIfFailed(d3d.device->CreateComputeShader(cs->GetBufferPointer(), cs->GetBufferSize(), nullptr, d3d.compute_shader.GetAddressOf()));
hr = d3d.D3DCompile(shader_source_msaa, strlen(shader_source_msaa), nullptr, nullptr, nullptr, "CSMain", "cs_4_1", compile_flags, 0, d3d.compute_shader_msaa_blob.GetAddressOf(), error_blob.ReleaseAndGetAddressOf());
if (FAILED(hr)) {
char* err = (char*)error_blob->GetBufferPointer();
MessageBoxA(gfx_dxgi_get_h_wnd(), err, "Error", MB_OK | MB_ICONERROR);
throw hr;
}
// Create ImGui
SohImGui::WindowImpl window_impl;
@ -445,8 +379,8 @@ void CSMain(uint3 DTid : SV_DispatchThreadID) {
}
static bool gfx_d3d11_z_is_from_0_to_1(void) {
return true;
static struct GfxClipParameters gfx_d3d11_get_clip_parameters(void) {
return { true, false };
}
static void gfx_d3d11_unload_shader(struct ShaderProgram *old_prg) {
@ -531,8 +465,8 @@ static struct ShaderProgram *gfx_d3d11_create_and_load_new_shader(uint64_t shade
blend_desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
blend_desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
blend_desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
blend_desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
blend_desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
blend_desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ZERO;
blend_desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ONE; // We initially clear alpha to 1.0f and want to keep it at 1.0f
blend_desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
blend_desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
} else {
@ -592,6 +526,10 @@ static D3D11_TEXTURE_ADDRESS_MODE gfx_cm_to_d3d11(uint32_t val) {
static void gfx_d3d11_upload_texture(const uint8_t *rgba32_buf, uint32_t width, uint32_t height) {
// Create texture
TextureData *texture_data = &d3d.textures[d3d.current_texture_ids[d3d.current_tile]];
texture_data->width = width;
texture_data->height = height;
D3D11_TEXTURE2D_DESC texture_desc;
ZeroMemory(&texture_desc, sizeof(D3D11_TEXTURE2D_DESC));
@ -612,21 +550,11 @@ static void gfx_d3d11_upload_texture(const uint8_t *rgba32_buf, uint32_t width,
resource_data.SysMemPitch = width * 4;
resource_data.SysMemSlicePitch = resource_data.SysMemPitch * height;
ComPtr<ID3D11Texture2D> texture;
ThrowIfFailed(d3d.device->CreateTexture2D(&texture_desc, &resource_data, texture.GetAddressOf()));
TextureData *texture_data = &d3d.textures[d3d.current_texture_ids[d3d.current_tile]];
texture_data->width = width;
texture_data->height = height;
ThrowIfFailed(d3d.device->CreateTexture2D(&texture_desc, &resource_data, texture_data->texture.ReleaseAndGetAddressOf()));
// Create shader resource view from texture
if (texture_data->resource_view.Get() != nullptr) {
// Free the previous texture in this slot
texture_data->resource_view.Reset();
}
ThrowIfFailed(d3d.device->CreateShaderResourceView(texture.Get(), nullptr, texture_data->resource_view.GetAddressOf()));
ThrowIfFailed(d3d.device->CreateShaderResourceView(texture_data->texture.Get(), nullptr, texture_data->resource_view.ReleaseAndGetAddressOf()));
}
static void gfx_d3d11_set_sampler_parameters(int tile, bool linear_filter, uint32_t cms, uint32_t cmt) {
@ -803,20 +731,10 @@ static void gfx_d3d11_draw_triangles(float buf_vbo[], size_t buf_vbo_len, size_t
}
static void gfx_d3d11_on_resize(void) {
create_render_target_views(true);
//create_render_target_views(true);
}
static void gfx_d3d11_start_frame(void) {
// Set render targets
d3d.context->OMSetRenderTargets(1, d3d.backbuffer_view.GetAddressOf(), d3d.depth_stencil_view.Get());
// Clear render targets
const float clearColor[] = { 0.0f, 0.0f, 0.0f, 1.0f };
d3d.context->ClearRenderTargetView(d3d.backbuffer_view.Get(), clearColor);
d3d.context->ClearDepthStencilView(d3d.depth_stencil_view.Get(), D3D11_CLEAR_DEPTH, 1.0f, 0);
// Set per-frame constant buffer
d3d.per_frame_cb_data.noise_frame++;
@ -824,22 +742,9 @@ static void gfx_d3d11_start_frame(void) {
// No high values, as noise starts to look ugly
d3d.per_frame_cb_data.noise_frame = 0;
}
float aspect_ratio = (float) d3d.current_width / (float) d3d.current_height;
d3d.render_target_height = d3d.current_height;
d3d.per_frame_cb_data.noise_scale_x = 120 * aspect_ratio; // 120 = N64 height resolution (240) / 2
d3d.per_frame_cb_data.noise_scale_y = 120;
D3D11_MAPPED_SUBRESOURCE ms;
ZeroMemory(&ms, sizeof(D3D11_MAPPED_SUBRESOURCE));
d3d.context->Map(d3d.per_frame_cb.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &ms);
memcpy(ms.pData, &d3d.per_frame_cb_data, sizeof(PerFrameCB));
d3d.context->Unmap(d3d.per_frame_cb.Get(), 0);
d3d.copied_depth_buffer = false;
}
static void gfx_d3d11_end_frame(void) {
SohImGui::Draw();
d3d.context->Flush();
}
@ -847,43 +752,13 @@ static void gfx_d3d11_finish_render(void) {
d3d.context->Flush();
}
void gfx_d3d11_resize_framebuffer(int fb, uint32_t width, uint32_t height) {
FramebufferData& fd = d3d.framebuffers[fb];
TextureData& td = d3d.textures[fd.texture_id];
ComPtr<ID3D11Texture2D> texture, depth_stencil_texture;
D3D11_TEXTURE2D_DESC texture_desc;
texture_desc.Width = width;
texture_desc.Height = height;
texture_desc.Usage = D3D11_USAGE_DEFAULT;
texture_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
texture_desc.CPUAccessFlags = 0;
texture_desc.MiscFlags = 0;
texture_desc.ArraySize = 1;
texture_desc.MipLevels = 1;
texture_desc.SampleDesc.Count = 1;
texture_desc.SampleDesc.Quality = 0;
ThrowIfFailed(d3d.device->CreateTexture2D(&texture_desc, nullptr, texture.GetAddressOf()));
create_depth_stencil_objects(width, height, depth_stencil_texture.GetAddressOf(), fd.depth_stencil_view.ReleaseAndGetAddressOf(), nullptr);
ThrowIfFailed(d3d.device->CreateRenderTargetView(texture.Get(), nullptr, fd.render_target_view.ReleaseAndGetAddressOf()));
ThrowIfFailed(d3d.device->CreateShaderResourceView(texture.Get(), nullptr, td.resource_view.ReleaseAndGetAddressOf()));
td.width = width;
td.height = height;
}
int gfx_d3d11_create_framebuffer(uint32_t width, uint32_t height) {
int gfx_d3d11_create_framebuffer(void) {
uint32_t texture_id = gfx_d3d11_new_texture();
TextureData& t = d3d.textures[texture_id];
t.width = width;
t.height = height;
size_t index = d3d.framebuffers.size();
d3d.framebuffers.resize(d3d.framebuffers.size() + 1);
FramebufferData& data = d3d.framebuffers.back();
Framebuffer& data = d3d.framebuffers.back();
data.texture_id = texture_id;
uint32_t tile = 0;
@ -892,24 +767,109 @@ int gfx_d3d11_create_framebuffer(uint32_t width, uint32_t height) {
gfx_d3d11_set_sampler_parameters(0, true, G_TX_WRAP, G_TX_WRAP);
d3d.current_texture_ids[tile] = saved;
gfx_d3d11_resize_framebuffer(index, width, height);
return (int)index;
}
void gfx_d3d11_set_framebuffer(int fb) {
d3d.render_target_height = d3d.textures[d3d.framebuffers[fb].texture_id].height;
static void gfx_d3d11_update_framebuffer_parameters(int fb_id, uint32_t width, uint32_t height, uint32_t msaa_level, bool opengl_invert_y, bool render_target, bool has_depth_buffer, bool can_extract_depth) {
Framebuffer& fb = d3d.framebuffers[fb_id];
TextureData& tex = d3d.textures[fb.texture_id];
d3d.context->OMSetRenderTargets(1, d3d.framebuffers[fb].render_target_view.GetAddressOf(), d3d.framebuffers[fb].depth_stencil_view.Get());
width = max(width, 1U);
height = max(height, 1U);
while (msaa_level > 1 && d3d.msaa_num_quality_levels[msaa_level - 1] == 0) {
--msaa_level;
}
const float clearColor[] = { 0.0f, 0.0f, 0.0f, 1.0f };
d3d.context->ClearRenderTargetView(d3d.framebuffers[fb].render_target_view.Get(), clearColor);
d3d.context->ClearDepthStencilView(d3d.framebuffers[fb].depth_stencil_view.Get(), D3D11_CLEAR_DEPTH, 1.0f, 0);
bool diff = tex.width != width || tex.height != height || fb.msaa_level != msaa_level;
if (diff || (fb.render_target_view.Get() != nullptr) != render_target) {
if (fb_id != 0) {
D3D11_TEXTURE2D_DESC texture_desc;
texture_desc.Width = width;
texture_desc.Height = height;
texture_desc.Usage = D3D11_USAGE_DEFAULT;
texture_desc.BindFlags = (msaa_level <= 1 ? D3D11_BIND_SHADER_RESOURCE : 0) | (render_target ? D3D11_BIND_RENDER_TARGET : 0);
texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
texture_desc.CPUAccessFlags = 0;
texture_desc.MiscFlags = 0;
texture_desc.ArraySize = 1;
texture_desc.MipLevels = 1;
texture_desc.SampleDesc.Count = msaa_level;
texture_desc.SampleDesc.Quality = 0;
ThrowIfFailed(d3d.device->CreateTexture2D(&texture_desc, nullptr, tex.texture.ReleaseAndGetAddressOf()));
if (msaa_level <= 1) {
ThrowIfFailed(d3d.device->CreateShaderResourceView(tex.texture.Get(), nullptr, tex.resource_view.ReleaseAndGetAddressOf()));
}
} else if (diff) {
DXGI_SWAP_CHAIN_DESC1 desc1;
ThrowIfFailed(d3d.swap_chain->GetDesc1(&desc1));
if (desc1.Width != width || desc1.Height != height) {
fb.render_target_view.Reset();
tex.texture.Reset();
ThrowIfFailed(d3d.swap_chain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, desc1.Flags));
}
ThrowIfFailed(d3d.swap_chain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID *)tex.texture.ReleaseAndGetAddressOf()));
}
if (render_target) {
ThrowIfFailed(d3d.device->CreateRenderTargetView(tex.texture.Get(), nullptr, fb.render_target_view.ReleaseAndGetAddressOf()));
}
tex.width = width;
tex.height = height;
}
if (has_depth_buffer && (diff || !fb.has_depth_buffer || (fb.depth_stencil_srv.Get() != nullptr) != can_extract_depth)) {
fb.depth_stencil_srv.Reset();
create_depth_stencil_objects(width, height, msaa_level, fb.depth_stencil_view.ReleaseAndGetAddressOf(), can_extract_depth ? fb.depth_stencil_srv.GetAddressOf() : nullptr);
}
if (!has_depth_buffer) {
fb.depth_stencil_view.Reset();
fb.depth_stencil_srv.Reset();
}
fb.has_depth_buffer = has_depth_buffer;
fb.msaa_level = msaa_level;
}
void gfx_d3d11_reset_framebuffer(void) {
d3d.render_target_height = d3d.current_height;
d3d.context->OMSetRenderTargets(1, d3d.backbuffer_view.GetAddressOf(), d3d.depth_stencil_view.Get());
void gfx_d3d11_start_draw_to_framebuffer(int fb_id, float noise_scale) {
Framebuffer& fb = d3d.framebuffers[fb_id];
d3d.render_target_height = d3d.textures[fb.texture_id].height;
d3d.context->OMSetRenderTargets(1, fb.render_target_view.GetAddressOf(), fb.has_depth_buffer ? fb.depth_stencil_view.Get() : nullptr);
d3d.current_framebuffer = fb_id;
if (noise_scale != 0.0f) {
d3d.per_frame_cb_data.noise_scale = 1.0f / noise_scale;
}
D3D11_MAPPED_SUBRESOURCE ms;
ZeroMemory(&ms, sizeof(D3D11_MAPPED_SUBRESOURCE));
d3d.context->Map(d3d.per_frame_cb.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &ms);
memcpy(ms.pData, &d3d.per_frame_cb_data, sizeof(PerFrameCB));
d3d.context->Unmap(d3d.per_frame_cb.Get(), 0);
}
void gfx_d3d11_clear_framebuffer(void) {
Framebuffer& fb = d3d.framebuffers[d3d.current_framebuffer];
const float clearColor[] = { 0.0f, 0.0f, 0.0f, 1.0f };
d3d.context->ClearRenderTargetView(fb.render_target_view.Get(), clearColor);
if (fb.has_depth_buffer) {
d3d.context->ClearDepthStencilView(fb.depth_stencil_view.Get(), D3D11_CLEAR_DEPTH, 1.0f, 0);
}
}
void gfx_d3d11_resolve_msaa_color_buffer(int fb_id_target, int fb_id_source) {
Framebuffer& fb_dst = d3d.framebuffers[fb_id_target];
Framebuffer& fb_src = d3d.framebuffers[fb_id_source];
d3d.context->ResolveSubresource(d3d.textures[fb_dst.texture_id].texture.Get(), 0, d3d.textures[fb_src.texture_id].texture.Get(), 0, DXGI_FORMAT_R8G8B8A8_UNORM);
}
void *gfx_d3d11_get_framebuffer_texture_id(int fb_id) {
return (void *)d3d.textures[d3d.framebuffers[fb_id].texture_id].resource_view.Get();
}
void gfx_d3d11_select_texture_fb(int fbID) {
@ -917,62 +877,107 @@ void gfx_d3d11_select_texture_fb(int fbID) {
gfx_d3d11_select_texture(tile, d3d.framebuffers[fbID].texture_id);
}
uint16_t gfx_d3d11_get_pixel_depth(float x, float y) {
std::map<std::pair<float, float>, uint16_t> gfx_d3d11_get_pixel_depth(int fb_id, const std::set<std::pair<float, float>>& coordinates) {
Framebuffer& fb = d3d.framebuffers[fb_id];
TextureData& td = d3d.textures[fb.texture_id];
if (coordinates.size() > d3d.coord_buffer_size) {
d3d.coord_buffer.Reset();
d3d.coord_buffer_srv.Reset();
d3d.depth_value_output_buffer.Reset();
d3d.depth_value_output_uav.Reset();
d3d.depth_value_output_buffer_copy.Reset();
D3D11_BUFFER_DESC coord_buf_desc;
coord_buf_desc.Usage = D3D11_USAGE_DYNAMIC;
coord_buf_desc.ByteWidth = sizeof(Coord) * coordinates.size();
coord_buf_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
coord_buf_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
coord_buf_desc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED;
coord_buf_desc.StructureByteStride = sizeof(Coord);
ThrowIfFailed(d3d.device->CreateBuffer(&coord_buf_desc, nullptr, d3d.coord_buffer.GetAddressOf()));
D3D11_SHADER_RESOURCE_VIEW_DESC coord_buf_srv_desc;
coord_buf_srv_desc.Format = DXGI_FORMAT_UNKNOWN;
coord_buf_srv_desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
coord_buf_srv_desc.Buffer.FirstElement = 0;
coord_buf_srv_desc.Buffer.NumElements = coordinates.size();
ThrowIfFailed(d3d.device->CreateShaderResourceView(d3d.coord_buffer.Get(), &coord_buf_srv_desc, d3d.coord_buffer_srv.GetAddressOf()));
D3D11_BUFFER_DESC output_buffer_desc;
output_buffer_desc.Usage = D3D11_USAGE_DEFAULT;
output_buffer_desc.ByteWidth = sizeof(float) * coordinates.size();
output_buffer_desc.BindFlags = D3D11_BIND_UNORDERED_ACCESS;
output_buffer_desc.CPUAccessFlags = 0;
output_buffer_desc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED;
output_buffer_desc.StructureByteStride = sizeof(float);
ThrowIfFailed(d3d.device->CreateBuffer(&output_buffer_desc, nullptr, d3d.depth_value_output_buffer.GetAddressOf()));
D3D11_UNORDERED_ACCESS_VIEW_DESC output_buffer_uav_desc;
output_buffer_uav_desc.Format = DXGI_FORMAT_UNKNOWN;
output_buffer_uav_desc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
output_buffer_uav_desc.Buffer.FirstElement = 0;
output_buffer_uav_desc.Buffer.NumElements = coordinates.size();
output_buffer_uav_desc.Buffer.Flags = 0;
ThrowIfFailed(d3d.device->CreateUnorderedAccessView(d3d.depth_value_output_buffer.Get(), &output_buffer_uav_desc, d3d.depth_value_output_uav.GetAddressOf()));
output_buffer_desc.Usage = D3D11_USAGE_STAGING;
output_buffer_desc.BindFlags = 0;
output_buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
ThrowIfFailed(d3d.device->CreateBuffer(&output_buffer_desc, nullptr, d3d.depth_value_output_buffer_copy.GetAddressOf()));
d3d.coord_buffer_size = coordinates.size();
}
D3D11_MAPPED_SUBRESOURCE ms;
if (fb.msaa_level > 1 && d3d.compute_shader_msaa.Get() == nullptr) {
ThrowIfFailed(d3d.device->CreateComputeShader(d3d.compute_shader_msaa_blob->GetBufferPointer(), d3d.compute_shader_msaa_blob->GetBufferSize(), nullptr, d3d.compute_shader_msaa.GetAddressOf()));
}
// ImGui overwrites these values, so we cannot set them once at init
d3d.context->CSSetShader(d3d.compute_shader.Get(), nullptr, 0);
d3d.context->CSSetConstantBuffers(0, 1, d3d.coord_buffer.GetAddressOf());
d3d.context->CSSetSamplers(0, 1, d3d.depth_value_sampler.GetAddressOf());
d3d.context->CSSetShader(fb.msaa_level > 1 ? d3d.compute_shader_msaa.Get() : d3d.compute_shader.Get(), nullptr, 0);
d3d.context->CSSetUnorderedAccessViews(0, 1, d3d.depth_value_output_uav.GetAddressOf(), nullptr);
ThrowIfFailed(d3d.context->Map(d3d.coord_buffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &ms));
CoordCB* coord_cb = (CoordCB*)ms.pData;
coord_cb->x = x / d3d.current_width;
// We invert y because the game assumes OpenGL coordinates (bottom-left corner is origin), while DX's origin is top-left corner
coord_cb->y = 1 - y / d3d.current_height;
Coord *coord_cb = (Coord *)ms.pData;
{
size_t i = 0;
for (const auto& coord : coordinates) {
coord_cb[i].x = coord.first;
// We invert y because the gfx_pc assumes OpenGL coordinates (bottom-left corner is origin), while DX's origin is top-left corner
coord_cb[i].y = td.height - 1 - coord.second;
++i;
}
}
d3d.context->Unmap(d3d.coord_buffer.Get(), 0);
// The depth stencil texture can only have one mapping at a time, so temporarily unbind from the OM
d3d.context->OMSetRenderTargets(1, d3d.backbuffer_view.GetAddressOf(), nullptr);
d3d.context->CSSetShaderResources(0, 1, d3d.depth_stencil_srv.GetAddressOf());
// The depth stencil texture can only have one mapping at a time, so unbind from the OM
ID3D11RenderTargetView* null_arr1[1] = { nullptr };
d3d.context->OMSetRenderTargets(1, null_arr1, nullptr);
d3d.context->Dispatch(1, 1, 1);
ID3D11ShaderResourceView *srvs[] = { fb.depth_stencil_srv.Get(), d3d.coord_buffer_srv.Get() };
d3d.context->CSSetShaderResources(0, 2, srvs);
d3d.context->Dispatch(coordinates.size(), 1, 1);
d3d.context->CopyResource(d3d.depth_value_output_buffer_copy.Get(), d3d.depth_value_output_buffer.Get());
ThrowIfFailed(d3d.context->Map(d3d.depth_value_output_buffer_copy.Get(), 0, D3D11_MAP_READ, 0, &ms));
float res = *(float *)ms.pData;
d3d.context->Unmap(d3d.depth_value_output_buffer_copy.Get(), 0);
ID3D11ShaderResourceView *null_arr[1] = { nullptr };
d3d.context->CSSetShaderResources(0, 1, null_arr);
d3d.context->OMSetRenderTargets(1, d3d.backbuffer_view.GetAddressOf(), d3d.depth_stencil_view.Get());
return res * 65532.0f;
}
uint16_t gfx_d3d11_get_pixel_depth_old(float x, float y) {
// This approach, compared to using a compute shader, might have better performance on nvidia cards
if (!d3d.copied_depth_buffer) {
d3d.context->CopyResource(d3d.depth_stencil_copy_texture.Get(), d3d.depth_stencil_texture.Get());
d3d.copied_depth_buffer = true;
}
D3D11_MAPPED_SUBRESOURCE mapping_desc;
d3d.context->Map(d3d.depth_stencil_copy_texture.Get(), 0, D3D11_MAP_READ, 0, &mapping_desc);
float res = 0;
if (mapping_desc.pData != nullptr) {
float *addr = (float *)mapping_desc.pData;
uint32_t num_pixels = mapping_desc.DepthPitch / sizeof(float);
uint32_t width = mapping_desc.RowPitch / sizeof(float);
uint32_t height = width == 0 ? 0 : num_pixels / width;
if (x >= 0 && x < width && y >= 0 && y < height) {
res = addr[width * (height - 1 - (int)y) + (int)x];
std::map<std::pair<float, float>, uint16_t> res;
{
size_t i = 0;
for (const auto& coord : coordinates) {
res.emplace(coord, ((float *)ms.pData)[i++] * 65532.0f);
}
}
d3d.context->Unmap(d3d.depth_stencil_copy_texture.Get(), 0);
return res * 65532.0f;
d3d.context->Unmap(d3d.depth_value_output_buffer_copy.Get(), 0);
ID3D11ShaderResourceView *null_arr[2] = { nullptr, nullptr };
d3d.context->CSSetShaderResources(0, 2, null_arr);
return res;
}
} // namespace
@ -982,7 +987,7 @@ ImTextureID SohImGui::GetTextureByID(int id) {
}
struct GfxRenderingAPI gfx_direct3d11_api = {
gfx_d3d11_z_is_from_0_to_1,
gfx_d3d11_get_clip_parameters,
gfx_d3d11_unload_shader,
gfx_d3d11_load_shader,
gfx_d3d11_create_and_load_new_shader,
@ -993,7 +998,6 @@ struct GfxRenderingAPI gfx_direct3d11_api = {
gfx_d3d11_upload_texture,
gfx_d3d11_set_sampler_parameters,
gfx_d3d11_set_depth_test_and_mask,
gfx_d3d11_get_pixel_depth,
gfx_d3d11_set_zmode_decal,
gfx_d3d11_set_viewport,
gfx_d3d11_set_scissor,
@ -1005,9 +1009,12 @@ struct GfxRenderingAPI gfx_direct3d11_api = {
gfx_d3d11_end_frame,
gfx_d3d11_finish_render,
gfx_d3d11_create_framebuffer,
gfx_d3d11_resize_framebuffer,
gfx_d3d11_set_framebuffer,
gfx_d3d11_reset_framebuffer,
gfx_d3d11_update_framebuffer_parameters,
gfx_d3d11_start_draw_to_framebuffer,
gfx_d3d11_clear_framebuffer,
gfx_d3d11_resolve_msaa_color_buffer,
gfx_d3d11_get_pixel_depth,
gfx_d3d11_get_framebuffer_texture_id,
gfx_d3d11_select_texture_fb,
gfx_d3d11_delete_texture
};