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Shiip-of-Hakinian-Espanol/libultraship/include/fast/backends/gfx_direct3d_common.h
2026-03-30 15:33:19 -06:00

186 lines
7.2 KiB
C++

#pragma once
#if defined(ENABLE_DX11) || defined(ENABLE_DX12)
#ifdef __cplusplus
#include "../interpreter.h"
#include <cstdint>
#include <string>
#include "gfx_rendering_api.h"
#include "d3d11.h"
#include "d3dcompiler.h"
namespace Fast {
struct PerFrameCB {
uint32_t noise_frame;
float noise_scale;
uint32_t padding[2]; // constant buffers must be multiples of 16 bytes in size
};
struct PerDrawCB {
struct Texture {
uint32_t width;
uint32_t height;
uint32_t linear_filtering;
uint32_t padding;
} mTextures[SHADER_MAX_TEXTURES];
};
struct Coord {
int x, y;
};
struct TextureData {
Microsoft::WRL::ComPtr<ID3D11Texture2D> texture;
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> resource_view;
Microsoft::WRL::ComPtr<ID3D11SamplerState> sampler_state;
uint32_t width;
uint32_t height;
bool linear_filtering;
};
struct FramebufferDX11 {
Microsoft::WRL::ComPtr<ID3D11RenderTargetView> render_target_view;
Microsoft::WRL::ComPtr<ID3D11DepthStencilView> depth_stencil_view;
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> depth_stencil_srv;
uint32_t texture_id;
bool has_depth_buffer;
uint32_t msaa_level;
};
struct ShaderProgramD3D11 {
Microsoft::WRL::ComPtr<ID3D11VertexShader> vertex_shader;
Microsoft::WRL::ComPtr<ID3D11PixelShader> pixel_shader;
Microsoft::WRL::ComPtr<ID3D11InputLayout> input_layout;
Microsoft::WRL::ComPtr<ID3D11BlendState> blend_state;
uint64_t shader_id0;
uint32_t shader_id1;
uint8_t numInputs;
uint8_t numFloats;
bool usedTextures[SHADER_MAX_TEXTURES];
};
class GfxWindowBackendDXGI;
class GfxRenderingAPIDX11 final : public GfxRenderingAPI {
public:
GfxRenderingAPIDX11() = default;
~GfxRenderingAPIDX11() override;
GfxRenderingAPIDX11(GfxWindowBackendDXGI* backend);
const char* GetName() override;
int GetMaxTextureSize() override;
GfxClipParameters GetClipParameters() override;
void UnloadShader(struct ShaderProgram* oldPrg) override;
void LoadShader(struct ShaderProgram* newPrg) override;
struct ShaderProgram* CreateAndLoadNewShader(uint64_t shaderId0, uint32_t shaderId1) override;
struct ShaderProgram* LookupShader(uint64_t shaderId0, uint32_t shaderId1) override;
void ShaderGetInfo(struct ShaderProgram* prg, uint8_t* numInputs, bool usedTextures[2]) override;
uint32_t NewTexture() override;
void SelectTexture(int tile, uint32_t textureId) override;
void UploadTexture(const uint8_t* rgba32Buf, uint32_t width, uint32_t height) override;
void SetSamplerParameters(int sampler, bool linear_filter, uint32_t cms, uint32_t cmt) override;
void SetDepthTestAndMask(bool depth_test, bool z_upd) override;
void SetZmodeDecal(bool decal) override;
void SetViewport(int x, int y, int width, int height) override;
void SetScissor(int x, int y, int width, int height) override;
void SetUseAlpha(bool useAlpha) override;
void DrawTriangles(float buf_vbo[], size_t buf_vbo_len, size_t buf_vbo_num_tris) override;
void Init() override;
void OnResize() override;
void StartFrame() override;
void EndFrame() override;
void FinishRender() override;
int CreateFramebuffer() override;
void UpdateFramebufferParameters(int fb_id, uint32_t width, uint32_t height, uint32_t msaa_level,
bool opengl_invertY, bool render_target, bool has_depth_buffer,
bool can_extract_depth) override;
void StartDrawToFramebuffer(int fbId, float noiseScale) override;
void CopyFramebuffer(int fbDstId, int fbSrcId, int srcX0, int srcY0, int srcX1, int srcY1, int dstX0, int dstY0,
int dstX1, int dstY1) override;
void ClearFramebuffer(bool color, bool depth) override;
void ReadFramebufferToCPU(int fbId, uint32_t width, uint32_t height, uint16_t* rgba16Buf) override;
void ResolveMSAAColorBuffer(int fbIdTarger, int fbIdSrc) override;
std::unordered_map<std::pair<float, float>, uint16_t, hash_pair_ff>
GetPixelDepth(int fb_id, const std::set<std::pair<float, float>>& coordinates) override;
void* GetFramebufferTextureId(int fbId) override;
void SelectTextureFb(int fbId) override;
void DeleteTexture(uint32_t texId) override;
void SetTextureFilter(FilteringMode mode) override;
FilteringMode GetTextureFilter() override;
void SetSrgbMode() override;
ImTextureID GetTextureById(int id) override;
PFN_D3D11_CREATE_DEVICE mDX11CreateDevice;
Microsoft::WRL::ComPtr<ID3D11DeviceContext> mContext;
Microsoft::WRL::ComPtr<ID3D11Device> mDevice;
GfxWindowBackendDXGI* mWindowBackend = nullptr;
D3D_FEATURE_LEVEL mFeatureLevel;
private:
void CreateDepthStencilObjects(uint32_t width, uint32_t height, uint32_t msaa_count, ID3D11DepthStencilView** view,
ID3D11ShaderResourceView** srv);
HMODULE mDX11Module;
HMODULE mCompilerModule;
pD3DCompile mD3dCompile;
uint32_t mMsaaNumQualityLevels[D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT];
Microsoft::WRL::ComPtr<ID3D11RasterizerState> mRasterizerState;
Microsoft::WRL::ComPtr<ID3D11DepthStencilState> mDepthStencilState;
Microsoft::WRL::ComPtr<ID3D11Buffer> mVertexBuffer;
Microsoft::WRL::ComPtr<ID3D11Buffer> mPerFrameCb;
Microsoft::WRL::ComPtr<ID3D11Buffer> mPerDrawCb;
Microsoft::WRL::ComPtr<ID3D11Buffer> mCoordBuffer;
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> mCoordBufferSrv;
Microsoft::WRL::ComPtr<ID3D11Buffer> mDepthValueOutputBuffer;
Microsoft::WRL::ComPtr<ID3D11Buffer> mDepthValueOutputBufferCopy;
Microsoft::WRL::ComPtr<ID3D11UnorderedAccessView> mDepthValueOutputUav;
Microsoft::WRL::ComPtr<ID3D11ComputeShader> mComputeShader;
Microsoft::WRL::ComPtr<ID3D11ComputeShader> mComputeShaderMsaa;
Microsoft::WRL::ComPtr<ID3DBlob> mComputeShaderMsaaBlob;
size_t mCoordBufferSize;
#if DEBUG_D3D
Microsoft::WRL::ComPtr<ID3D11Debug> debug;
#endif
PerFrameCB mPerFrameCbData;
PerDrawCB mPerDrawCbData;
std::map<std::pair<uint64_t, uint32_t>, struct ShaderProgramD3D11> mShaderProgramPool;
std::vector<struct TextureData> mTextures;
int mCurrentTile;
uint32_t mCurrentTextureIds[SHADER_MAX_TEXTURES];
std::vector<FramebufferDX11> mFrameBuffers;
// Current state
struct ShaderProgramD3D11* mShaderProgram;
int32_t mRenderTargetHeight;
int mCurrentFramebuffer;
FilteringMode mCurrentFilterMode = FILTER_NONE;
// Previous states (to prevent setting states needlessly)
struct ShaderProgramD3D11* mLastShaderProgram = nullptr;
uint32_t mLastVertexBufferStride = 0;
Microsoft::WRL::ComPtr<ID3D11BlendState> mLastBlendState = nullptr;
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> mLastResourceViews[SHADER_MAX_TEXTURES] = { nullptr, nullptr };
Microsoft::WRL::ComPtr<ID3D11SamplerState> mLastSamplerStates[SHADER_MAX_TEXTURES] = { nullptr, nullptr };
D3D_PRIMITIVE_TOPOLOGY mLastPrimitaveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
};
std::string gfx_direct3d_common_build_shader(size_t& numFloats, const CCFeatures& cc_features,
bool include_root_signature, bool three_point_filtering, bool use_srgb);
} // namespace Fast
#endif
#endif