mirror of
https://github.com/Patoke/4JLibs.git
synced 2026-07-19 01:48:15 +00:00
chore: make all code conventions consistent, slightly clean up some things and fix bugs where some stuff would visually look messed up
This commit is contained in:
@@ -1,39 +1,25 @@
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#pragma once
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#include "CompiledShaders.h"
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#include "stdafx.h"
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#include "Renderer.h"
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#include <cstdio>
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#include <cstring>
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#include <limits>
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#include <new>
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#include "CompiledShaders.h"
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Renderer InternalRenderManager;
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DWORD Renderer::tlsIdx = TlsAlloc();
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_RTL_CRITICAL_SECTION Renderer::totalAllocCS;
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DWORD Renderer::s_auiWidths[] = { 1920, 512, 256, 128, 64, 0 };
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DWORD Renderer::s_auiHeights[] = { 1080, 512, 256, 128, 64 };
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int Renderer::totalAlloc = 0;
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_RTL_CRITICAL_SECTION Renderer::totalAllocCS = {0};
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static const unsigned int kVertexBufferSize = 0x100000u;
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static const float kAspectRatio = 1.7777778f;
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static const unsigned int kScreenGrabWidth = 1920u;
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static const unsigned int kScreenGrabHeight = 1080u;
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static const unsigned int kThumbnailSize = 64u;
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static const unsigned int g_vertexStrides[C4JRender::VERTEX_TYPE_COUNT] = {32u, 16u, 32u, 32u};
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unsigned int Renderer::s_auiWidths[MAX_MIP_LEVELS + 1] = {1920u, 512u, 256u, 128u, 64u, 0u};
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unsigned int Renderer::s_auiHeights[MAX_MIP_LEVELS + 1] = {1080u, 512u, 256u, 128u, 64u, 0xFFFFFFFFu};
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D3D11_INPUT_ELEMENT_DESC Renderer::g_vertex_PTN_Elements_PF3_TF2_CB4_NB4_XW1[5] = {
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{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"NORMAL", 0, DXGI_FORMAT_R8G8B8A8_SNORM, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"TEXCOORD", 1, DXGI_FORMAT_R16G16_SINT, 0, 28, D3D11_INPUT_PER_VERTEX_DATA, 0},
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D3D11_INPUT_ELEMENT_DESC g_vertex_PTN_Elements_PF3_TF2_CB4_NB4_XW1[] = {
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{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"NORMAL", 0, DXGI_FORMAT_R8G8B8A8_SNORM, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"TEXCOORD", 1, DXGI_FORMAT_R16G16_SINT, 0, 28, D3D11_INPUT_PER_VERTEX_DATA, 0},
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};
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D3D11_INPUT_ELEMENT_DESC Renderer::g_vertex_PTN_Elements_Compressed[2] = {
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D3D11_INPUT_ELEMENT_DESC g_vertex_PTN_Elements_Compressed[] = {
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{"POSITION", 0, DXGI_FORMAT_R16G16B16A16_SINT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"TEXCOORD", 0, DXGI_FORMAT_R16G16B16A16_SINT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0},
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};
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@@ -43,35 +29,80 @@ D3D11_PRIMITIVE_TOPOLOGY Renderer::g_topologies[C4JRender::PRIMITIVE_TYPE_COUNT]
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D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D11_PRIMITIVE_TOPOLOGY_LINELIST, D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP,
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};
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Renderer::Context::Context(ID3D11Device *device, ID3D11DeviceContext *deviceContext)
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: m_pDeviceContext(deviceContext), userAnnotation(nullptr), annotateDepth(0), stackType(0), textureIdx(0), faceCullEnabled(1),
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depthTestEnabled(1), alphaTestEnabled(0), alphaReference(1.0f), depthWriteEnabled(1), fogEnabled(0), fogNearDistance(0.0f),
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fogFarDistance(0.0f), fogDensity(0.0f), fogColourRed(0.0f), fogColourBlue(0.0f), fogColourGreen(0.0f), fogMode(0), lightingEnabled(0),
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lightingDirty(0), forcedLOD(0xFFFFFFFFu), m_modelViewMatrix(nullptr), m_localTransformMatrix(nullptr), m_projectionMatrix(nullptr),
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m_textureMatrix(nullptr), m_vertexTexcoordBuffer(nullptr), m_fogParamsBuffer(nullptr), m_lightingStateBuffer(nullptr), m_texGenMatricesBuffer(nullptr),
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m_compressedTranslationBuffer(nullptr), m_thumbnailBoundsBuffer(nullptr), m_tintColorBuffer(nullptr), m_fogColourBuffer(nullptr), m_unkColorBuffer(nullptr), m_alphaTestBuffer(nullptr),
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m_clearColorBuffer(nullptr), m_forcedLODBuffer(nullptr), dynamicVertexBase(0), dynamicVertexOffset(0), dynamicVertexBuffer(nullptr),
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commandBuffer(nullptr), recordingBufferIndex(0), recordingVertexType(0), recordingPrimitiveType(0), deferredModeEnabled(0), deferredBuffers()
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static const unsigned int kVertexBufferSize = 0x100000;
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static const unsigned int kScreenGrabWidth = 1920;
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static const unsigned int kScreenGrabHeight = 1080;
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static const unsigned int kThumbnailSize = 64;
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static const unsigned int g_vertexStrides[C4JRender::VERTEX_TYPE_COUNT] = { 32, 16, 32, 32 };
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Renderer::Context::Context(ID3D11Device* device, ID3D11DeviceContext* deviceContext)
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: m_pDeviceContext(deviceContext)
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, userAnnotation(NULL)
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, annotateDepth(0)
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, stackType(0)
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, textureIdx(0)
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, faceCullEnabled(true)
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, depthTestEnabled(true)
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, depthWriteEnabled(true)
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, alphaTestEnabled(false)
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, alphaReference(1.0f)
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, fogEnabled(false)
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, fogNearDistance(0.0f)
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, fogFarDistance(0.0f)
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, fogDensity(0.0f)
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, fogColourRed(0.0f)
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, fogColourGreen(0.0f)
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, fogColourBlue(0.0f)
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, fogMode(0)
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, lightingEnabled(false)
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, lightingDirty(false)
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, forcedLOD(-1)
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, m_modelViewMatrix(NULL)
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, m_localTransformMatrix(NULL)
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, m_projectionMatrix(NULL)
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, m_textureMatrix(NULL)
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, m_vertexTexcoordBuffer(NULL)
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, m_fogParamsBuffer(NULL)
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, m_lightingStateBuffer(NULL)
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, m_texGenMatricesBuffer(NULL)
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, m_compressedTranslationBuffer(NULL)
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, m_thumbnailBoundsBuffer(NULL)
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, m_tintColorBuffer(NULL)
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, m_fogColourBuffer(NULL)
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, m_unkColorBuffer(NULL)
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, m_alphaTestBuffer(NULL)
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, m_clearColorBuffer(NULL)
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, m_forcedLODBuffer(NULL)
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, dynamicVertexBase(0)
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, dynamicVertexOffset(0)
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, dynamicVertexBuffer(NULL)
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, commandBuffer(NULL)
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, recordingBufferIndex(0)
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, recordingVertexType(0)
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, recordingPrimitiveType(0)
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, deferredModeEnabled(false)
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, deferredBuffers()
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{
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deviceContext->QueryInterface(IID_PPV_ARGS(&userAnnotation));
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std::memset(matrixStacks, 0, sizeof(matrixStacks));
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std::memset(matrixDirty, 0, sizeof(matrixDirty));
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std::memset(stackPos, 0, sizeof(stackPos));
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std::memset(lightEnabled, 0, sizeof(lightEnabled));
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std::memset(lightDirection, 0, sizeof(lightDirection));
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std::memset(lightColour, 0, sizeof(lightColour));
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std::memset(&lightAmbientColour, 0, sizeof(lightAmbientColour));
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std::memset(texGenMatrices, 0, sizeof(texGenMatrices));
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std::memset(&blendDesc, 0, sizeof(blendDesc));
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std::memset(&depthStencilDesc, 0, sizeof(depthStencilDesc));
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std::memset(&rasterizerDesc, 0, sizeof(rasterizerDesc));
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memset(matrixStacks, 0, sizeof(matrixStacks));
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memset(matrixDirty, 0, sizeof(matrixDirty));
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memset(stackPos, 0, sizeof(stackPos));
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memset(lightEnabled, 0, sizeof(lightEnabled));
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memset(lightDirection, 0, sizeof(lightDirection));
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memset(lightColour, 0, sizeof(lightColour));
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memset(&lightAmbientColour, 0, sizeof(lightAmbientColour));
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memset(texGenMatrices, 0, sizeof(texGenMatrices));
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memset(&blendDesc, 0, sizeof(blendDesc));
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memset(&depthStencilDesc, 0, sizeof(depthStencilDesc));
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memset(&rasterizerDesc, 0, sizeof(rasterizerDesc));
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blendFactor[0] = 0.0f;
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blendFactor[1] = 0.0f;
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blendFactor[2] = 0.0f;
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blendFactor[3] = 0.0f;
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const DirectX::XMMATRIX identity = DirectX::XMMatrixIdentity();
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for (unsigned int i = 0; i < MATRIX_MODE_MODELVIEW_MAX; ++i)
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for (UINT i = 0; i < MATRIX_MODE_MODELVIEW_MAX; ++i)
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{
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matrixStacks[i][0] = identity;
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stackPos[i] = 0;
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@@ -92,8 +123,8 @@ Renderer::Context::Context(ID3D11Device *device, ID3D11DeviceContext *deviceCont
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depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
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depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;
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depthStencilDesc.StencilEnable = FALSE;
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depthStencilDesc.StencilReadMask = 0xFFu;
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depthStencilDesc.StencilWriteMask = 0xFFu;
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depthStencilDesc.StencilReadMask = 0xFF;
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depthStencilDesc.StencilWriteMask = 0xFF;
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depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
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depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
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depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
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@@ -114,10 +145,10 @@ Renderer::Context::Context(ID3D11Device *device, ID3D11DeviceContext *deviceCont
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rasterizerDesc.MultisampleEnable = TRUE;
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rasterizerDesc.AntialiasedLineEnable = FALSE;
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std::memset(lightDirection, 0, sizeof(lightDirection));
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std::memset(lightColour, 0, sizeof(lightColour));
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std::memset(&lightAmbientColour, 0, sizeof(lightAmbientColour));
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std::memset(texGenMatrices, 0, sizeof(texGenMatrices));
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memset(lightDirection, 0, sizeof(lightDirection));
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memset(lightColour, 0, sizeof(lightColour));
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memset(&lightAmbientColour, 0, sizeof(lightAmbientColour));
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memset(texGenMatrices, 0, sizeof(texGenMatrices));
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const float zero4[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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const float one4[4] = {1.0f, 1.0f, 1.0f, 1.0f};
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@@ -184,7 +215,7 @@ Renderer::Context::Context(ID3D11Device *device, ID3D11DeviceContext *deviceCont
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vbDesc.Usage = D3D11_USAGE_DYNAMIC;
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vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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device->CreateBuffer(&vbDesc, nullptr, &dynamicVertexBuffer);
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device->CreateBuffer(&vbDesc, NULL, &dynamicVertexBuffer);
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}
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void Renderer::BeginConditionalRendering(int) {}
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@@ -195,11 +226,11 @@ void Renderer::CaptureScreen(ImageFileBuffer *, XSOCIAL_PREVIEWIMAGE *) {}
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void Renderer::Clear(int flags, D3D11_RECT *)
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{
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Renderer::Context &c = this->getContext();
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Renderer::Context &c = getContext();
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ID3D11BlendState *blendState = nullptr;
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ID3D11DepthStencilState *depthState = nullptr;
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ID3D11RasterizerState *rasterizerState = nullptr;
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ID3D11BlendState *blendState = NULL;
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ID3D11DepthStencilState *depthState = NULL;
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ID3D11RasterizerState *rasterizerState = NULL;
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D3D11_BLEND_DESC blendDesc = {};
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blendDesc.AlphaToCoverageEnable = FALSE;
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@@ -238,51 +269,59 @@ void Renderer::Clear(int flags, D3D11_RECT *)
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rasterDesc.MultisampleEnable = TRUE;
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m_pDevice->CreateRasterizerState(&rasterDesc, &rasterizerState);
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c.m_pDeviceContext->VSSetShader(screenClearVertexShader, nullptr, 0);
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c.m_pDeviceContext->IASetInputLayout(nullptr);
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c.m_pDeviceContext->PSSetShader(screenClearPixelShader, nullptr, 0);
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c.m_pDeviceContext->VSSetShader(screenClearVertexShader, NULL, 0);
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c.m_pDeviceContext->IASetInputLayout(NULL);
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c.m_pDeviceContext->PSSetShader(screenClearPixelShader, NULL, 0);
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c.m_pDeviceContext->OMSetRenderTargets(1, &renderTargetView, depthStencilView);
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c.m_pDeviceContext->OMSetBlendState(blendState, nullptr, 0xFFFFFFFFu);
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c.m_pDeviceContext->OMSetBlendState(blendState, NULL, 0xFFFFFFFF);
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c.m_pDeviceContext->OMSetDepthStencilState(depthState, 0);
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c.m_pDeviceContext->RSSetState(rasterizerState);
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c.m_pDeviceContext->PSSetShaderResources(0, 0, nullptr);
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c.m_pDeviceContext->PSSetShaderResources(0, 0, NULL);
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c.m_pDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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c.m_pDeviceContext->Draw(4, 0);
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if (blendState)
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{
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blendState->Release();
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blendState = nullptr;
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blendState = NULL;
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}
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if (depthState)
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{
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depthState->Release();
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depthState = nullptr;
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depthState = NULL;
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}
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if (rasterizerState)
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{
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rasterizerState->Release();
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rasterizerState = nullptr;
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rasterizerState = NULL;
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}
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c.m_pDeviceContext->OMSetBlendState(this->GetManagedBlendState(), c.blendFactor, 0xFFFFFFFFu);
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c.m_pDeviceContext->OMSetDepthStencilState(this->GetManagedDepthStencilState(), 0);
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c.m_pDeviceContext->RSSetState(this->GetManagedRasterizerState());
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c.m_pDeviceContext->OMSetBlendState(GetManagedBlendState(), c.blendFactor, 0xFFFFFFFF);
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c.m_pDeviceContext->OMSetDepthStencilState(GetManagedDepthStencilState(), 0);
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c.m_pDeviceContext->RSSetState(GetManagedRasterizerState());
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c.m_pDeviceContext->OMSetRenderTargets(1, &renderTargetView, depthStencilView);
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activeVertexType = 0xFFFFFFFFu;
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activePixelType = 0xFFFFFFFFu;
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activeVertexType = -1;
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activePixelType = -1;
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}
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void Renderer::ConvertLinearToPng(ImageFileBuffer *pngOut, unsigned char *linearData, unsigned int width, unsigned int height)
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{
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const size_t dataSize = size_t(width) * size_t(height) * 4u;
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const size_t outputCapacity = ((dataSize * 24u) / 20u) + 256u;
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const int outputCapacityInt = int(outputCapacity);
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const int widthInt = int(width);
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const int heightInt = int(height);
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void *outputBuffer = std::malloc(outputCapacity);
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const size_t dataSize = static_cast<size_t>(width) * static_cast<size_t>(height) * 4;
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const size_t outputCapacity = (dataSize * 24) / 20 + 256;
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void *outputBuffer = malloc(outputCapacity);
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int outputLength = 0;
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this->SaveTextureDataToMemory(outputBuffer, outputCapacityInt, &outputLength, widthInt, heightInt, reinterpret_cast<int *>(linearData));
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SaveTextureDataToMemory(
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outputBuffer,
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static_cast<int>(outputCapacity),
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&outputLength,
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static_cast<int>(width),
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static_cast<int>(height),
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reinterpret_cast<int *>(linearData)
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);
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pngOut->m_type = ImageFileBuffer::e_typePNG;
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pngOut->m_pBuffer = outputBuffer;
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pngOut->m_bufferSize = outputLength;
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@@ -312,7 +351,6 @@ void Renderer::EndEvent()
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if (c.m_pDeviceContext->GetType() != D3D11_DEVICE_CONTEXT_DEFERRED && c.userAnnotation)
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{
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c.userAnnotation->EndEvent();
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--c.annotateDepth;
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assert(c.annotateDepth >= 0);
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}
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@@ -321,7 +359,7 @@ void Renderer::EndEvent()
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void Renderer::Initialise(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain)
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{
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m_pDevice = pDevice;
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m_pDeviceContext = this->InitialiseContext(true);
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m_pDeviceContext = InitialiseContext(true);
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m_pSwapChain = pSwapChain;
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m_commandHandleToIndex = new int16_t[NUM_COMMAND_HANDLES];
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@@ -331,24 +369,24 @@ void Renderer::Initialise(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain)
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m_commandVertexTypes = new uint8_t[MAX_COMMAND_BUFFERS];
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m_commandPrimitiveTypes = new uint8_t[MAX_COMMAND_BUFFERS];
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std::memset(m_commandHandleToIndex, 0xFF, NUM_COMMAND_HANDLES);
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std::memset(m_commandBuffers, 0, MAX_COMMAND_BUFFERS);
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std::memset(m_commandIndexToHandle, 0, MAX_COMMAND_BUFFERS);
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std::memset(m_commandVertexTypes, 0, MAX_COMMAND_BUFFERS);
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std::memset(m_commandPrimitiveTypes, 0, MAX_COMMAND_BUFFERS);
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memset(m_commandHandleToIndex, 0xFF, NUM_COMMAND_HANDLES * sizeof(int16_t));
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memset(m_commandBuffers, 0, MAX_COMMAND_BUFFERS * sizeof(CommandBuffer*));
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memset(m_commandIndexToHandle, 0, MAX_COMMAND_BUFFERS * sizeof(int));
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memset(m_commandVertexTypes, 0, MAX_COMMAND_BUFFERS * sizeof(uint8_t));
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memset(m_commandPrimitiveTypes, 0, MAX_COMMAND_BUFFERS * sizeof(uint8_t));
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reservedRendererDword3 = 0;
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m_bShouldScreenGrabNextFrame = false;
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m_bSuspended = false;
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this->SetupShaders();
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SetupShaders();
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const float clearColour[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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this->SetClearColour(clearColour);
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SetClearColour(clearColour);
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UINT backBufferSampleCount = 1;
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UINT backBufferSampleQuality = 0;
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ID3D11Texture2D *backBuffer = nullptr;
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ID3D11Texture2D *backBuffer = NULL;
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pSwapChain->GetBuffer(0, IID_PPV_ARGS(&backBuffer));
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if (backBuffer)
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{
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@@ -358,25 +396,24 @@ void Renderer::Initialise(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain)
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backBufferHeight = backDesc.Height;
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backBufferSampleCount = backDesc.SampleDesc.Count;
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backBufferSampleQuality = backDesc.SampleDesc.Quality;
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m_pDevice->CreateRenderTargetView(backBuffer, nullptr, &renderTargetView);
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||||
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m_pDevice->CreateRenderTargetView(backBuffer, NULL, &renderTargetView);
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D3D11_TEXTURE2D_DESC srvDesc = backDesc;
|
||||
srvDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
|
||||
srvDesc.MiscFlags = 0;
|
||||
ID3D11Texture2D *srvTexture = nullptr;
|
||||
m_pDevice->CreateTexture2D(&srvDesc, nullptr, &srvTexture);
|
||||
m_pDevice->CreateShaderResourceView(srvTexture, nullptr, &renderTargetShaderResourceView);
|
||||
|
||||
ID3D11Texture2D *srvTexture = NULL;
|
||||
m_pDevice->CreateTexture2D(&srvDesc, NULL, &srvTexture);
|
||||
m_pDevice->CreateShaderResourceView(srvTexture, NULL, &renderTargetShaderResourceView);
|
||||
|
||||
srvTexture->Release();
|
||||
backBuffer->Release();
|
||||
}
|
||||
|
||||
ID3D11RenderTargetView *boundRTV = nullptr;
|
||||
ID3D11RenderTargetView *boundRTV = NULL;
|
||||
m_pDeviceContext->OMGetRenderTargets(1, &boundRTV, &depthStencilView);
|
||||
if (boundRTV)
|
||||
{
|
||||
boundRTV->Release();
|
||||
}
|
||||
if (boundRTV) boundRTV->Release();
|
||||
|
||||
if (!depthStencilView && backBufferWidth != 0 && backBufferHeight != 0)
|
||||
{
|
||||
@@ -391,15 +428,15 @@ void Renderer::Initialise(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain)
|
||||
depthDesc.Usage = D3D11_USAGE_DEFAULT;
|
||||
depthDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
|
||||
|
||||
ID3D11Texture2D *depthTexture = nullptr;
|
||||
if (SUCCEEDED(m_pDevice->CreateTexture2D(&depthDesc, nullptr, &depthTexture)))
|
||||
ID3D11Texture2D *depthTexture = NULL;
|
||||
if (SUCCEEDED(m_pDevice->CreateTexture2D(&depthDesc, NULL, &depthTexture)))
|
||||
{
|
||||
m_pDevice->CreateDepthStencilView(depthTexture, nullptr, &depthStencilView);
|
||||
m_pDevice->CreateDepthStencilView(depthTexture, NULL, &depthStencilView);
|
||||
depthTexture->Release();
|
||||
}
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < MAX_MIP_LEVELS - 1; ++i)
|
||||
for (UINT i = 0; i < MAX_MIP_LEVELS - 1; ++i)
|
||||
{
|
||||
D3D11_TEXTURE2D_DESC desc = {};
|
||||
desc.Width = s_auiWidths[i + 1];
|
||||
@@ -411,98 +448,97 @@ void Renderer::Initialise(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain)
|
||||
desc.Usage = D3D11_USAGE_DEFAULT;
|
||||
desc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
|
||||
|
||||
HRESULT hr = 0;
|
||||
hr = m_pDevice->CreateTexture2D(&desc, nullptr, &renderTargetTextures[i]);
|
||||
HRESULT hr = m_pDevice->CreateTexture2D(&desc, NULL, &renderTargetTextures[i]);
|
||||
assert(hr == S_OK);
|
||||
|
||||
hr = m_pDevice->CreateRenderTargetView(renderTargetTextures[i], nullptr, &renderTargetViews[i]);
|
||||
hr = m_pDevice->CreateRenderTargetView(renderTargetTextures[i], NULL, &renderTargetViews[i]);
|
||||
assert(hr == S_OK);
|
||||
|
||||
hr = m_pDevice->CreateShaderResourceView(renderTargetTextures[i], nullptr, &renderTargetShaderResourceViews[i]);
|
||||
hr = m_pDevice->CreateShaderResourceView(renderTargetTextures[i], NULL, &renderTargetShaderResourceViews[i]);
|
||||
assert(hr == S_OK);
|
||||
}
|
||||
|
||||
std::memset(m_textures, 0, sizeof(m_textures));
|
||||
defaultTextureIndex = this->TextureCreate();
|
||||
this->TextureBind(defaultTextureIndex);
|
||||
memset(m_textures, 0, sizeof(m_textures));
|
||||
defaultTextureIndex = TextureCreate();
|
||||
TextureBind(defaultTextureIndex);
|
||||
|
||||
unsigned char *defaultTextureData = new unsigned char[0x400u];
|
||||
std::memset(defaultTextureData, 0xFF, 0x400u);
|
||||
this->TextureData(16, 16, defaultTextureData, 0, C4JRender::TEXTURE_FORMAT_RxGyBzAw);
|
||||
unsigned char *defaultTextureData = new unsigned char[0x400];
|
||||
memset(defaultTextureData, 0xFF, 0x400);
|
||||
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);
|
||||
StateSetViewport(C4JRender::VIEWPORT_TYPE_FULLSCREEN);
|
||||
StateSetVertexTextureUV(0.0f, 0.0f);
|
||||
TextureBindVertex(-1);
|
||||
|
||||
InitializeCriticalSection(&rtl_critical_section100);
|
||||
InitializeCriticalSection(&Renderer::totalAllocCS);
|
||||
|
||||
reservedRendererDword1 = 0;
|
||||
activeVertexType = 0xFFFFFFFFu;
|
||||
activePixelType = 0xFFFFFFFFu;
|
||||
activeVertexType = -1;
|
||||
activePixelType = -1;
|
||||
reservedRendererByte1 = 1;
|
||||
reservedRendererByte0 = 0;
|
||||
|
||||
unsigned short *quadIndices = new unsigned short[0x18000u];
|
||||
for (unsigned int i = 0; i < 0x4000u; ++i)
|
||||
unsigned short *quadIndices = new unsigned short[0x18000];
|
||||
for (UINT i = 0; i < 0x4000; ++i)
|
||||
{
|
||||
const unsigned short base = (unsigned short)(i * 4u);
|
||||
const unsigned int offset = i * 6u;
|
||||
unsigned short base = static_cast<unsigned short>(i * 4);
|
||||
unsigned int offset = i * 6;
|
||||
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);
|
||||
quadIndices[offset + 1] = base + 1;
|
||||
quadIndices[offset + 2] = base + 3;
|
||||
quadIndices[offset + 3] = base + 1;
|
||||
quadIndices[offset + 4] = base + 2;
|
||||
quadIndices[offset + 5] = base + 3;
|
||||
}
|
||||
|
||||
D3D11_BUFFER_DESC quadIndexDesc = {};
|
||||
quadIndexDesc.ByteWidth = 0x30000u;
|
||||
quadIndexDesc.ByteWidth = 0x30000;
|
||||
quadIndexDesc.Usage = D3D11_USAGE_IMMUTABLE;
|
||||
quadIndexDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
|
||||
|
||||
D3D11_SUBRESOURCE_DATA quadIndexData = {};
|
||||
quadIndexData.pSysMem = quadIndices;
|
||||
|
||||
HRESULT hr = m_pDevice->CreateBuffer(&quadIndexDesc, &quadIndexData, &quadIndexBuffer);
|
||||
assert(hr >= 0);
|
||||
|
||||
delete[] quadIndices;
|
||||
|
||||
unsigned short *fanIndices = new unsigned short[0x2FFFAu];
|
||||
for (unsigned int i = 0; i < 65534u; ++i)
|
||||
unsigned short *fanIndices = new unsigned short[0x2FFFA];
|
||||
for (UINT i = 0; i < 65534; ++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);
|
||||
unsigned int offset = i * 3;
|
||||
fanIndices[offset + 0] = 0;
|
||||
fanIndices[offset + 1] = static_cast<unsigned short>(i + 1);
|
||||
fanIndices[offset + 2] = static_cast<unsigned short>(i + 2);
|
||||
}
|
||||
|
||||
D3D11_BUFFER_DESC fanIndexDesc = {};
|
||||
fanIndexDesc.ByteWidth = 0x5FFF4u;
|
||||
fanIndexDesc.ByteWidth = 0x5FFF4;
|
||||
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;
|
||||
ID3D11DeviceContext *deviceContext = NULL;
|
||||
|
||||
if (fromPresent)
|
||||
{
|
||||
m_pDevice->GetImmediateContext(&deviceContext);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_pDevice->CreateDeferredContext(0, &deviceContext);
|
||||
}
|
||||
|
||||
Renderer::Context *c = new (std::nothrow) Renderer::Context(m_pDevice, deviceContext);
|
||||
TlsSetValue(Renderer::tlsIdx, c);
|
||||
|
||||
return deviceContext;
|
||||
}
|
||||
|
||||
@@ -520,9 +556,10 @@ void Renderer::Present()
|
||||
{
|
||||
if (m_bShouldScreenGrabNextFrame)
|
||||
{
|
||||
int *linearData = new int[kScreenGrabWidth * kScreenGrabHeight];
|
||||
ID3D11Texture2D *backBuffer = nullptr;
|
||||
ID3D11Texture2D *stagingTexture = nullptr;
|
||||
unsigned char *linearData = new unsigned char[kScreenGrabWidth * kScreenGrabHeight * 4];
|
||||
|
||||
ID3D11Texture2D *backBuffer = NULL;
|
||||
ID3D11Texture2D *stagingTexture = NULL;
|
||||
|
||||
m_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&backBuffer));
|
||||
if (backBuffer)
|
||||
@@ -533,27 +570,28 @@ void Renderer::Present()
|
||||
desc.BindFlags = 0;
|
||||
desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
|
||||
desc.MiscFlags = 0;
|
||||
m_pDevice->CreateTexture2D(&desc, nullptr, &stagingTexture);
|
||||
m_pDevice->CreateTexture2D(&desc, NULL, &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)
|
||||
|
||||
for (UINT y = 0; y < kScreenGrabHeight; ++y)
|
||||
{
|
||||
unsigned char *dstRow = dst + y * (kScreenGrabWidth * 4u);
|
||||
unsigned char *dstRow = linearData + y * kScreenGrabWidth * 4;
|
||||
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;
|
||||
}
|
||||
memcpy(dstRow, srcRow, kScreenGrabWidth * 4);
|
||||
|
||||
for (UINT x = 0; x < kScreenGrabWidth; ++x)
|
||||
dstRow[x * 4 + 3] = 0xFF;
|
||||
}
|
||||
|
||||
m_pDeviceContext->Unmap(stagingTexture, 0);
|
||||
}
|
||||
}
|
||||
@@ -561,22 +599,25 @@ void Renderer::Present()
|
||||
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);
|
||||
SaveTextureData(fileName, &info, reinterpret_cast<int *>(linearData));
|
||||
|
||||
delete[] linearData;
|
||||
|
||||
if (stagingTexture)
|
||||
{
|
||||
stagingTexture->Release();
|
||||
stagingTexture = nullptr;
|
||||
stagingTexture = NULL;
|
||||
}
|
||||
if (backBuffer)
|
||||
{
|
||||
backBuffer->Release();
|
||||
backBuffer = nullptr;
|
||||
backBuffer = NULL;
|
||||
}
|
||||
|
||||
m_bShouldScreenGrabNextFrame = false;
|
||||
}
|
||||
|
||||
@@ -591,15 +632,18 @@ void Renderer::Resume()
|
||||
|
||||
void Renderer::SetClearColour(const float colourRGBA[4])
|
||||
{
|
||||
std::memcpy(m_fClearColor, colourRGBA, sizeof(m_fClearColor));
|
||||
for (int i = 0; i < 4; ++i)
|
||||
m_fClearColor[i] = colourRGBA[i];
|
||||
|
||||
Renderer::Context *c = static_cast<Renderer::Context *>(TlsGetValue(Renderer::tlsIdx));
|
||||
if (c)
|
||||
Renderer::Context &c = getContext();
|
||||
if (&c)
|
||||
{
|
||||
D3D11_MAPPED_SUBRESOURCE mapped = {};
|
||||
c->m_pDeviceContext->Map(c->m_clearColorBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
|
||||
std::memcpy(mapped.pData, colourRGBA, sizeof(float) * 4);
|
||||
c->m_pDeviceContext->Unmap(c->m_clearColorBuffer, 0);
|
||||
if (SUCCEEDED(c.m_pDeviceContext->Map(c.m_clearColorBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped)))
|
||||
{
|
||||
*(DirectX::XMVECTOR*)mapped.pData = DirectX::XMVectorSet(colourRGBA[0], colourRGBA[1], colourRGBA[2], colourRGBA[3]);
|
||||
c.m_pDeviceContext->Unmap(c.m_clearColorBuffer, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -610,71 +654,64 @@ void Renderer::SetupShaders()
|
||||
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)
|
||||
for (UINT i = 0; i < C4JRender::VERTEX_TYPE_COUNT; ++i)
|
||||
{
|
||||
vertexShaderTable[i] = nullptr;
|
||||
inputLayoutTable[i] = nullptr;
|
||||
vertexShaderTable[i] = NULL;
|
||||
inputLayoutTable[i] = NULL;
|
||||
vertexStrideTable[i] = g_vertexStrides[i];
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < C4JRender::PIXEL_SHADER_COUNT; ++i)
|
||||
for (UINT i = 0; i < C4JRender::PIXEL_SHADER_COUNT; ++i)
|
||||
{
|
||||
pixelShaderTable[i] = nullptr;
|
||||
pixelShaderTable[i] = NULL;
|
||||
}
|
||||
|
||||
screenSpaceVertexShader = nullptr;
|
||||
screenClearVertexShader = nullptr;
|
||||
screenSpacePixelShader = nullptr;
|
||||
screenClearPixelShader = nullptr;
|
||||
screenSpaceVertexShader = NULL;
|
||||
screenClearVertexShader = NULL;
|
||||
screenSpacePixelShader = NULL;
|
||||
screenClearPixelShader = NULL;
|
||||
|
||||
m_pDevice->CreateVertexShader(g_main_VS_PF3_TF2_CB4_NB4_XW1, sizeof(g_main_VS_PF3_TF2_CB4_NB4_XW1), nullptr,
|
||||
&vertexShaderTable[C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1]);
|
||||
m_pDevice->CreateVertexShader(g_main_VS_Compressed, sizeof(g_main_VS_Compressed), nullptr, &vertexShaderTable[C4JRender::VERTEX_TYPE_COMPRESSED]);
|
||||
m_pDevice->CreateVertexShader(g_main_VS_PF3_TF2_CB4_NB4_XW1_LIGHTING, sizeof(g_main_VS_PF3_TF2_CB4_NB4_XW1_LIGHTING), nullptr,
|
||||
&vertexShaderTable[C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_LIT]);
|
||||
m_pDevice->CreateVertexShader(g_main_VS_PF3_TF2_CB4_NB4_XW1_TEXGEN, sizeof(g_main_VS_PF3_TF2_CB4_NB4_XW1_TEXGEN), nullptr,
|
||||
&vertexShaderTable[C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_TEXGEN]);
|
||||
m_pDevice->CreateVertexShader(g_main_VS_ScreenSpace, sizeof(g_main_VS_ScreenSpace), nullptr, &screenSpaceVertexShader);
|
||||
m_pDevice->CreateVertexShader(g_main_VS_ScreenClear, sizeof(g_main_VS_ScreenClear), nullptr, &screenClearVertexShader);
|
||||
m_pDevice->CreateVertexShader(g_main_VS_PF3_TF2_CB4_NB4_XW1, sizeof(g_main_VS_PF3_TF2_CB4_NB4_XW1), NULL, &vertexShaderTable[C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1]);
|
||||
m_pDevice->CreateVertexShader(g_main_VS_Compressed, sizeof(g_main_VS_Compressed), NULL, &vertexShaderTable[C4JRender::VERTEX_TYPE_COMPRESSED]);
|
||||
m_pDevice->CreateVertexShader(g_main_VS_PF3_TF2_CB4_NB4_XW1_LIGHTING, sizeof(g_main_VS_PF3_TF2_CB4_NB4_XW1_LIGHTING), NULL, &vertexShaderTable[C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_LIT]);
|
||||
m_pDevice->CreateVertexShader(g_main_VS_PF3_TF2_CB4_NB4_XW1_TEXGEN, sizeof(g_main_VS_PF3_TF2_CB4_NB4_XW1_TEXGEN), NULL, &vertexShaderTable[C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_TEXGEN]);
|
||||
m_pDevice->CreateVertexShader(g_main_VS_ScreenSpace, sizeof(g_main_VS_ScreenSpace), NULL, &screenSpaceVertexShader);
|
||||
m_pDevice->CreateVertexShader(g_main_VS_ScreenClear, sizeof(g_main_VS_ScreenClear), NULL, &screenClearVertexShader);
|
||||
|
||||
m_pDevice->CreatePixelShader(g_main_PS_Standard, sizeof(g_main_PS_Standard), nullptr, &pixelShaderTable[C4JRender::PIXEL_SHADER_TYPE_STANDARD]);
|
||||
m_pDevice->CreatePixelShader(g_main_PS_TextureProjection, sizeof(g_main_PS_TextureProjection), nullptr,
|
||||
&pixelShaderTable[C4JRender::PIXEL_SHADER_TYPE_PROJECTION]);
|
||||
m_pDevice->CreatePixelShader(g_main_PS_ForceLOD, sizeof(g_main_PS_ForceLOD), nullptr, &pixelShaderTable[C4JRender::PIXEL_SHADER_TYPE_FORCELOD]);
|
||||
m_pDevice->CreatePixelShader(g_main_PS_ScreenSpace, sizeof(g_main_PS_ScreenSpace), nullptr, &screenSpacePixelShader);
|
||||
m_pDevice->CreatePixelShader(g_main_PS_ScreenClear, sizeof(g_main_PS_ScreenClear), nullptr, &screenClearPixelShader);
|
||||
m_pDevice->CreatePixelShader(g_main_PS_Standard, sizeof(g_main_PS_Standard), NULL, &pixelShaderTable[C4JRender::PIXEL_SHADER_TYPE_STANDARD]);
|
||||
m_pDevice->CreatePixelShader(g_main_PS_TextureProjection, sizeof(g_main_PS_TextureProjection), NULL, &pixelShaderTable[C4JRender::PIXEL_SHADER_TYPE_PROJECTION]);
|
||||
m_pDevice->CreatePixelShader(g_main_PS_ForceLOD, sizeof(g_main_PS_ForceLOD), NULL, &pixelShaderTable[C4JRender::PIXEL_SHADER_TYPE_FORCELOD]);
|
||||
m_pDevice->CreatePixelShader(g_main_PS_ScreenSpace, sizeof(g_main_PS_ScreenSpace), NULL, &screenSpacePixelShader);
|
||||
m_pDevice->CreatePixelShader(g_main_PS_ScreenClear, sizeof(g_main_PS_ScreenClear), NULL, &screenClearPixelShader);
|
||||
|
||||
m_pDevice->CreateInputLayout(g_vertex_PTN_Elements_PF3_TF2_CB4_NB4_XW1, 5, g_main_VS_PF3_TF2_CB4_NB4_XW1, sizeof(g_main_VS_PF3_TF2_CB4_NB4_XW1),
|
||||
&inputLayoutTable[C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1]);
|
||||
m_pDevice->CreateInputLayout(g_vertex_PTN_Elements_Compressed, 2, g_main_VS_Compressed, sizeof(g_main_VS_Compressed),
|
||||
&inputLayoutTable[C4JRender::VERTEX_TYPE_COMPRESSED]);
|
||||
m_pDevice->CreateInputLayout(g_vertex_PTN_Elements_PF3_TF2_CB4_NB4_XW1, 5, g_main_VS_PF3_TF2_CB4_NB4_XW1_LIGHTING,
|
||||
sizeof(g_main_VS_PF3_TF2_CB4_NB4_XW1_LIGHTING), &inputLayoutTable[C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_LIT]);
|
||||
m_pDevice->CreateInputLayout(g_vertex_PTN_Elements_PF3_TF2_CB4_NB4_XW1, 5, g_main_VS_PF3_TF2_CB4_NB4_XW1_TEXGEN,
|
||||
sizeof(g_main_VS_PF3_TF2_CB4_NB4_XW1_TEXGEN), &inputLayoutTable[C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_TEXGEN]);
|
||||
m_pDevice->CreateInputLayout(g_vertex_PTN_Elements_PF3_TF2_CB4_NB4_XW1, 5, g_main_VS_PF3_TF2_CB4_NB4_XW1, sizeof(g_main_VS_PF3_TF2_CB4_NB4_XW1), &inputLayoutTable[C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1]);
|
||||
m_pDevice->CreateInputLayout(g_vertex_PTN_Elements_Compressed, 2, g_main_VS_Compressed, sizeof(g_main_VS_Compressed), &inputLayoutTable[C4JRender::VERTEX_TYPE_COMPRESSED]);
|
||||
m_pDevice->CreateInputLayout(g_vertex_PTN_Elements_PF3_TF2_CB4_NB4_XW1, 5, g_main_VS_PF3_TF2_CB4_NB4_XW1_LIGHTING, sizeof(g_main_VS_PF3_TF2_CB4_NB4_XW1_LIGHTING), &inputLayoutTable[C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_LIT]);
|
||||
m_pDevice->CreateInputLayout(g_vertex_PTN_Elements_PF3_TF2_CB4_NB4_XW1, 5, g_main_VS_PF3_TF2_CB4_NB4_XW1_TEXGEN, sizeof(g_main_VS_PF3_TF2_CB4_NB4_XW1_TEXGEN), &inputLayoutTable[C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_TEXGEN]);
|
||||
}
|
||||
|
||||
void Renderer::StartFrame()
|
||||
{
|
||||
Renderer::Context &c = this->getContext();
|
||||
Renderer::Context &c = getContext();
|
||||
|
||||
activeVertexType = 0xFFFFFFFFu;
|
||||
activePixelType = 0xFFFFFFFFu;
|
||||
activeVertexType = -1;
|
||||
activePixelType = -1;
|
||||
|
||||
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);
|
||||
TextureBindVertex(-1);
|
||||
TextureBind(-1);
|
||||
|
||||
StateSetColour(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
StateSetDepthMask(true);
|
||||
StateSetBlendEnable(true);
|
||||
StateSetBlendFunc(D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA);
|
||||
StateSetBlendFactor(0xFFFFFFFF);
|
||||
StateSetAlphaFunc(D3D11_COMPARISON_GREATER, 0.1f);
|
||||
StateSetDepthFunc(D3D11_COMPARISON_LESS_EQUAL);
|
||||
StateSetFaceCull(true);
|
||||
StateSetLineWidth(1.0f);
|
||||
StateSetWriteEnable(true, true, true, true);
|
||||
StateSetDepthTestEnable(false);
|
||||
StateSetAlphaTestEnable(true);
|
||||
|
||||
c.m_pDeviceContext->VSSetConstantBuffers(0, 10, &c.m_modelViewMatrix);
|
||||
c.m_pDeviceContext->PSSetConstantBuffers(0, 6, &c.m_tintColorBuffer);
|
||||
@@ -709,16 +746,13 @@ Renderer::Context &Renderer::getContext()
|
||||
|
||||
void Renderer::CaptureThumbnail(ImageFileBuffer *pngOut)
|
||||
{
|
||||
Renderer::Context &c = this->getContext();
|
||||
Renderer::Context &c = getContext();
|
||||
|
||||
float left;
|
||||
float bottom;
|
||||
float right;
|
||||
float top;
|
||||
left = 0.0f;
|
||||
bottom = 0.0f;
|
||||
right = 1.0f;
|
||||
top = 1.0f;
|
||||
float left = 0.0f;
|
||||
float bottom = 0.0f;
|
||||
float right = 1.0f;
|
||||
float top = 1.0f;
|
||||
|
||||
switch (m_ViewportType)
|
||||
{
|
||||
case C4JRender::VIEWPORT_TYPE_SPLIT_TOP:
|
||||
@@ -753,33 +787,35 @@ void Renderer::CaptureThumbnail(ImageFileBuffer *pngOut)
|
||||
break;
|
||||
}
|
||||
|
||||
float leftScaled = left * kAspectRatio;
|
||||
float rightScaled = right * kAspectRatio;
|
||||
const float viewportHeight = top - bottom;
|
||||
const float viewportScaledWidth = rightScaled - leftScaled;
|
||||
float aspectRatio = IsWidescreen() ? (16.0f / 9.0f) : (4.0f / 3.0f);
|
||||
|
||||
if (viewportHeight <= viewportScaledWidth)
|
||||
right *= aspectRatio;
|
||||
left *= aspectRatio;
|
||||
|
||||
float width = right - left;
|
||||
float height = top - bottom;
|
||||
|
||||
if (height > width)
|
||||
{
|
||||
const float pad = (viewportScaledWidth - viewportHeight) * 0.5f;
|
||||
leftScaled += pad;
|
||||
rightScaled -= pad;
|
||||
float diff = (height - width) * 0.5f;
|
||||
bottom += diff;
|
||||
top -= diff;
|
||||
}
|
||||
else
|
||||
{
|
||||
const float pad = (viewportHeight - viewportScaledWidth) * 0.5f;
|
||||
bottom += pad;
|
||||
top -= pad;
|
||||
float diff = (width - height) * 0.5f;
|
||||
left += diff;
|
||||
right -= diff;
|
||||
}
|
||||
|
||||
const float sampleLeft = leftScaled / kAspectRatio;
|
||||
const float sampleWidth = (rightScaled - leftScaled) / kAspectRatio;
|
||||
const float sampleHeight = top - bottom;
|
||||
left /= aspectRatio;
|
||||
right /= aspectRatio;
|
||||
|
||||
ID3D11BlendState *blendState = nullptr;
|
||||
ID3D11DepthStencilState *depthState = nullptr;
|
||||
ID3D11RasterizerState *rasterizerState = nullptr;
|
||||
ID3D11SamplerState *samplerState = nullptr;
|
||||
ID3D11Texture2D *stagingTexture = nullptr;
|
||||
ID3D11BlendState *blendState = NULL;
|
||||
ID3D11DepthStencilState *depthState = NULL;
|
||||
ID3D11RasterizerState *rasterizerState = NULL;
|
||||
ID3D11SamplerState *samplerState = NULL;
|
||||
ID3D11Texture2D *stagingTexture = NULL;
|
||||
|
||||
D3D11_BLEND_DESC blendDesc = {};
|
||||
blendDesc.RenderTarget[0].BlendEnable = FALSE;
|
||||
@@ -797,16 +833,13 @@ void Renderer::CaptureThumbnail(ImageFileBuffer *pngOut)
|
||||
depthDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
|
||||
depthDesc.DepthFunc = D3D11_COMPARISON_ALWAYS;
|
||||
depthDesc.StencilEnable = FALSE;
|
||||
depthDesc.StencilReadMask = 0xFFu;
|
||||
depthDesc.StencilWriteMask = 0xFFu;
|
||||
depthDesc.StencilReadMask = 0xFF;
|
||||
depthDesc.StencilWriteMask = 0xFF;
|
||||
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;
|
||||
depthDesc.BackFace = depthDesc.FrontFace;
|
||||
m_pDevice->CreateDepthStencilState(&depthDesc, &depthState);
|
||||
|
||||
D3D11_RASTERIZER_DESC rasterDesc = {};
|
||||
@@ -827,14 +860,14 @@ void Renderer::CaptureThumbnail(ImageFileBuffer *pngOut)
|
||||
samplerDesc.MaxLOD = (std::numeric_limits<float>::max)();
|
||||
m_pDevice->CreateSamplerState(&samplerDesc, &samplerState);
|
||||
|
||||
c.m_pDeviceContext->VSSetShader(screenSpaceVertexShader, nullptr, 0);
|
||||
c.m_pDeviceContext->IASetInputLayout(nullptr);
|
||||
c.m_pDeviceContext->PSSetShader(screenSpacePixelShader, nullptr, 0);
|
||||
c.m_pDeviceContext->OMSetBlendState(blendState, nullptr, 0xFFFFFFFFu);
|
||||
c.m_pDeviceContext->VSSetShader(screenSpaceVertexShader, NULL, 0);
|
||||
c.m_pDeviceContext->IASetInputLayout(NULL);
|
||||
c.m_pDeviceContext->PSSetShader(screenSpacePixelShader, NULL, 0);
|
||||
c.m_pDeviceContext->OMSetBlendState(blendState, NULL, -1);
|
||||
c.m_pDeviceContext->OMSetDepthStencilState(depthState, 0);
|
||||
c.m_pDeviceContext->RSSetState(rasterizerState);
|
||||
|
||||
for (unsigned int i = 0; i < MAX_MIP_LEVELS - 1; ++i)
|
||||
for (UINT i = 0; i < MAX_MIP_LEVELS - 1; ++i)
|
||||
{
|
||||
D3D11_VIEWPORT viewport = {};
|
||||
viewport.TopLeftX = 0.0f;
|
||||
@@ -844,7 +877,7 @@ void Renderer::CaptureThumbnail(ImageFileBuffer *pngOut)
|
||||
viewport.MinDepth = 0.0f;
|
||||
viewport.MaxDepth = 1.0f;
|
||||
|
||||
c.m_pDeviceContext->OMSetRenderTargets(1, &renderTargetViews[i], nullptr);
|
||||
c.m_pDeviceContext->OMSetRenderTargets(1, &renderTargetViews[i], NULL);
|
||||
c.m_pDeviceContext->RSSetViewports(1, &viewport);
|
||||
|
||||
ID3D11ShaderResourceView *inputTexture = (i == 0) ? renderTargetShaderResourceView : renderTargetShaderResourceViews[i - 1];
|
||||
@@ -854,13 +887,14 @@ void Renderer::CaptureThumbnail(ImageFileBuffer *pngOut)
|
||||
|
||||
D3D11_MAPPED_SUBRESOURCE mapped = {};
|
||||
c.m_pDeviceContext->Map(c.m_thumbnailBoundsBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
|
||||
float *constants = static_cast<float *>(mapped.pData);
|
||||
|
||||
float *constants = (float *)mapped.pData;
|
||||
if (i == 0)
|
||||
{
|
||||
constants[0] = sampleLeft;
|
||||
constants[0] = left;
|
||||
constants[1] = bottom;
|
||||
constants[2] = sampleWidth;
|
||||
constants[3] = sampleHeight;
|
||||
constants[2] = right - left;
|
||||
constants[3] = top - bottom;
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -869,73 +903,83 @@ void Renderer::CaptureThumbnail(ImageFileBuffer *pngOut)
|
||||
constants[2] = 1.0f;
|
||||
constants[3] = 1.0f;
|
||||
}
|
||||
|
||||
c.m_pDeviceContext->Unmap(c.m_thumbnailBoundsBuffer, 0);
|
||||
c.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);
|
||||
D3D11_TEXTURE2D_DESC texDesc = {};
|
||||
renderTargetTextures[MAX_MIP_LEVELS - 2]->GetDesc(&texDesc);
|
||||
texDesc.Usage = D3D11_USAGE_STAGING;
|
||||
texDesc.BindFlags = 0;
|
||||
texDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
|
||||
texDesc.MiscFlags = 0;
|
||||
m_pDevice->CreateTexture2D(&texDesc, NULL, &stagingTexture);
|
||||
|
||||
const unsigned int stride = kThumbnailSize * 4;
|
||||
unsigned char *linearData = new unsigned char[kThumbnailSize * stride];
|
||||
|
||||
unsigned char *linearData = new unsigned char[kThumbnailSize * kThumbnailSize * 4u];
|
||||
if (stagingTexture)
|
||||
{
|
||||
c.m_pDeviceContext->CopyResource(stagingTexture, renderTargetTextures[MAX_MIP_LEVELS - 2]);
|
||||
|
||||
D3D11_MAPPED_SUBRESOURCE mapped = {};
|
||||
if (SUCCEEDED(c.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)
|
||||
|
||||
for (UINT y = 0; y < kThumbnailSize; ++y)
|
||||
{
|
||||
std::memcpy(dst, src, kThumbnailSize * 4u);
|
||||
for (unsigned int x = 0; x < kThumbnailSize; ++x)
|
||||
memcpy(dst, src, stride);
|
||||
|
||||
unsigned char *alpha = dst + 3;
|
||||
for (UINT x = 0; x < kThumbnailSize; ++x)
|
||||
{
|
||||
dst[x * 4u + 3u] = 0xFF;
|
||||
*alpha = 0xFF;
|
||||
alpha += 4;
|
||||
}
|
||||
|
||||
src += mapped.RowPitch;
|
||||
dst += kThumbnailSize * 4u;
|
||||
dst += stride;
|
||||
}
|
||||
|
||||
c.m_pDeviceContext->Unmap(stagingTexture, 0);
|
||||
}
|
||||
}
|
||||
|
||||
this->ConvertLinearToPng(pngOut, linearData, kThumbnailSize, kThumbnailSize);
|
||||
ConvertLinearToPng(pngOut, linearData, kThumbnailSize, kThumbnailSize);
|
||||
delete[] linearData;
|
||||
|
||||
if (stagingTexture)
|
||||
{
|
||||
stagingTexture->Release();
|
||||
stagingTexture = nullptr;
|
||||
stagingTexture = NULL;
|
||||
}
|
||||
if (samplerState)
|
||||
{
|
||||
samplerState->Release();
|
||||
samplerState = nullptr;
|
||||
samplerState = NULL;
|
||||
}
|
||||
if (rasterizerState)
|
||||
{
|
||||
rasterizerState->Release();
|
||||
rasterizerState = nullptr;
|
||||
rasterizerState = NULL;
|
||||
}
|
||||
if (depthState)
|
||||
{
|
||||
depthState->Release();
|
||||
depthState = nullptr;
|
||||
depthState = NULL;
|
||||
}
|
||||
if (blendState)
|
||||
{
|
||||
blendState->Release();
|
||||
blendState = nullptr;
|
||||
blendState = NULL;
|
||||
}
|
||||
|
||||
c.m_pDeviceContext->OMSetBlendState(this->GetManagedBlendState(), c.blendFactor, 0xFFFFFFFFu);
|
||||
c.m_pDeviceContext->OMSetDepthStencilState(this->GetManagedDepthStencilState(), 0);
|
||||
c.m_pDeviceContext->RSSetState(this->GetManagedRasterizerState());
|
||||
c.m_pDeviceContext->OMSetBlendState(GetManagedBlendState(), c.blendFactor, -1);
|
||||
c.m_pDeviceContext->OMSetDepthStencilState(GetManagedDepthStencilState(), 0);
|
||||
c.m_pDeviceContext->RSSetState(GetManagedRasterizerState());
|
||||
|
||||
D3D11_VIEWPORT viewport = {};
|
||||
viewport.TopLeftX = 0.0f;
|
||||
@@ -944,8 +988,10 @@ void Renderer::CaptureThumbnail(ImageFileBuffer *pngOut)
|
||||
viewport.Height = (float)backBufferHeight;
|
||||
viewport.MinDepth = 0.0f;
|
||||
viewport.MaxDepth = 1.0f;
|
||||
|
||||
c.m_pDeviceContext->RSSetViewports(1, &viewport);
|
||||
c.m_pDeviceContext->OMSetRenderTargets(1, &renderTargetView, depthStencilView);
|
||||
activeVertexType = 0xFFFFFFFFu;
|
||||
activePixelType = 0xFFFFFFFFu;
|
||||
|
||||
activeVertexType = -1;
|
||||
activePixelType = -1;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user