#include "stdafx.h" #include "Renderer.h" #include "CompiledShaders.h" Renderer InternalRenderManager; DWORD Renderer::tlsIdx = TlsAlloc(); _RTL_CRITICAL_SECTION Renderer::totalAllocCS; DWORD Renderer::s_auiWidths[] = { 1920, 512, 256, 128, 64, 0 }; DWORD Renderer::s_auiHeights[] = { 1080, 512, 256, 128, 64 }; int Renderer::totalAlloc = 0; D3D11_INPUT_ELEMENT_DESC g_vertex_PTN_Elements_PF3_TF2_CB4_NB4_XW1[] = { {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0}, {"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL", 0, DXGI_FORMAT_R8G8B8A8_SNORM, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD", 1, DXGI_FORMAT_R16G16_SINT, 0, 28, D3D11_INPUT_PER_VERTEX_DATA, 0}, }; D3D11_INPUT_ELEMENT_DESC g_vertex_PTN_Elements_Compressed[] = { {"POSITION", 0, DXGI_FORMAT_R16G16B16A16_SINT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD", 0, DXGI_FORMAT_R16G16B16A16_SINT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0}, }; D3D11_PRIMITIVE_TOPOLOGY Renderer::g_topologies[C4JRender::PRIMITIVE_TYPE_COUNT] = { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D11_PRIMITIVE_TOPOLOGY_LINELIST, D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, }; static const unsigned int kVertexBufferSize = 0x100000; static const unsigned int kScreenGrabWidth = 1920; static const unsigned int kScreenGrabHeight = 1080; static const unsigned int kThumbnailSize = 64; static const unsigned int g_vertexStrides[C4JRender::VERTEX_TYPE_COUNT] = { 32, 16, 32, 32 }; Renderer::Context::Context(ID3D11Device* device, ID3D11DeviceContext* deviceContext) : m_pDeviceContext(deviceContext) , userAnnotation(NULL) , annotateDepth(0) , stackType(0) , textureIdx(0) , faceCullEnabled(true) , depthTestEnabled(true) , depthWriteEnabled(true) , alphaTestEnabled(false) , alphaReference(1.0f) , fogEnabled(false) , fogNearDistance(0.0f) , fogFarDistance(0.0f) , fogDensity(0.0f) , fogColourRed(0.0f) , fogColourGreen(0.0f) , fogColourBlue(0.0f) , fogMode(0) , lightingEnabled(false) , lightingDirty(false) , forcedLOD(-1) , m_modelViewMatrix(NULL) , m_localTransformMatrix(NULL) , m_projectionMatrix(NULL) , m_textureMatrix(NULL) , m_vertexTexcoordBuffer(NULL) , m_fogParamsBuffer(NULL) , m_lightingStateBuffer(NULL) , m_texGenMatricesBuffer(NULL) , m_compressedTranslationBuffer(NULL) , m_thumbnailBoundsBuffer(NULL) , m_tintColorBuffer(NULL) , m_fogColourBuffer(NULL) , m_unkColorBuffer(NULL) , m_alphaTestBuffer(NULL) , m_clearColorBuffer(NULL) , m_forcedLODBuffer(NULL) , dynamicVertexBase(0) , dynamicVertexOffset(0) , dynamicVertexBuffer(NULL) , commandBuffer(NULL) , recordingBufferIndex(0) , recordingVertexType(0) , recordingPrimitiveType(0) , deferredModeEnabled(false) , deferredBuffers() { deviceContext->QueryInterface(IID_PPV_ARGS(&userAnnotation)); memset(matrixStacks, 0, sizeof(matrixStacks)); memset(matrixDirty, 0, sizeof(matrixDirty)); memset(stackPos, 0, sizeof(stackPos)); memset(lightEnabled, 0, sizeof(lightEnabled)); memset(lightDirection, 0, sizeof(lightDirection)); memset(lightColour, 0, sizeof(lightColour)); memset(&lightAmbientColour, 0, sizeof(lightAmbientColour)); memset(texGenMatrices, 0, sizeof(texGenMatrices)); memset(&blendDesc, 0, sizeof(blendDesc)); memset(&depthStencilDesc, 0, sizeof(depthStencilDesc)); memset(&rasterizerDesc, 0, sizeof(rasterizerDesc)); blendFactor[0] = 0.0f; blendFactor[1] = 0.0f; blendFactor[2] = 0.0f; blendFactor[3] = 0.0f; const DirectX::XMMATRIX identity = DirectX::XMMatrixIdentity(); for (UINT i = 0; i < MATRIX_MODE_MODELVIEW_MAX; ++i) { matrixStacks[i][0] = identity; stackPos[i] = 0; } blendDesc.AlphaToCoverageEnable = false; blendDesc.IndependentBlendEnable = false; blendDesc.RenderTarget[0].BlendEnable = false; blendDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE; blendDesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO; blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; blendDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; blendDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; blendDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; depthStencilDesc.DepthEnable = true; depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS; depthStencilDesc.StencilEnable = false; depthStencilDesc.StencilReadMask = 0xFF; depthStencilDesc.StencilWriteMask = 0xFF; depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP; depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP; depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS; rasterizerDesc.FillMode = D3D11_FILL_SOLID; rasterizerDesc.CullMode = D3D11_CULL_BACK; rasterizerDesc.FrontCounterClockwise = true; rasterizerDesc.DepthBias = 0; rasterizerDesc.DepthBiasClamp = 0.0f; rasterizerDesc.SlopeScaledDepthBias = 0.0f; rasterizerDesc.DepthClipEnable = true; rasterizerDesc.ScissorEnable = false; rasterizerDesc.MultisampleEnable = true; rasterizerDesc.AntialiasedLineEnable = false; memset(lightDirection, 0, sizeof(lightDirection)); memset(lightColour, 0, sizeof(lightColour)); memset(&lightAmbientColour, 0, sizeof(lightAmbientColour)); memset(texGenMatrices, 0, sizeof(texGenMatrices)); const float zero4[4] = {0.0f, 0.0f, 0.0f, 0.0f}; const float one4[4] = {1.0f, 1.0f, 1.0f, 1.0f}; const float alpha4[4] = {0.0f, 0.0f, 0.0f, 1.0f}; D3D11_BUFFER_DESC cbDesc = {}; cbDesc.Usage = D3D11_USAGE_DYNAMIC; cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; D3D11_SUBRESOURCE_DATA cbData = {}; cbDesc.ByteWidth = sizeof(DirectX::XMMATRIX); cbData.pSysMem = &identity; device->CreateBuffer(&cbDesc, &cbData, &m_modelViewMatrix); device->CreateBuffer(&cbDesc, &cbData, &m_localTransformMatrix); device->CreateBuffer(&cbDesc, &cbData, &m_projectionMatrix); device->CreateBuffer(&cbDesc, &cbData, &m_textureMatrix); cbDesc.ByteWidth = sizeof(zero4); cbData.pSysMem = zero4; device->CreateBuffer(&cbDesc, &cbData, &m_vertexTexcoordBuffer); device->CreateBuffer(&cbDesc, &cbData, &m_fogParamsBuffer); const UINT lightingBytes = sizeof(lightDirection) + sizeof(lightColour) + sizeof(lightAmbientColour); cbDesc.ByteWidth = lightingBytes; cbData.pSysMem = lightDirection; device->CreateBuffer(&cbDesc, &cbData, &m_lightingStateBuffer); cbDesc.ByteWidth = sizeof(texGenMatrices); cbData.pSysMem = texGenMatrices; device->CreateBuffer(&cbDesc, &cbData, &m_texGenMatricesBuffer); cbDesc.ByteWidth = sizeof(zero4); cbData.pSysMem = zero4; device->CreateBuffer(&cbDesc, &cbData, &m_compressedTranslationBuffer); device->CreateBuffer(&cbDesc, &cbData, &m_thumbnailBoundsBuffer); cbDesc.ByteWidth = sizeof(one4); cbData.pSysMem = one4; device->CreateBuffer(&cbDesc, &cbData, &m_tintColorBuffer); device->CreateBuffer(&cbDesc, &cbData, &m_fogColourBuffer); device->CreateBuffer(&cbDesc, &cbData, &m_unkColorBuffer); cbDesc.ByteWidth = sizeof(alpha4); cbData.pSysMem = alpha4; device->CreateBuffer(&cbDesc, &cbData, &m_alphaTestBuffer); cbDesc.ByteWidth = sizeof(zero4); cbData.pSysMem = zero4; device->CreateBuffer(&cbDesc, &cbData, &m_clearColorBuffer); device->CreateBuffer(&cbDesc, &cbData, &m_forcedLODBuffer); deviceContext->VSSetConstantBuffers(0, 10, &m_modelViewMatrix); deviceContext->PSSetConstantBuffers(0, 6, &m_tintColorBuffer); { void *dynamicVertexPtr = operator new[](kVertexBufferSize); dynamicVertexBase = reinterpret_cast(dynamicVertexPtr); } dynamicVertexOffset = 0; D3D11_BUFFER_DESC vbDesc = {}; vbDesc.ByteWidth = kVertexBufferSize; vbDesc.Usage = D3D11_USAGE_DYNAMIC; vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; device->CreateBuffer(&vbDesc, NULL, &dynamicVertexBuffer); } void Renderer::BeginConditionalRendering(int) {} void Renderer::BeginConditionalSurvey(int) {} void Renderer::CaptureScreen(ImageFileBuffer *, XSOCIAL_PREVIEWIMAGE *) {} void Renderer::Clear(int flags, D3D11_RECT *) { PROFILER_SCOPE("Renderer::Clear", "Clear", MP_MAGENTA) Renderer::Context &c = getContext(); ID3D11BlendState *blendState = NULL; ID3D11DepthStencilState *depthState = NULL; ID3D11RasterizerState *rasterizerState = NULL; PROFILER_SCOPE("Renderer::Clear", "Blend", MP_MAGENTA) D3D11_BLEND_DESC blendDesc = {}; blendDesc.AlphaToCoverageEnable = false; blendDesc.IndependentBlendEnable = false; blendDesc.RenderTarget[0].BlendEnable = false; blendDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE; blendDesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO; blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; blendDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; blendDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; blendDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; blendDesc.RenderTarget[0].RenderTargetWriteMask = (flags & CLEAR_COLOUR_FLAG) ? D3D11_COLOR_WRITE_ENABLE_ALL : 0; m_pDevice->CreateBlendState(&blendDesc, &blendState); PROFILER_SCOPE("Renderer::Clear", "Depth", MP_MAGENTA) D3D11_DEPTH_STENCIL_DESC depthDesc = {}; depthDesc.DepthEnable = (flags & CLEAR_DEPTH_FLAG) ? true : false; depthDesc.DepthWriteMask = depthDesc.DepthEnable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO; depthDesc.DepthFunc = D3D11_COMPARISON_ALWAYS; depthDesc.StencilEnable = false; depthDesc.StencilReadMask = 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; m_pDevice->CreateDepthStencilState(&depthDesc, &depthState); PROFILER_SCOPE("Renderer::Clear", "Rasterizer", MP_MAGENTA) D3D11_RASTERIZER_DESC rasterDesc = {}; rasterDesc.FillMode = D3D11_FILL_SOLID; rasterDesc.CullMode = D3D11_CULL_NONE; rasterDesc.DepthClipEnable = true; rasterDesc.MultisampleEnable = true; m_pDevice->CreateRasterizerState(&rasterDesc, &rasterizerState); PROFILER_SCOPE("Renderer::Clear", "DrawClearQuad", MP_MAGENTA) c.m_pDeviceContext->VSSetShader(screenClearVertexShader, NULL, 0); c.m_pDeviceContext->IASetInputLayout(NULL); c.m_pDeviceContext->PSSetShader(screenClearPixelShader, NULL, 0); c.m_pDeviceContext->OMSetRenderTargets(1, &renderTargetView, depthStencilView); c.m_pDeviceContext->OMSetBlendState(blendState, NULL, 0xFFFFFFFF); c.m_pDeviceContext->OMSetDepthStencilState(depthState, 0); c.m_pDeviceContext->RSSetState(rasterizerState); c.m_pDeviceContext->PSSetShaderResources(0, 0, NULL); c.m_pDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); c.m_pDeviceContext->Draw(4, 0); if (blendState) { blendState->Release(); blendState = NULL; } if (depthState) { depthState->Release(); depthState = NULL; } if (rasterizerState) { rasterizerState->Release(); rasterizerState = NULL; } c.m_pDeviceContext->OMSetBlendState(GetManagedBlendState(), c.blendFactor, 0xFFFFFFFF); c.m_pDeviceContext->OMSetDepthStencilState(GetManagedDepthStencilState(), 0); c.m_pDeviceContext->RSSetState(GetManagedRasterizerState()); c.m_pDeviceContext->OMSetRenderTargets(1, &renderTargetView, depthStencilView); activeVertexType = -1; activePixelType = -1; } void Renderer::ConvertLinearToPng(ImageFileBuffer *pngOut, unsigned char *linearData, unsigned int width, unsigned int height) { const size_t dataSize = static_cast(width) * static_cast(height) * 4; const size_t outputCapacity = (dataSize * 24) / 20 + 256; void *outputBuffer = malloc(outputCapacity); int outputLength = 0; SaveTextureDataToMemory( outputBuffer, static_cast(outputCapacity), &outputLength, static_cast(width), static_cast(height), reinterpret_cast(linearData) ); pngOut->m_type = ImageFileBuffer::e_typePNG; pngOut->m_pBuffer = outputBuffer; pngOut->m_bufferSize = outputLength; } void Renderer::DoScreenGrabOnNextPresent() { m_bShouldScreenGrabNextFrame = true; } void Renderer::EndConditionalRendering() {} void Renderer::EndConditionalSurvey() {} void Renderer::BeginEvent(LPCWSTR eventName) { Renderer::Context &c = Renderer::getContext(); if (c.m_pDeviceContext->GetType() != D3D11_DEVICE_CONTEXT_DEFERRED && c.userAnnotation) { c.userAnnotation->BeginEvent(eventName); ++c.annotateDepth; } } void Renderer::EndEvent() { Renderer::Context &c = Renderer::getContext(); if (c.m_pDeviceContext->GetType() != D3D11_DEVICE_CONTEXT_DEFERRED && c.userAnnotation) { c.userAnnotation->EndEvent(); --c.annotateDepth; assert(c.annotateDepth >= 0); } } void Renderer::Initialise(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain) { m_pDevice = pDevice; m_pDeviceContext = InitialiseContext(true); m_pSwapChain = pSwapChain; #ifdef ENABLE_PROFILING MicroProfileOnThreadCreate("MainRenderThread"); MicroProfileSetEnableAllGroups(true); #endif m_commandHandleToIndex = new int16_t[NUM_COMMAND_HANDLES]; m_commandBuffers = new CommandBuffer *[MAX_COMMAND_BUFFERS]; m_commandMatrices = new DirectX::XMMATRIX[MAX_COMMAND_BUFFERS]; m_commandIndexToHandle = new int[MAX_COMMAND_BUFFERS]; m_commandVertexTypes = new uint8_t[MAX_COMMAND_BUFFERS]; m_commandPrimitiveTypes = new uint8_t[MAX_COMMAND_BUFFERS]; memset(m_commandHandleToIndex, 0xFF, NUM_COMMAND_HANDLES * sizeof(int16_t)); memset(m_commandBuffers, 0, MAX_COMMAND_BUFFERS * sizeof(CommandBuffer*)); memset(m_commandIndexToHandle, 0, MAX_COMMAND_BUFFERS * sizeof(int)); memset(m_commandVertexTypes, 0, MAX_COMMAND_BUFFERS * sizeof(uint8_t)); memset(m_commandPrimitiveTypes, 0, MAX_COMMAND_BUFFERS * sizeof(uint8_t)); reservedRendererDword3 = 0; m_bShouldScreenGrabNextFrame = false; m_bSuspended = false; SetupShaders(); const float clearColour[4] = {0.0f, 0.0f, 0.0f, 0.0f}; SetClearColour(clearColour); UINT backBufferSampleCount = 1; UINT backBufferSampleQuality = 0; ID3D11Texture2D *backBuffer = NULL; pSwapChain->GetBuffer(0, IID_PPV_ARGS(&backBuffer)); if (backBuffer) { D3D11_TEXTURE2D_DESC backDesc = {}; backBuffer->GetDesc(&backDesc); backBufferWidth = backDesc.Width; backBufferHeight = backDesc.Height; backBufferSampleCount = backDesc.SampleDesc.Count; backBufferSampleQuality = backDesc.SampleDesc.Quality; m_pDevice->CreateRenderTargetView(backBuffer, NULL, &renderTargetView); D3D11_TEXTURE2D_DESC srvDesc = backDesc; srvDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE; srvDesc.MiscFlags = 0; ID3D11Texture2D *srvTexture = NULL; m_pDevice->CreateTexture2D(&srvDesc, NULL, &srvTexture); m_pDevice->CreateShaderResourceView(srvTexture, NULL, &renderTargetShaderResourceView); srvTexture->Release(); backBuffer->Release(); } ID3D11RenderTargetView *boundRTV = NULL; m_pDeviceContext->OMGetRenderTargets(1, &boundRTV, &depthStencilView); if (boundRTV) boundRTV->Release(); if (!depthStencilView && backBufferWidth != 0 && backBufferHeight != 0) { D3D11_TEXTURE2D_DESC depthDesc = {}; depthDesc.Width = backBufferWidth; depthDesc.Height = backBufferHeight; depthDesc.MipLevels = 1; depthDesc.ArraySize = 1; depthDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; depthDesc.SampleDesc.Count = backBufferSampleCount; depthDesc.SampleDesc.Quality = backBufferSampleQuality; depthDesc.Usage = D3D11_USAGE_DEFAULT; depthDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL; ID3D11Texture2D *depthTexture = NULL; if (SUCCEEDED(m_pDevice->CreateTexture2D(&depthDesc, NULL, &depthTexture))) { m_pDevice->CreateDepthStencilView(depthTexture, NULL, &depthStencilView); depthTexture->Release(); } } for (UINT i = 0; i < MAX_MIP_LEVELS - 1; ++i) { D3D11_TEXTURE2D_DESC desc = {}; desc.Width = s_auiWidths[i + 1]; desc.Height = s_auiHeights[i + 1]; desc.MipLevels = 1; desc.ArraySize = 1; desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; desc.SampleDesc.Count = 1; desc.Usage = D3D11_USAGE_DEFAULT; desc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE; HRESULT hr = m_pDevice->CreateTexture2D(&desc, NULL, &renderTargetTextures[i]); assert(hr == S_OK); hr = m_pDevice->CreateRenderTargetView(renderTargetTextures[i], NULL, &renderTargetViews[i]); assert(hr == S_OK); hr = m_pDevice->CreateShaderResourceView(renderTargetTextures[i], NULL, &renderTargetShaderResourceViews[i]); assert(hr == S_OK); } memset(m_textures, 0, sizeof(m_textures)); defaultTextureIndex = TextureCreate(); TextureBind(defaultTextureIndex); 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; StateSetViewport(C4JRender::VIEWPORT_TYPE_FULLSCREEN); StateSetVertexTextureUV(0.0f, 0.0f); TextureBindVertex(-1); InitializeCriticalSection(&rtl_critical_section100); InitializeCriticalSection(&Renderer::totalAllocCS); reservedRendererDword1 = 0; activeVertexType = -1; activePixelType = -1; reservedRendererByte1 = 1; reservedRendererByte0 = 0; unsigned short *quadIndices = new unsigned short[0x18000]; for (UINT i = 0; i < 0x4000; ++i) { unsigned short base = static_cast(i * 4); unsigned int offset = i * 6; quadIndices[offset + 0] = base; 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 = 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[0x2FFFA]; for (UINT i = 0; i < 65534; ++i) { unsigned int offset = i * 3; fanIndices[offset + 0] = 0; fanIndices[offset + 1] = static_cast(i + 1); fanIndices[offset + 2] = static_cast(i + 2); } D3D11_BUFFER_DESC fanIndexDesc = {}; 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; } ID3D11DeviceContext *Renderer::InitialiseContext(bool fromPresent) { 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; } bool Renderer::IsHiDef() { return true; } bool Renderer::IsWidescreen() { return true; } void Renderer::Present() { PROFILER_SCOPE("Renderer::Present", "Present", MP_MAGENTA) if (m_bShouldScreenGrabNextFrame) { PROFILER_SCOPE("Renderer::Present", "ScreenGrab", MP_MAGENTA) 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) { D3D11_TEXTURE2D_DESC desc = {}; backBuffer->GetDesc(&desc); desc.Usage = D3D11_USAGE_STAGING; desc.BindFlags = 0; desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ; desc.MiscFlags = 0; m_pDevice->CreateTexture2D(&desc, NULL, &stagingTexture); } if (stagingTexture && backBuffer) { PROFILER_SCOPE("Renderer::Present", "CopyResource", MP_MAGENTA) m_pDeviceContext->CopyResource(stagingTexture, backBuffer); D3D11_MAPPED_SUBRESOURCE mapped = {}; if (SUCCEEDED(m_pDeviceContext->Map(stagingTexture, 0, D3D11_MAP_READ, 0, &mapped))) { const unsigned char *src = reinterpret_cast(mapped.pData); for (UINT y = 0; y < kScreenGrabHeight; ++y) { unsigned char *dstRow = linearData + y * kScreenGrabWidth * 4; const unsigned char *srcRow = src + y * mapped.RowPitch; memcpy(dstRow, srcRow, kScreenGrabWidth * 4); for (UINT x = 0; x < kScreenGrabWidth; ++x) dstRow[x * 4 + 3] = 0xFF; } m_pDeviceContext->Unmap(stagingTexture, 0); } } static int count = 0; char fileName[304]; sprintf_s(fileName, "d:\\screen%d.png", count++); D3DXIMAGE_INFO info; info.Width = kScreenGrabWidth; info.Height = kScreenGrabHeight; SaveTextureData(fileName, &info, reinterpret_cast(linearData)); delete[] linearData; if (stagingTexture) { stagingTexture->Release(); stagingTexture = NULL; } if (backBuffer) { backBuffer->Release(); backBuffer = NULL; } m_bShouldScreenGrabNextFrame = false; } m_pSwapChain->Present(1, 0); ++presentCount; } void Renderer::Resume() { m_bSuspended = false; } void Renderer::SetClearColour(const float colourRGBA[4]) { for (int i = 0; i < 4; ++i) m_fClearColor[i] = colourRGBA[i]; Renderer::Context &c = getContext(); if (&c) { D3D11_MAPPED_SUBRESOURCE mapped = {}; 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); } } } void Renderer::SetupShaders() { vertexShaderTable = new ID3D11VertexShader *[C4JRender::VERTEX_TYPE_COUNT]; pixelShaderTable = new ID3D11PixelShader *[C4JRender::PIXEL_SHADER_COUNT]; vertexStrideTable = new unsigned int[C4JRender::VERTEX_TYPE_COUNT]; inputLayoutTable = new ID3D11InputLayout *[C4JRender::VERTEX_TYPE_COUNT]; for (UINT i = 0; i < C4JRender::VERTEX_TYPE_COUNT; ++i) { vertexShaderTable[i] = NULL; inputLayoutTable[i] = NULL; vertexStrideTable[i] = g_vertexStrides[i]; } for (UINT i = 0; i < C4JRender::PIXEL_SHADER_COUNT; ++i) { pixelShaderTable[i] = NULL; } 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), 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), 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]); } void Renderer::StartFrame() { PROFILER_SCOPE("Renderer::StartFrame", "StartFrame", MP_MAGENTA) Renderer::Context &c = getContext(); activeVertexType = -1; activePixelType = -1; TextureBindVertex(-1); TextureBind(-1); PROFILER_SCOPE("Renderer::StartFrame", "State", MP_MAGENTA) 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); D3D11_VIEWPORT viewport = {}; viewport.TopLeftX = 0.0f; viewport.TopLeftY = 0.0f; viewport.Width = (float)backBufferWidth; viewport.Height = (float)backBufferHeight; viewport.MinDepth = 0.0f; viewport.MaxDepth = 1.0f; c.m_pDeviceContext->RSSetViewports(1, &viewport); c.m_pDeviceContext->OMSetRenderTargets(1, &renderTargetView, depthStencilView); #ifdef ENABLE_PROFILING MicroProfileFlip(nullptr); #endif } void Renderer::Suspend() { m_bSuspended = true; } bool Renderer::Suspended() { return m_bSuspended; } void Renderer::UpdateGamma(unsigned short) {} Renderer::Context &Renderer::getContext() { return *reinterpret_cast(TlsGetValue(Renderer::tlsIdx)); } void Renderer::CaptureThumbnail(ImageFileBuffer *pngOut) { Renderer::Context &c = getContext(); 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: bottom = 0.5f; break; case C4JRender::VIEWPORT_TYPE_SPLIT_BOTTOM: top = 0.5f; break; case C4JRender::VIEWPORT_TYPE_SPLIT_LEFT: right = 0.5f; break; case C4JRender::VIEWPORT_TYPE_SPLIT_RIGHT: left = 0.5f; break; case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_LEFT: right = 0.5f; bottom = 0.5f; break; case C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_RIGHT: left = 0.5f; bottom = 0.5f; break; case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_LEFT: right = 0.5f; top = 0.5f; break; case C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_RIGHT: left = 0.5f; top = 0.5f; break; default: break; } float aspectRatio = IsWidescreen() ? (16.0f / 9.0f) : (4.0f / 3.0f); right *= aspectRatio; left *= aspectRatio; float width = right - left; float height = top - bottom; if (height > width) { float diff = (height - width) * 0.5f; bottom += diff; top -= diff; } else { float diff = (width - height) * 0.5f; left += diff; right -= diff; } left /= aspectRatio; right /= aspectRatio; ID3D11BlendState *blendState = NULL; ID3D11DepthStencilState *depthState = NULL; ID3D11RasterizerState *rasterizerState = NULL; ID3D11SamplerState *samplerState = NULL; ID3D11Texture2D *stagingTexture = NULL; D3D11_BLEND_DESC blendDesc = {}; blendDesc.RenderTarget[0].BlendEnable = false; blendDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE; blendDesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO; blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; blendDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; blendDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; blendDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; m_pDevice->CreateBlendState(&blendDesc, &blendState); D3D11_DEPTH_STENCIL_DESC depthDesc = {}; depthDesc.DepthEnable = false; depthDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO; depthDesc.DepthFunc = D3D11_COMPARISON_ALWAYS; depthDesc.StencilEnable = false; depthDesc.StencilReadMask = 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 = depthDesc.FrontFace; m_pDevice->CreateDepthStencilState(&depthDesc, &depthState); D3D11_RASTERIZER_DESC rasterDesc = {}; rasterDesc.FillMode = D3D11_FILL_SOLID; rasterDesc.CullMode = D3D11_CULL_NONE; rasterDesc.DepthClipEnable = true; rasterDesc.MultisampleEnable = true; m_pDevice->CreateRasterizerState(&rasterDesc, &rasterizerState); D3D11_SAMPLER_DESC samplerDesc = {}; samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; samplerDesc.MaxAnisotropy = 1; samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; samplerDesc.MinLOD = 0.0f; samplerDesc.MaxLOD = (std::numeric_limits::max)(); m_pDevice->CreateSamplerState(&samplerDesc, &samplerState); 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 (UINT i = 0; i < MAX_MIP_LEVELS - 1; ++i) { D3D11_VIEWPORT viewport = {}; viewport.TopLeftX = 0.0f; viewport.TopLeftY = 0.0f; viewport.Width = (float)s_auiWidths[i + 1]; viewport.Height = (float)s_auiHeights[i + 1]; viewport.MinDepth = 0.0f; viewport.MaxDepth = 1.0f; c.m_pDeviceContext->OMSetRenderTargets(1, &renderTargetViews[i], NULL); c.m_pDeviceContext->RSSetViewports(1, &viewport); ID3D11ShaderResourceView *inputTexture = (i == 0) ? renderTargetShaderResourceView : renderTargetShaderResourceViews[i - 1]; c.m_pDeviceContext->PSSetShaderResources(0, 1, &inputTexture); c.m_pDeviceContext->PSSetSamplers(0, 1, &samplerState); c.m_pDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); D3D11_MAPPED_SUBRESOURCE mapped = {}; c.m_pDeviceContext->Map(c.m_thumbnailBoundsBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped); float *constants = (float *)mapped.pData; if (i == 0) { constants[0] = left; constants[1] = bottom; constants[2] = right - left; constants[3] = top - bottom; } else { constants[0] = 0.0f; constants[1] = 0.0f; 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 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]; 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(mapped.pData); unsigned char *dst = linearData; for (UINT y = 0; y < kThumbnailSize; ++y) { memcpy(dst, src, stride); unsigned char *alpha = dst + 3; for (UINT x = 0; x < kThumbnailSize; ++x) { *alpha = 0xFF; alpha += 4; } src += mapped.RowPitch; dst += stride; } c.m_pDeviceContext->Unmap(stagingTexture, 0); } } ConvertLinearToPng(pngOut, linearData, kThumbnailSize, kThumbnailSize); delete[] linearData; if (stagingTexture) { stagingTexture->Release(); stagingTexture = NULL; } if (samplerState) { samplerState->Release(); samplerState = NULL; } if (rasterizerState) { rasterizerState->Release(); rasterizerState = NULL; } if (depthState) { depthState->Release(); depthState = NULL; } if (blendState) { blendState->Release(); blendState = NULL; } 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; viewport.TopLeftY = 0.0f; viewport.Width = (float)backBufferWidth; 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 = -1; activePixelType = -1; }