Files
Patoke-4JLibs/Windows_Libs/Dev/Render/RendererCore.cpp
2026-03-03 05:58:08 +10:00

1022 lines
37 KiB
C++

#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<std::uint64_t>(dynamicVertexPtr);
}
dynamicVertexOffset = 0;
D3D11_BUFFER_DESC vbDesc = {};
vbDesc.ByteWidth = kVertexBufferSize;
vbDesc.Usage = D3D11_USAGE_DYNAMIC;
vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
device->CreateBuffer(&vbDesc, 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<size_t>(width) * static_cast<size_t>(height) * 4;
const size_t outputCapacity = (dataSize * 24) / 20 + 256;
void *outputBuffer = malloc(outputCapacity);
int outputLength = 0;
SaveTextureDataToMemory(
outputBuffer,
static_cast<int>(outputCapacity),
&outputLength,
static_cast<int>(width),
static_cast<int>(height),
reinterpret_cast<int *>(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<unsigned short>(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<unsigned short>(i + 1);
fanIndices[offset + 2] = static_cast<unsigned short>(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<const unsigned char *>(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<int *>(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<Renderer::Context *>(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<float>::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<const unsigned char *>(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;
}