1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426
|
/*
* Copyright (C) 2005-2018 Team Kodi
* This file is part of Kodi - https://kodi.tv
*
* SPDX-License-Identifier: GPL-2.0-or-later
* See LICENSES/README.md for more information.
*/
#include "GUIShaderDX.h"
#include "windowing/GraphicContext.h"
#include "rendering/dx/DeviceResources.h"
#include "rendering/dx/RenderContext.h"
#include "utils/log.h"
// shaders bytecode includes
#include "guishader_vert.h"
#include "guishader_checkerboard_right.h"
#include "guishader_checkerboard_left.h"
#include "guishader_default.h"
#include "guishader_fonts.h"
#include "guishader_interlaced_right.h"
#include "guishader_interlaced_left.h"
#include "guishader_multi_texture_blend.h"
#include "guishader_texture.h"
#include "guishader_texture_noblend.h"
#include <d3dcompiler.h>
using namespace DirectX;
using namespace Microsoft::WRL;
// shaders bytecode holder
// clang-format off
static const D3D_SHADER_DATA cbPSShaderCode[SHADER_METHOD_RENDER_COUNT] =
{
{ guishader_default, sizeof(guishader_default) }, // SHADER_METHOD_RENDER_DEFAULT
{ guishader_texture_noblend, sizeof(guishader_texture_noblend) }, // SHADER_METHOD_RENDER_TEXTURE_NOBLEND
{ guishader_fonts, sizeof(guishader_fonts) }, // SHADER_METHOD_RENDER_FONT
{ guishader_texture, sizeof(guishader_texture) }, // SHADER_METHOD_RENDER_TEXTURE_BLEND
{ guishader_multi_texture_blend, sizeof(guishader_multi_texture_blend) }, // SHADER_METHOD_RENDER_MULTI_TEXTURE_BLEND
{ guishader_interlaced_left, sizeof(guishader_interlaced_left) }, // SHADER_METHOD_RENDER_STEREO_INTERLACED_LEFT
{ guishader_interlaced_right, sizeof(guishader_interlaced_right) }, // SHADER_METHOD_RENDER_STEREO_INTERLACED_RIGHT
{ guishader_checkerboard_left, sizeof(guishader_checkerboard_left) }, // SHADER_METHOD_RENDER_STEREO_CHECKERBOARD_LEFT
{ guishader_checkerboard_right, sizeof(guishader_checkerboard_right) }, // SHADER_METHOD_RENDER_STEREO_CHECKERBOARD_RIGHT
};
// clang-format on
CGUIShaderDX::CGUIShaderDX() :
m_pSampLinear(nullptr),
m_pVPBuffer(nullptr),
m_pWVPBuffer(nullptr),
m_pVertexBuffer(nullptr),
m_clipXFactor(0.0f),
m_clipXOffset(0.0f),
m_clipYFactor(0.0f),
m_clipYOffset(0.0f),
m_bIsWVPDirty(false),
m_bIsVPDirty(false),
m_bCreated(false),
m_currentShader(0),
m_clipPossible(false)
{
}
CGUIShaderDX::~CGUIShaderDX()
{
Release();
}
bool CGUIShaderDX::Initialize()
{
// Create input layout
D3D11_INPUT_ELEMENT_DESC layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 28, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, 36, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
if (!m_vertexShader.Create(guishader_vert, sizeof(guishader_vert), layout, ARRAYSIZE(layout)))
return false;
size_t i;
bool bSuccess = true;
for (i = 0; i < SHADER_METHOD_RENDER_COUNT; i++)
{
if (!m_pixelShader[i].Create(cbPSShaderCode[i].pBytecode, cbPSShaderCode[i].BytecodeLength))
{
bSuccess = false;
break;
}
}
if (!bSuccess)
{
m_vertexShader.Release();
for (size_t j = 0; j < i; j++)
m_pixelShader[j].Release();
}
if (!bSuccess || !CreateBuffers() || !CreateSamplers())
return false;
m_bCreated = true;
return true;
}
bool CGUIShaderDX::CreateBuffers()
{
ComPtr<ID3D11Device> pDevice = DX::DeviceResources::Get()->GetD3DDevice();
// create vertex buffer
CD3D11_BUFFER_DESC bufferDesc(sizeof(Vertex) * 4, D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
if (FAILED(pDevice->CreateBuffer(&bufferDesc, NULL, m_pVertexBuffer.ReleaseAndGetAddressOf())))
{
CLog::LogF(LOGERROR, "Failed to create GUI vertex buffer.");
return false;
}
// Create the constant buffer for WVP
size_t buffSize = (sizeof(cbWorld) + 15) & ~15;
CD3D11_BUFFER_DESC cbbd(buffSize, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE); // it can change very frequently
if (FAILED(pDevice->CreateBuffer(&cbbd, NULL, m_pWVPBuffer.ReleaseAndGetAddressOf())))
{
CLog::LogF(LOGERROR, "Failed to create the constant buffer.");
return false;
}
m_bIsWVPDirty = true;
CRect viewPort;
DX::Windowing()->GetViewPort(viewPort);
// initial data for viewport buffer
m_cbViewPort.TopLeftX = viewPort.x1;
m_cbViewPort.TopLeftY = viewPort.y1;
m_cbViewPort.Width = viewPort.Width();
m_cbViewPort.Height = viewPort.Height();
cbbd.ByteWidth = sizeof(cbViewPort);
D3D11_SUBRESOURCE_DATA initData = { &m_cbViewPort, 0, 0 };
// create viewport buffer
if (FAILED(pDevice->CreateBuffer(&cbbd, &initData, m_pVPBuffer.ReleaseAndGetAddressOf())))
return false;
return true;
}
bool CGUIShaderDX::CreateSamplers()
{
// Describe the Sampler State
D3D11_SAMPLER_DESC sampDesc = {};
sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
sampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
sampDesc.MinLOD = 0;
sampDesc.MaxLOD = D3D11_FLOAT32_MAX;
if (FAILED(DX::DeviceResources::Get()->GetD3DDevice()->CreateSamplerState(&sampDesc, m_pSampLinear.ReleaseAndGetAddressOf())))
return false;
DX::DeviceResources::Get()->GetD3DContext()->PSSetSamplers(0, 1, m_pSampLinear.GetAddressOf());
return true;
}
void CGUIShaderDX::ApplyStateBlock(void)
{
if (!m_bCreated)
return;
ComPtr<ID3D11DeviceContext> pContext = DX::DeviceResources::Get()->GetD3DContext();
m_vertexShader.BindShader();
pContext->VSSetConstantBuffers(0, 1, m_pWVPBuffer.GetAddressOf());
m_pixelShader[m_currentShader].BindShader();
pContext->PSSetConstantBuffers(0, 1, m_pWVPBuffer.GetAddressOf());
pContext->PSSetConstantBuffers(1, 1, m_pVPBuffer.GetAddressOf());
pContext->PSSetSamplers(0, 1, m_pSampLinear.GetAddressOf());
RestoreBuffers();
}
void CGUIShaderDX::Begin(unsigned int flags)
{
if (!m_bCreated)
return;
if (m_currentShader != flags)
{
m_currentShader = flags;
m_pixelShader[m_currentShader].BindShader();
}
ClipToScissorParams();
}
void CGUIShaderDX::End()
{
if (!m_bCreated)
return;
}
void CGUIShaderDX::DrawQuad(Vertex& v1, Vertex& v2, Vertex& v3, Vertex& v4)
{
if (!m_bCreated)
return;
ApplyChanges();
ComPtr<ID3D11DeviceContext> pContext = DX::DeviceResources::Get()->GetD3DContext();
// update vertex buffer
D3D11_MAPPED_SUBRESOURCE resource;
if (SUCCEEDED(pContext->Map(m_pVertexBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &resource)))
{
// we are using strip topology
Vertex vertices[4] = { v2, v3, v1, v4 };
memcpy(resource.pData, &vertices, sizeof(Vertex) * 4);
pContext->Unmap(m_pVertexBuffer.Get(), 0);
// Draw primitives
pContext->Draw(4, 0);
}
}
void CGUIShaderDX::DrawIndexed(unsigned int indexCount, unsigned int startIndex, unsigned int startVertex)
{
if (!m_bCreated)
return;
ApplyChanges();
DX::DeviceResources::Get()->GetD3DContext()->DrawIndexed(indexCount, startIndex, startVertex);
}
void CGUIShaderDX::Draw(unsigned int vertexCount, unsigned int startVertex)
{
if (!m_bCreated)
return;
ApplyChanges();
DX::DeviceResources::Get()->GetD3DContext()->Draw(vertexCount, startVertex);
}
void CGUIShaderDX::SetShaderViews(unsigned int numViews, ID3D11ShaderResourceView** views)
{
if (!m_bCreated)
return;
DX::DeviceResources::Get()->GetD3DContext()->PSSetShaderResources(0, numViews, views);
}
void CGUIShaderDX::Release()
{
m_pVertexBuffer = nullptr;
m_pWVPBuffer = nullptr;
m_pVPBuffer = nullptr;
m_pSampLinear = nullptr;
m_bCreated = false;
}
void CGUIShaderDX::SetViewPort(D3D11_VIEWPORT viewPort)
{
if (!m_pVPBuffer)
return;
if ( viewPort.TopLeftX != m_cbViewPort.TopLeftX
|| viewPort.TopLeftY != m_cbViewPort.TopLeftY
|| viewPort.Width != m_cbViewPort.Width
|| viewPort.Height != m_cbViewPort.Height)
{
m_cbViewPort.TopLeftX = viewPort.TopLeftX;
m_cbViewPort.TopLeftY = viewPort.TopLeftY;
m_cbViewPort.Width = viewPort.Width;
m_cbViewPort.Height = viewPort.Height;
m_bIsVPDirty = true;
}
}
void CGUIShaderDX::Project(float &x, float &y, float &z)
{
#if defined(_XM_SSE_INTRINSICS_) && !defined(_XM_NO_INTRINSICS_)
XMVECTOR vLocation = { x, y, z };
#elif defined(_XM_ARM_NEON_INTRINSICS_) && !defined(_XM_NO_INTRINSICS_)
XMVECTOR vLocation = { x, y };
#endif
XMVECTOR vScreenCoord = XMVector3Project(vLocation, m_cbViewPort.TopLeftX, m_cbViewPort.TopLeftY,
m_cbViewPort.Width, m_cbViewPort.Height, 0, 1,
m_cbWorldViewProj.projection, m_cbWorldViewProj.view, m_cbWorldViewProj.world);
x = XMVectorGetX(vScreenCoord);
y = XMVectorGetY(vScreenCoord);
z = 0;
}
void XM_CALLCONV CGUIShaderDX::SetWVP(const XMMATRIX &w, const XMMATRIX &v, const XMMATRIX &p)
{
m_bIsWVPDirty = true;
m_cbWorldViewProj.world = w;
m_cbWorldViewProj.view = v;
m_cbWorldViewProj.projection = p;
}
void CGUIShaderDX::SetWorld(const XMMATRIX &value)
{
m_bIsWVPDirty = true;
m_cbWorldViewProj.world = value;
}
void CGUIShaderDX::SetView(const XMMATRIX &value)
{
m_bIsWVPDirty = true;
m_cbWorldViewProj.view = value;
}
void CGUIShaderDX::SetProjection(const XMMATRIX &value)
{
m_bIsWVPDirty = true;
m_cbWorldViewProj.projection = value;
}
void CGUIShaderDX::ApplyChanges(void)
{
ComPtr<ID3D11DeviceContext> pContext = DX::DeviceResources::Get()->GetD3DContext();
D3D11_MAPPED_SUBRESOURCE res;
if (m_bIsWVPDirty)
{
if (SUCCEEDED(pContext->Map(m_pWVPBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &res)))
{
XMMATRIX worldView = XMMatrixMultiply(m_cbWorldViewProj.world, m_cbWorldViewProj.view);
XMMATRIX worldViewProj = XMMatrixMultiplyTranspose(worldView, m_cbWorldViewProj.projection);
cbWorld* buffer = (cbWorld*)res.pData;
buffer->wvp = worldViewProj;
buffer->blackLevel = (DX::Windowing()->UseLimitedColor() ? 16.f / 255.f : 0.f);
buffer->colorRange = (DX::Windowing()->UseLimitedColor() ? (235.f - 16.f) / 255.f : 1.0f);
if (DX::Windowing()->IsTransferPQ())
buffer->sdrPeakLum = 10000.0f / DX::Windowing()->GetGuiSdrPeakLuminance();
buffer->PQ = (DX::Windowing()->IsTransferPQ() ? 1 : 0);
pContext->Unmap(m_pWVPBuffer.Get(), 0);
m_bIsWVPDirty = false;
}
}
// update view port buffer
if (m_bIsVPDirty)
{
if (SUCCEEDED(pContext->Map(m_pVPBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &res)))
{
*(cbViewPort*)res.pData = m_cbViewPort;
pContext->Unmap(m_pVPBuffer.Get(), 0);
m_bIsVPDirty = false;
}
}
}
void CGUIShaderDX::RestoreBuffers(void)
{
const unsigned stride = sizeof(Vertex);
const unsigned offset = 0;
ComPtr<ID3D11DeviceContext> pContext = DX::DeviceResources::Get()->GetD3DContext();
// Set the vertex buffer to active in the input assembler so it can be rendered.
pContext->IASetVertexBuffers(0, 1, m_pVertexBuffer.GetAddressOf(), &stride, &offset);
// Set the type of primitive that should be rendered from this vertex buffer, in this case triangles.
pContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
}
void CGUIShaderDX::ClipToScissorParams(void)
{
CRect viewPort; // absolute positions of corners
DX::Windowing()->GetViewPort(viewPort);
// get current GUI transform
const TransformMatrix &guiMatrix = CServiceBroker::GetWinSystem()->GetGfxContext().GetGUIMatrix();
// get current GPU transforms
XMFLOAT4X4 world, view, projection;
XMStoreFloat4x4(&world, m_cbWorldViewProj.world);
XMStoreFloat4x4(&view, m_cbWorldViewProj.view);
XMStoreFloat4x4(&projection, m_cbWorldViewProj.projection);
m_clipPossible = guiMatrix.m[0][1] == 0 &&
guiMatrix.m[1][0] == 0 &&
guiMatrix.m[2][0] == 0 &&
guiMatrix.m[2][1] == 0 &&
view.m[0][1] == 0 &&
view.m[0][2] == 0 &&
view.m[1][0] == 0 &&
view.m[1][2] == 0 &&
view.m[2][0] == 0 &&
view.m[2][1] == 0 &&
projection.m[0][1] == 0 &&
projection.m[0][2] == 0 &&
projection.m[0][3] == 0 &&
projection.m[1][0] == 0 &&
projection.m[1][2] == 0 &&
projection.m[1][3] == 0 &&
projection.m[3][0] == 0 &&
projection.m[3][1] == 0 &&
projection.m[3][3] == 0;
m_clipXFactor = 0.0f;
m_clipXOffset = 0.0f;
m_clipYFactor = 0.0f;
m_clipYOffset = 0.0f;
if (m_clipPossible)
{
m_clipXFactor = guiMatrix.m[0][0] * view.m[0][0] * projection.m[0][0];
m_clipXOffset = (guiMatrix.m[0][3] * view.m[0][0] + view.m[3][0]) * projection.m[0][0];
m_clipYFactor = guiMatrix.m[1][1] * view.m[1][1] * projection.m[1][1];
m_clipYOffset = (guiMatrix.m[1][3] * view.m[1][1] + view.m[3][1]) * projection.m[1][1];
float clipW = (guiMatrix.m[2][3] * view.m[2][2] + view.m[3][2]) * projection.m[2][3];
float xMult = (viewPort.x2 - viewPort.x1) / (2 * clipW);
float yMult = (viewPort.y1 - viewPort.y2) / (2 * clipW); // correct for inverted window coordinate scheme
m_clipXFactor = m_clipXFactor * xMult;
m_clipXOffset = m_clipXOffset * xMult + (viewPort.x2 + viewPort.x1) / 2;
m_clipYFactor = m_clipYFactor * yMult;
m_clipYOffset = m_clipYOffset * yMult + (viewPort.y2 + viewPort.y1) / 2;
}
}
|