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/*
* 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.
*/
#pragma once
#include "GUIColorManager.h"
#include "utils/ColorUtils.h"
#include "utils/Geometry.h"
#include <map>
#include <DirectXMath.h>
#include <d3dx11effect.h>
#include <wrl/client.h>
#define KODI_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT 4
typedef enum SHADER_METHOD {
SHADER_METHOD_RENDER_DEFAULT,
SHADER_METHOD_RENDER_TEXTURE_NOBLEND,
SHADER_METHOD_RENDER_FONT,
SHADER_METHOD_RENDER_TEXTURE_BLEND,
SHADER_METHOD_RENDER_MULTI_TEXTURE_BLEND,
SHADER_METHOD_RENDER_STEREO_INTERLACED_LEFT,
SHADER_METHOD_RENDER_STEREO_INTERLACED_RIGHT,
SHADER_METHOD_RENDER_STEREO_CHECKERBOARD_LEFT,
SHADER_METHOD_RENDER_STEREO_CHECKERBOARD_RIGHT,
SHADER_METHOD_RENDER_COUNT
} _SHADER_METHOD;
class ID3DResource
{
public:
virtual ~ID3DResource() {}
virtual void OnDestroyDevice(bool fatal)=0;
virtual void OnCreateDevice()=0;
protected:
void Register();
void Unregister();
bool m_bRegistered = false;
};
class CD3DHelper
{
public:
static inline void XMStoreColor(float* floats, DWORD dword)
{
floats[0] = float((dword >> 16) & 0xFF) * (1.0f / 255.0f); // r
floats[1] = float((dword >> 8) & 0xFF) * (1.0f / 255.0f); // g
floats[2] = float((dword >> 0) & 0xFF) * (1.0f / 255.0f); // b
floats[3] = float((dword >> 24) & 0xFF) * (1.0f / 255.0f); // a
}
static inline void XMStoreColor(DirectX::XMFLOAT4* floats, DWORD dword)
{
XMStoreColor(reinterpret_cast<float*>(floats), dword);
}
static inline void XMStoreColor(float* floats, unsigned char a, unsigned char r, unsigned char g, unsigned char b)
{
floats[0] = r * (1.0f / 255.0f);
floats[1] = g * (1.0f / 255.0f);
floats[2] = b * (1.0f / 255.0f);
floats[3] = a * (1.0f / 255.0f);
}
static inline void XMStoreColor(DirectX::XMFLOAT4* floats, unsigned char a, unsigned char r, unsigned char g, unsigned char b)
{
XMStoreColor(reinterpret_cast<float*>(floats), a, r, g, b);
}
// helper function to properly "clear" shader resources
static inline void PSClearShaderResources(ID3D11DeviceContext* pContext)
{
ID3D11ShaderResourceView* shader_resource_views[KODI_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT] = {};
pContext->PSSetShaderResources(0, ARRAYSIZE(shader_resource_views), shader_resource_views);
}
static size_t BitsPerPixel(DXGI_FORMAT fmt);
};
class CD3DTexture : public ID3DResource
{
public:
CD3DTexture();
virtual ~CD3DTexture();
bool Create(UINT width, UINT height, UINT mipLevels, D3D11_USAGE usage, DXGI_FORMAT format, const void* pInitData = nullptr, unsigned int srcPitch = 0);
void Release();
bool GetDesc(D3D11_TEXTURE2D_DESC *desc) const;
bool LockRect(UINT subresource, D3D11_MAPPED_SUBRESOURCE *res, D3D11_MAP mapType) const;
bool UnlockRect(UINT subresource) const;
// Accessors
ID3D11Texture2D* Get() const { return m_texture.Get(); }
ID3D11ShaderResourceView* GetShaderResource(DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN);
ID3D11ShaderResourceView** GetAddressOfSRV(DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN);
ID3D11RenderTargetView* GetRenderTarget();
ID3D11RenderTargetView** GetAddressOfRTV();
UINT GetWidth() const { return m_width; }
UINT GetHeight() const { return m_height; }
DXGI_FORMAT GetFormat() const { return m_format; }
void GenerateMipmaps();
// static methods
static void DrawQuad(const CPoint points[4],
UTILS::COLOR::Color color,
CD3DTexture* texture,
const CRect* texCoords,
SHADER_METHOD options = SHADER_METHOD_RENDER_TEXTURE_BLEND);
static void DrawQuad(const CPoint points[4],
UTILS::COLOR::Color color,
unsigned numViews,
ID3D11ShaderResourceView** view,
const CRect* texCoords,
SHADER_METHOD options = SHADER_METHOD_RENDER_TEXTURE_BLEND);
static void DrawQuad(const CRect& coords,
UTILS::COLOR::Color color,
CD3DTexture* texture,
const CRect* texCoords,
SHADER_METHOD options = SHADER_METHOD_RENDER_TEXTURE_BLEND);
static void DrawQuad(const CRect& coords,
UTILS::COLOR::Color color,
unsigned numViews,
ID3D11ShaderResourceView** view,
const CRect* texCoords,
SHADER_METHOD options = SHADER_METHOD_RENDER_TEXTURE_BLEND);
void OnDestroyDevice(bool fatal) override;
void OnCreateDevice() override;
protected:
ID3D11RenderTargetView* GetRenderTargetInternal(unsigned idx = 0);
unsigned int GetMemoryUsage(unsigned int pitch) const;
bool CreateInternal(const void* pInitData = nullptr, unsigned int srcPitch = 0);
void SaveTexture();
void RestoreTexture();
// saved data
BYTE* m_data;
// creation parameters
UINT m_width;
UINT m_height;
UINT m_mipLevels;
UINT m_pitch;
UINT m_bindFlags;
UINT m_cpuFlags;
UINT m_viewIdx;
D3D11_USAGE m_usage;
DXGI_FORMAT m_format;
// created texture
Microsoft::WRL::ComPtr<ID3D11Texture2D> m_texture;
Microsoft::WRL::ComPtr<ID3D11RenderTargetView> m_renderTargets[2];
// store views in different formats
std::map<DXGI_FORMAT, Microsoft::WRL::ComPtr<ID3D11ShaderResourceView>> m_views;
};
typedef std::map<std::string, std::string> DefinesMap;
class CD3DEffect : public ID3DResource, public ID3DInclude
{
public:
CD3DEffect();
virtual ~CD3DEffect();
bool Create(const std::string &effectString, DefinesMap* defines);
void Release();
bool SetFloatArray(LPCSTR handle, const float* val, unsigned int count);
bool SetMatrix(LPCSTR handle, const float* mat);
bool SetTechnique(LPCSTR handle);
bool SetTexture(LPCSTR handle, CD3DTexture &texture);
bool SetResources(LPCSTR handle, ID3D11ShaderResourceView** ppSRViews, size_t count);
bool SetConstantBuffer(LPCSTR handle, ID3D11Buffer *buffer);
bool SetScalar(LPCSTR handle, float value);
bool Begin(UINT *passes, DWORD flags);
bool BeginPass(UINT pass);
bool EndPass();
bool End();
ID3DX11Effect* Get() const { return m_effect.Get(); }
void OnDestroyDevice(bool fatal) override;
void OnCreateDevice() override;
// ID3DInclude interface
__declspec(nothrow) HRESULT __stdcall Open(D3D_INCLUDE_TYPE IncludeType, LPCSTR pFileName, LPCVOID pParentData, LPCVOID *ppData, UINT *pBytes) override;
__declspec(nothrow) HRESULT __stdcall Close(LPCVOID pData) override;
private:
bool CreateEffect();
std::string m_effectString;
DefinesMap m_defines;
Microsoft::WRL::ComPtr<ID3DX11Effect> m_effect;
Microsoft::WRL::ComPtr<ID3DX11EffectTechnique> m_techniquie;
Microsoft::WRL::ComPtr<ID3DX11EffectPass> m_currentPass;
};
class CD3DBuffer : public ID3DResource
{
public:
CD3DBuffer();
virtual ~CD3DBuffer();
bool Create(D3D11_BIND_FLAG type, UINT count, UINT stride, DXGI_FORMAT format, D3D11_USAGE usage, const void* initData = nullptr);
bool Map(void** resource);
bool Unmap();
void Release();
unsigned int GetStride() { return m_stride; }
DXGI_FORMAT GetFormat() { return m_format; }
ID3D11Buffer* Get() const { return m_buffer.Get(); }
void OnDestroyDevice(bool fatal) override;
void OnCreateDevice() override;
private:
bool CreateBuffer(const void *pData);
// saved data
BYTE* m_data;
UINT m_length;
UINT m_stride;
UINT m_cpuFlags;
DXGI_FORMAT m_format;
D3D11_USAGE m_usage;
D3D11_BIND_FLAG m_type;
Microsoft::WRL::ComPtr<ID3D11Buffer> m_buffer;
};
class CD3DVertexShader : public ID3DResource
{
public:
CD3DVertexShader();
~CD3DVertexShader();
bool Create(const std::wstring& vertexFile, D3D11_INPUT_ELEMENT_DESC* vertexLayout, unsigned int vertexLayoutSize);
bool Create(const void* code, size_t codeLength, D3D11_INPUT_ELEMENT_DESC* vertexLayout, unsigned int vertexLayoutSize);
void ReleaseShader();
void BindShader();
void UnbindShader();
void Release();
bool IsInited() { return m_inited; }
void OnDestroyDevice(bool fatal) override;
void OnCreateDevice() override;
private:
bool CreateInternal();
bool m_inited;
unsigned int m_vertexLayoutSize;
D3D11_INPUT_ELEMENT_DESC* m_vertexLayout;
Microsoft::WRL::ComPtr<ID3DBlob> m_VSBuffer;
Microsoft::WRL::ComPtr<ID3D11VertexShader> m_VS;
Microsoft::WRL::ComPtr<ID3D11InputLayout> m_inputLayout;
};
class CD3DPixelShader : public ID3DResource
{
public:
CD3DPixelShader();
~CD3DPixelShader();
bool Create(const std::wstring& wstrFile);
bool Create(const void* code, size_t codeLength);
void ReleaseShader();
void BindShader();
void UnbindShader();
void Release();
bool IsInited() { return m_inited; }
void OnDestroyDevice(bool fatal) override;
void OnCreateDevice() override;
private:
bool CreateInternal();
bool m_inited;
Microsoft::WRL::ComPtr<ID3DBlob> m_PSBuffer;
Microsoft::WRL::ComPtr<ID3D11PixelShader> m_PS;
};
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