GUI: DirectX 11 render backend, part 4

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tildearrow 2023-06-13 03:12:12 -05:00
parent 852f61b7fc
commit ad8082a921
5 changed files with 269 additions and 20 deletions

View file

@ -23,6 +23,47 @@
#include "backends/imgui_impl_dx11.h"
#include "../../ta-log.h"
typedef HRESULT (__stdcall *D3DCompile_t)(LPCVOID,SIZE_T,LPCSTR,D3D_SHADER_MACRO*,ID3DInclude*,LPCSTR,LPCSTR,UINT,UINT,ID3DBlob**,ID3DBlob*);
const char* shD3D11_wipe_srcV=
"cbuffer WipeUniform: register(b0) {\n"
" float alpha;\n"
" float padding1;\n"
" float padding2;\n"
" float padding3;\n"
" float4 padding4;\n"
"};\n"
"\n"
"struct vsInput {\n"
" float4 pos: POSITION;\n"
"};\n"
"\n"
"struct fsInput {\n"
" float4 pos: SV_POSITION;\n"
" float4 color: COLOR0;\n"
"};\n"
"\n"
"fsInput main(vsInput input) {\n"
" fsInput output;\n"
" output.pos=input.pos;\n"
" output.color=float4(0.0f,0.0f,0.0f,alpha);\n"
" return output;\n"
"}";
const char* shD3D11_wipe_srcF=
"struct fsInput {\n"
" float4 pos: SV_POSITION;\n"
" float4 color: COLOR0;\n"
"};\n"
"\n"
"float4 main(fsInput input): SV_Target {\n"
" return input.color;\n"
"}";
const D3D11_INPUT_ELEMENT_DESC shD3D11_wipe_inputLayout={
"POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0
};
const D3D_FEATURE_LEVEL possibleFeatureLevels[2]={
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_0
@ -237,8 +278,43 @@ void FurnaceGUIRenderDX11::renderGUI() {
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
}
const float blendFactor[4]={
1.0f, 1.0f, 1.0f, 1.0f
};
void FurnaceGUIRenderDX11::wipe(float alpha) {
// TODO
D3D11_VIEWPORT viewPort;
unsigned int strides=4*sizeof(float);
unsigned int offsets=0;
memset(&viewPort,0,sizeof(viewPort));
viewPort.TopLeftX=0.0f;
viewPort.TopLeftY=0.0f;
viewPort.Width=outW;
viewPort.Height=outH;
viewPort.MinDepth=0.0f;
viewPort.MaxDepth=1.0f;
D3D11_MAPPED_SUBRESOURCE mappedUniform;
if (context->Map(sh_wipe_uniform,0,D3D11_MAP_WRITE_DISCARD,0,&mappedUniform)!=S_OK) {
logW("could not map constant");
}
WipeUniform* sh_wipe_uniformState=(WipeUniform*)mappedUniform.pData;
sh_wipe_uniformState->alpha=alpha;
context->Unmap(sh_wipe_uniform,0);
context->RSSetViewports(1,&viewPort);
context->RSSetState(rsState);
context->OMSetBlendState(omBlendState,blendFactor,0xffffffff);
context->IASetInputLayout(sh_wipe_inputLayout);
context->IASetVertexBuffers(0,1,&quadVertex,&strides,&offsets);
context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
context->VSSetShader(sh_wipe_vertex,NULL,0);
context->VSSetConstantBuffers(0,1,&sh_wipe_uniform);
context->PSSetShader(sh_wipe_fragment,NULL,0);
context->Draw(4,0);
}
void FurnaceGUIRenderDX11::present() {
@ -258,6 +334,13 @@ int FurnaceGUIRenderDX11::getWindowFlags() {
void FurnaceGUIRenderDX11::preInit() {
}
const float wipeVertices[4][4]={
-1.0, -1.0, 0.0, 1.0,
1.0, -1.0, 0.0, 1.0,
-1.0, 1.0, 0.0, 1.0,
1.0, 1.0, 0.0, 1.0
};
bool FurnaceGUIRenderDX11::init(SDL_Window* win) {
SDL_SysWMinfo sysWindow;
D3D_FEATURE_LEVEL featureLevel;
@ -291,6 +374,131 @@ bool FurnaceGUIRenderDX11::init(SDL_Window* win) {
return false;
}
// https://github.com/ocornut/imgui/pull/638
D3DCompile_t D3DCompile=NULL;
char dllBuffer[20];
for (int i=47; (i>30 && !D3DCompile); i--) {
snprintf(dllBuffer,20,"d3dcompiler_%d.dll",i);
HMODULE hDll=LoadLibraryA(dllBuffer);
if (hDll) {
D3DCompile=(D3DCompile_t)GetProcAddress(hDll,"D3DCompile");
}
}
if (!D3DCompile) {
logE("could not find D3DCompile!");
return false;
}
// create wipe shader
ID3DBlob* wipeBlobV=NULL;
ID3DBlob* wipeBlobF=NULL;
D3D11_BUFFER_DESC wipeConstantDesc;
result=D3DCompile(shD3D11_wipe_srcV,strlen(shD3D11_wipe_srcV),NULL,NULL,NULL,"main","vs_4_0",0,0,&wipeBlobV,NULL);
if (result!=S_OK) {
logE("could not compile vertex shader! %.8x",result);
return false;
}
result=D3DCompile(shD3D11_wipe_srcF,strlen(shD3D11_wipe_srcF),NULL,NULL,NULL,"main","ps_4_0",0,0,&wipeBlobF,NULL);
if (result!=S_OK) {
logE("could not compile pixel shader! %.8x",result);
return false;
}
result=device->CreateVertexShader(wipeBlobV->GetBufferPointer(),wipeBlobV->GetBufferSize(),NULL,&sh_wipe_vertex);
if (result!=S_OK) {
logE("could not create vertex shader! %.8x",result);
return false;
}
result=device->CreatePixelShader(wipeBlobF->GetBufferPointer(),wipeBlobF->GetBufferSize(),NULL,&sh_wipe_fragment);
if (result!=S_OK) {
logE("could not create pixel shader! %.8x",result);
return false;
}
result=device->CreateInputLayout(&shD3D11_wipe_inputLayout,1,wipeBlobV->GetBufferPointer(),wipeBlobV->GetBufferSize(),&sh_wipe_inputLayout);
if (result!=S_OK) {
logE("could not create input layout! %.8x",result);
return false;
}
memset(&wipeConstantDesc,0,sizeof(wipeConstantDesc));
wipeConstantDesc.ByteWidth=sizeof(WipeUniform);
wipeConstantDesc.Usage=D3D11_USAGE_DYNAMIC;
wipeConstantDesc.BindFlags=D3D11_BIND_CONSTANT_BUFFER;
wipeConstantDesc.CPUAccessFlags=D3D11_CPU_ACCESS_WRITE;
wipeConstantDesc.MiscFlags=0;
wipeConstantDesc.StructureByteStride=0;
result=device->CreateBuffer(&wipeConstantDesc,NULL,&sh_wipe_uniform);
if (result!=S_OK) {
logE("could not create constant buffer! %.8x",result);
return false;
}
// create wipe vertices
D3D11_BUFFER_DESC vertexDesc;
D3D11_SUBRESOURCE_DATA vertexRes;
memset(&vertexDesc,0,sizeof(vertexDesc));
memset(&vertexRes,0,sizeof(vertexRes));
vertexDesc.ByteWidth=4*4*sizeof(float);
vertexDesc.Usage=D3D11_USAGE_DEFAULT;
vertexDesc.BindFlags=D3D11_BIND_VERTEX_BUFFER;
vertexDesc.CPUAccessFlags=0;
vertexDesc.MiscFlags=0;
vertexDesc.StructureByteStride=0;
vertexRes.pSysMem=wipeVertices;
vertexRes.SysMemPitch=0;
vertexRes.SysMemSlicePitch=0;
result=device->CreateBuffer(&vertexDesc,&vertexRes,&quadVertex);
if (result!=S_OK) {
logE("could not create vertex buffer! %.8x",result);
return false;
}
// initialize the rest
D3D11_RASTERIZER_DESC rasterDesc;
D3D11_BLEND_DESC blendDesc;
memset(&rasterDesc,0,sizeof(rasterDesc));
memset(&blendDesc,0,sizeof(blendDesc));
rasterDesc.FillMode=D3D11_FILL_SOLID;
rasterDesc.CullMode=D3D11_CULL_NONE;
rasterDesc.FrontCounterClockwise=false;
rasterDesc.DepthBias=0;
rasterDesc.DepthBiasClamp=0.0f;
rasterDesc.SlopeScaledDepthBias=0.0f;
rasterDesc.DepthClipEnable=false;
rasterDesc.ScissorEnable=false;
rasterDesc.MultisampleEnable=false;
rasterDesc.AntialiasedLineEnable=false;
result=device->CreateRasterizerState(&rasterDesc,&rsState);
if (result!=S_OK) {
logE("could not create rasterizer state! %.8x",result);
return false;
}
blendDesc.AlphaToCoverageEnable=false;
blendDesc.IndependentBlendEnable=false;
blendDesc.RenderTarget[0].BlendEnable=true;
blendDesc.RenderTarget[0].SrcBlend=D3D11_BLEND_SRC_ALPHA;
blendDesc.RenderTarget[0].DestBlend=D3D11_BLEND_INV_SRC_ALPHA;
blendDesc.RenderTarget[0].BlendOp=D3D11_BLEND_OP_ADD;
blendDesc.RenderTarget[0].SrcBlendAlpha=D3D11_BLEND_ONE;
blendDesc.RenderTarget[0].DestBlendAlpha=D3D11_BLEND_INV_SRC_ALPHA;
blendDesc.RenderTarget[0].BlendOpAlpha=D3D11_BLEND_OP_ADD;
blendDesc.RenderTarget[0].RenderTargetWriteMask=D3D11_COLOR_WRITE_ENABLE_ALL;
result=device->CreateBlendState(&blendDesc,&omBlendState);
if (result!=S_OK) {
logE("could not create blend state! %.8x",result);
return false;
}
createRenderTarget();
return true;
}

View file

@ -23,6 +23,12 @@
#else
typedef void ID3D11DeviceContext;
typedef void ID3D11RenderTargetView;
typedef void ID3D11Buffer;
typedef void ID3D11RasterizerState;
typedef void ID3D11BlendState;
typedef void ID3D11VertexShader;
typedef void ID3D11PixelShader;
typedef void ID3D11InputLayout;
typedef void IDXGISwapChain;
#endif
@ -33,8 +39,22 @@ class FurnaceGUIRenderDX11: public FurnaceGUIRender {
ID3D11DeviceContext* context;
ID3D11RenderTargetView* renderTarget;
IDXGISwapChain* swapchain;
ID3D11RasterizerState* rsState;
ID3D11BlendState* omBlendState;
ID3D11Buffer* quadVertex;
int outW, outH;
float quadVertex[4][3];
// SHADERS //
// -> wipe
ID3D11VertexShader* sh_wipe_vertex;
ID3D11PixelShader* sh_wipe_fragment;
ID3D11InputLayout* sh_wipe_inputLayout;
ID3D11Buffer* sh_wipe_uniform;
struct WipeUniform {
float alpha;
float padding[7];
};
bool destroyRenderTarget();
bool createRenderTarget();
@ -70,8 +90,14 @@ class FurnaceGUIRenderDX11: public FurnaceGUIRender {
context(NULL),
renderTarget(NULL),
swapchain(NULL),
rsState(NULL),
omBlendState(NULL),
quadVertex(NULL),
outW(0),
outH(0) {
memset(quadVertex,0,4*3*sizeof(float));
outH(0),
sh_wipe_vertex(NULL),
sh_wipe_fragment(NULL),
sh_wipe_inputLayout(NULL),
sh_wipe_uniform(NULL) {
}
};