mirror of
https://github.com/LCEMP/LCEMP.git
synced 2026-04-25 08:23:59 +00:00
1074 lines
39 KiB
C++
1074 lines
39 KiB
C++
/*
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MIT License
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Copyright (c) 2026 Patoke
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include "stdafx.h"
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#include "Renderer.h"
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#include "CompiledShaders.h"
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Renderer InternalRenderManager;
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DWORD Renderer::tlsIdx = TlsAlloc();
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_RTL_CRITICAL_SECTION Renderer::totalAllocCS = {};
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DWORD Renderer::s_auiWidths[] = { 1920, 512, 256, 128, 64, 0 };
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DWORD Renderer::s_auiHeights[] = { 1080, 512, 256, 128, 64 };
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int Renderer::totalAlloc = 0;
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D3D11_INPUT_ELEMENT_DESC g_vertex_PTN_Elements_PF3_TF2_CB4_NB4_XW1[] = {
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{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"NORMAL", 0, DXGI_FORMAT_R8G8B8A8_SNORM, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"TEXCOORD", 1, DXGI_FORMAT_R16G16_SINT, 0, 28, D3D11_INPUT_PER_VERTEX_DATA, 0},
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};
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D3D11_INPUT_ELEMENT_DESC g_vertex_PTN_Elements_Compressed[] = {
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{"POSITION", 0, DXGI_FORMAT_R16G16B16A16_SINT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"TEXCOORD", 0, DXGI_FORMAT_R16G16B16A16_SINT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0},
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};
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D3D11_PRIMITIVE_TOPOLOGY Renderer::g_topologies[C4JRender::PRIMITIVE_TYPE_COUNT] = {
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D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
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D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D11_PRIMITIVE_TOPOLOGY_LINELIST, D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP,
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};
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static const unsigned int kVertexBufferSize = 0x100000;
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static const unsigned int kScreenGrabWidth = 1920;
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static const unsigned int kScreenGrabHeight = 1080;
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static const unsigned int kThumbnailSize = 64;
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static const unsigned int g_vertexStrides[C4JRender::VERTEX_TYPE_COUNT] = { 32, 16, 32, 32 };
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Renderer::Context::Context(ID3D11Device* device, ID3D11DeviceContext* deviceContext)
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: m_pDeviceContext(deviceContext)
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, userAnnotation(NULL)
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, annotateDepth(0)
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, stackType(0)
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, textureIdx(0)
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, faceCullEnabled(true)
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, depthTestEnabled(true)
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, depthWriteEnabled(true)
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, alphaTestEnabled(false)
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, alphaReference(1.0f)
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, fogEnabled(false)
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, fogNearDistance(0.0f)
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, fogFarDistance(0.0f)
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, fogDensity(0.0f)
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, fogColourRed(0.0f)
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, fogColourGreen(0.0f)
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, fogColourBlue(0.0f)
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, fogMode(0)
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, lightingEnabled(false)
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, lightingDirty(false)
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, forcedLOD(-1)
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, m_modelViewMatrix(NULL)
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, m_localTransformMatrix(NULL)
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, m_projectionMatrix(NULL)
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, m_textureMatrix(NULL)
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, m_vertexTexcoordBuffer(NULL)
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, m_fogParamsBuffer(NULL)
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, m_lightingStateBuffer(NULL)
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, m_texGenMatricesBuffer(NULL)
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, m_compressedTranslationBuffer(NULL)
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, m_thumbnailBoundsBuffer(NULL)
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, m_tintColorBuffer(NULL)
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, m_fogColourBuffer(NULL)
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, m_unkColorBuffer(NULL)
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, m_alphaTestBuffer(NULL)
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, m_clearColorBuffer(NULL)
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, m_forcedLODBuffer(NULL)
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, dynamicVertexBase(0)
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, dynamicVertexOffset(0)
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, dynamicVertexBuffer(NULL)
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, commandBuffer(NULL)
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, recordingBufferIndex(0)
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, recordingVertexType(0)
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, recordingPrimitiveType(0)
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, deferredModeEnabled(false)
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, deferredBuffers()
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{
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deviceContext->QueryInterface(IID_PPV_ARGS(&userAnnotation));
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memset(matrixStacks, 0, sizeof(matrixStacks));
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memset(matrixDirty, 0, sizeof(matrixDirty));
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memset(stackPos, 0, sizeof(stackPos));
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memset(lightEnabled, 0, sizeof(lightEnabled));
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memset(lightDirection, 0, sizeof(lightDirection));
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memset(lightColour, 0, sizeof(lightColour));
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memset(&lightAmbientColour, 0, sizeof(lightAmbientColour));
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memset(texGenMatrices, 0, sizeof(texGenMatrices));
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memset(&blendDesc, 0, sizeof(blendDesc));
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memset(&depthStencilDesc, 0, sizeof(depthStencilDesc));
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memset(&rasterizerDesc, 0, sizeof(rasterizerDesc));
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blendFactor[0] = 0.0f;
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blendFactor[1] = 0.0f;
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blendFactor[2] = 0.0f;
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blendFactor[3] = 0.0f;
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const DirectX::XMMATRIX identity = DirectX::XMMatrixIdentity();
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for (UINT i = 0; i < MATRIX_MODE_MODELVIEW_MAX; ++i)
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{
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matrixStacks[i][0] = identity;
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stackPos[i] = 0;
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}
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blendDesc.AlphaToCoverageEnable = false;
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blendDesc.IndependentBlendEnable = false;
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blendDesc.RenderTarget[0].BlendEnable = false;
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blendDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
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blendDesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
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blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
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blendDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
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blendDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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blendDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
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depthStencilDesc.DepthEnable = true;
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depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
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depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;
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depthStencilDesc.StencilEnable = false;
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depthStencilDesc.StencilReadMask = 0xFF;
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depthStencilDesc.StencilWriteMask = 0xFF;
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depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
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depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
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depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
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depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
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depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
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depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
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depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
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depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
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rasterizerDesc.FillMode = D3D11_FILL_SOLID;
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rasterizerDesc.CullMode = D3D11_CULL_BACK;
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rasterizerDesc.FrontCounterClockwise = true;
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rasterizerDesc.DepthBias = 0;
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rasterizerDesc.DepthBiasClamp = 0.0f;
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rasterizerDesc.SlopeScaledDepthBias = 0.0f;
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rasterizerDesc.DepthClipEnable = true;
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rasterizerDesc.ScissorEnable = false;
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rasterizerDesc.MultisampleEnable = true;
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rasterizerDesc.AntialiasedLineEnable = false;
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memset(lightDirection, 0, sizeof(lightDirection));
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memset(lightColour, 0, sizeof(lightColour));
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memset(&lightAmbientColour, 0, sizeof(lightAmbientColour));
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memset(texGenMatrices, 0, sizeof(texGenMatrices));
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const float zero4[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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const float one4[4] = {1.0f, 1.0f, 1.0f, 1.0f};
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const float alpha4[4] = {0.0f, 0.0f, 0.0f, 1.0f};
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D3D11_BUFFER_DESC cbDesc = {};
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cbDesc.Usage = D3D11_USAGE_DYNAMIC;
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cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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D3D11_SUBRESOURCE_DATA cbData = {};
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cbDesc.ByteWidth = sizeof(DirectX::XMMATRIX);
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cbData.pSysMem = &identity;
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device->CreateBuffer(&cbDesc, &cbData, &m_modelViewMatrix);
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device->CreateBuffer(&cbDesc, &cbData, &m_localTransformMatrix);
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device->CreateBuffer(&cbDesc, &cbData, &m_projectionMatrix);
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device->CreateBuffer(&cbDesc, &cbData, &m_textureMatrix);
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cbDesc.ByteWidth = sizeof(zero4);
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cbData.pSysMem = zero4;
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device->CreateBuffer(&cbDesc, &cbData, &m_vertexTexcoordBuffer);
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device->CreateBuffer(&cbDesc, &cbData, &m_fogParamsBuffer);
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const UINT lightingBytes = sizeof(lightDirection) + sizeof(lightColour) + sizeof(lightAmbientColour);
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cbDesc.ByteWidth = lightingBytes;
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cbData.pSysMem = lightDirection;
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device->CreateBuffer(&cbDesc, &cbData, &m_lightingStateBuffer);
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cbDesc.ByteWidth = sizeof(texGenMatrices);
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cbData.pSysMem = texGenMatrices;
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device->CreateBuffer(&cbDesc, &cbData, &m_texGenMatricesBuffer);
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cbDesc.ByteWidth = sizeof(zero4);
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cbData.pSysMem = zero4;
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device->CreateBuffer(&cbDesc, &cbData, &m_compressedTranslationBuffer);
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device->CreateBuffer(&cbDesc, &cbData, &m_thumbnailBoundsBuffer);
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cbDesc.ByteWidth = sizeof(one4);
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cbData.pSysMem = one4;
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device->CreateBuffer(&cbDesc, &cbData, &m_tintColorBuffer);
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device->CreateBuffer(&cbDesc, &cbData, &m_fogColourBuffer);
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device->CreateBuffer(&cbDesc, &cbData, &m_unkColorBuffer);
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cbDesc.ByteWidth = sizeof(alpha4);
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cbData.pSysMem = alpha4;
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device->CreateBuffer(&cbDesc, &cbData, &m_alphaTestBuffer);
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cbDesc.ByteWidth = sizeof(zero4);
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cbData.pSysMem = zero4;
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device->CreateBuffer(&cbDesc, &cbData, &m_clearColorBuffer);
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device->CreateBuffer(&cbDesc, &cbData, &m_forcedLODBuffer);
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deviceContext->VSSetConstantBuffers(0, 10, &m_modelViewMatrix);
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deviceContext->PSSetConstantBuffers(0, 6, &m_tintColorBuffer);
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{
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void *dynamicVertexPtr = operator new[](kVertexBufferSize);
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dynamicVertexBase = reinterpret_cast<std::uint64_t>(dynamicVertexPtr);
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}
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dynamicVertexOffset = 0;
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D3D11_BUFFER_DESC vbDesc = {};
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vbDesc.ByteWidth = kVertexBufferSize;
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vbDesc.Usage = D3D11_USAGE_DYNAMIC;
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vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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device->CreateBuffer(&vbDesc, NULL, &dynamicVertexBuffer);
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}
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void Renderer::BeginConditionalRendering(int) {}
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void Renderer::BeginConditionalSurvey(int) {}
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void Renderer::CaptureScreen(ImageFileBuffer *, XSOCIAL_PREVIEWIMAGE *) {}
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void Renderer::Clear(int flags, D3D11_RECT *)
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{
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PROFILER_SCOPE("Renderer::Clear", "Clear", MP_MAGENTA)
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Renderer::Context &c = getContext();
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ID3D11BlendState *blendState = NULL;
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ID3D11DepthStencilState *depthState = NULL;
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ID3D11RasterizerState *rasterizerState = NULL;
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PROFILER_SCOPE("Renderer::Clear", "Blend", MP_MAGENTA)
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D3D11_BLEND_DESC blendDesc = {};
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blendDesc.AlphaToCoverageEnable = false;
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blendDesc.IndependentBlendEnable = false;
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blendDesc.RenderTarget[0].BlendEnable = false;
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blendDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
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blendDesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
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blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
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blendDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
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blendDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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blendDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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blendDesc.RenderTarget[0].RenderTargetWriteMask = (flags & CLEAR_COLOUR_FLAG) ? D3D11_COLOR_WRITE_ENABLE_ALL : 0;
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m_pDevice->CreateBlendState(&blendDesc, &blendState);
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PROFILER_SCOPE("Renderer::Clear", "Depth", MP_MAGENTA)
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D3D11_DEPTH_STENCIL_DESC depthDesc = {};
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depthDesc.DepthEnable = (flags & CLEAR_DEPTH_FLAG) ? true : false;
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depthDesc.DepthWriteMask = depthDesc.DepthEnable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
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depthDesc.DepthFunc = D3D11_COMPARISON_ALWAYS;
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depthDesc.StencilEnable = false;
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depthDesc.StencilReadMask = 0xFF;
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depthDesc.StencilWriteMask = 0xFF;
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depthDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
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depthDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
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depthDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
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depthDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
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depthDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
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depthDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
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depthDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
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depthDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
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m_pDevice->CreateDepthStencilState(&depthDesc, &depthState);
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PROFILER_SCOPE("Renderer::Clear", "Rasterizer", MP_MAGENTA)
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D3D11_RASTERIZER_DESC rasterDesc = {};
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rasterDesc.FillMode = D3D11_FILL_SOLID;
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rasterDesc.CullMode = D3D11_CULL_NONE;
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rasterDesc.DepthClipEnable = true;
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rasterDesc.MultisampleEnable = true;
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m_pDevice->CreateRasterizerState(&rasterDesc, &rasterizerState);
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PROFILER_SCOPE("Renderer::Clear", "DrawClearQuad", MP_MAGENTA)
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c.m_pDeviceContext->VSSetShader(screenClearVertexShader, NULL, 0);
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c.m_pDeviceContext->IASetInputLayout(NULL);
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c.m_pDeviceContext->PSSetShader(screenClearPixelShader, NULL, 0);
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c.m_pDeviceContext->OMSetRenderTargets(1, &renderTargetView, depthStencilView);
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c.m_pDeviceContext->OMSetBlendState(blendState, NULL, 0xFFFFFFFF);
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c.m_pDeviceContext->OMSetDepthStencilState(depthState, 0);
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c.m_pDeviceContext->RSSetState(rasterizerState);
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c.m_pDeviceContext->PSSetShaderResources(0, 0, NULL);
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c.m_pDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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c.m_pDeviceContext->Draw(4, 0);
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if (blendState)
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{
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blendState->Release();
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blendState = NULL;
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}
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if (depthState)
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{
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depthState->Release();
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depthState = NULL;
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}
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if (rasterizerState)
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{
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rasterizerState->Release();
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rasterizerState = NULL;
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}
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c.m_pDeviceContext->OMSetBlendState(GetManagedBlendState(), c.blendFactor, 0xFFFFFFFF);
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c.m_pDeviceContext->OMSetDepthStencilState(GetManagedDepthStencilState(), 0);
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c.m_pDeviceContext->RSSetState(GetManagedRasterizerState());
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c.m_pDeviceContext->OMSetRenderTargets(1, &renderTargetView, depthStencilView);
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activeVertexType = -1;
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activePixelType = -1;
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}
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void Renderer::ConvertLinearToPng(ImageFileBuffer *pngOut, unsigned char *linearData, unsigned int width, unsigned int height)
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{
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const size_t dataSize = static_cast<size_t>(width) * static_cast<size_t>(height) * 4;
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const size_t outputCapacity = (dataSize * 24) / 20 + 256;
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void *outputBuffer = malloc(outputCapacity);
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int outputLength = 0;
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SaveTextureDataToMemory(
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outputBuffer,
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static_cast<int>(outputCapacity),
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&outputLength,
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static_cast<int>(width),
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static_cast<int>(height),
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reinterpret_cast<int *>(linearData)
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);
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pngOut->m_type = ImageFileBuffer::e_typePNG;
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pngOut->m_pBuffer = outputBuffer;
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pngOut->m_bufferSize = outputLength;
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}
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void Renderer::DoScreenGrabOnNextPresent()
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{
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m_bShouldScreenGrabNextFrame = true;
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}
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void Renderer::EndConditionalRendering() {}
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void Renderer::EndConditionalSurvey() {}
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void Renderer::BeginEvent(LPCWSTR eventName)
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{
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Renderer::Context &c = Renderer::getContext();
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if (c.m_pDeviceContext->GetType() != D3D11_DEVICE_CONTEXT_DEFERRED && c.userAnnotation)
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{
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c.userAnnotation->BeginEvent(eventName);
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++c.annotateDepth;
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}
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}
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void Renderer::EndEvent()
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{
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Renderer::Context &c = Renderer::getContext();
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if (c.m_pDeviceContext->GetType() != D3D11_DEVICE_CONTEXT_DEFERRED && c.userAnnotation)
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{
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c.userAnnotation->EndEvent();
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--c.annotateDepth;
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assert(c.annotateDepth >= 0);
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}
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}
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void Renderer::Initialise(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain)
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{
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m_pDevice = pDevice;
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m_pDeviceContext = InitialiseContext(true);
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m_pSwapChain = pSwapChain;
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#ifdef ENABLE_PROFILING
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MicroProfileOnThreadCreate("MainRenderThread");
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MicroProfileSetEnableAllGroups(true);
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#endif
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|
|
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();
|
|
}
|
|
}
|
|
|
|
D3D11_TEXTURE2D_DESC desc = {};
|
|
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;
|
|
desc.CPUAccessFlags = 0;
|
|
desc.MiscFlags = 0;
|
|
for (UINT i = 0; i < MAX_MIP_LEVELS - 1; ++i)
|
|
{
|
|
desc.Width = s_auiWidths[i + 1];
|
|
desc.Height = s_auiHeights[i + 1];
|
|
|
|
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(&m_commandBufferCS);
|
|
|
|
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;
|
|
quadIndexDesc.CPUAccessFlags = 0;
|
|
quadIndexDesc.MiscFlags = 0;
|
|
|
|
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;
|
|
|
|
InitializeCriticalSection(&Renderer::totalAllocCS);
|
|
}
|
|
|
|
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;
|
|
|
|
// Copy the current backbuffer into the SRV texture so the mip-chain
|
|
// downsampling has actual frame content to read (otherwise it's black).
|
|
{
|
|
ID3D11Texture2D *backBuffer = NULL;
|
|
m_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&backBuffer));
|
|
if (backBuffer && renderTargetShaderResourceView)
|
|
{
|
|
ID3D11Resource *srvResource = NULL;
|
|
renderTargetShaderResourceView->GetResource(&srvResource);
|
|
if (srvResource)
|
|
{
|
|
c.m_pDeviceContext->CopyResource(srvResource, backBuffer);
|
|
srvResource->Release();
|
|
}
|
|
backBuffer->Release();
|
|
}
|
|
else if (backBuffer)
|
|
{
|
|
backBuffer->Release();
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|