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renderdoc/renderdoc/driver/d3d11/d3d11_rendertext.cpp
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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2018 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#include "d3d11_rendertext.h"
#include "maths/matrix.h"
#include "stb/stb_truetype.h"
#include "d3d11_context.h"
#include "d3d11_device.h"
#include "d3d11_shader_cache.h"
#include "data/hlsl/debugcbuffers.h"
D3D11TextRenderer::D3D11TextRenderer(WrappedID3D11Device *wrapper)
{
if(RenderDoc::Inst().GetCrashHandler())
RenderDoc::Inst().GetCrashHandler()->RegisterMemoryRegion(this, sizeof(D3D11TextRenderer));
m_pDevice = wrapper;
m_pImmediateContext = m_pDevice->GetImmediateContext();
HRESULT hr = S_OK;
D3D11_BLEND_DESC blendDesc;
RDCEraseEl(blendDesc);
blendDesc.AlphaToCoverageEnable = FALSE;
blendDesc.IndependentBlendEnable = FALSE;
blendDesc.RenderTarget[0].BlendEnable = TRUE;
blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
blendDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
blendDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
blendDesc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
blendDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ZERO;
blendDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
hr = m_pDevice->CreateBlendState(&blendDesc, &BlendState);
if(FAILED(hr))
RDCERR("Failed to create font blendstate HRESULT: %s", ToStr(hr).c_str());
m_pDevice->InternalRef();
D3D11_SAMPLER_DESC sampDesc;
RDCEraseEl(sampDesc);
sampDesc.AddressU = sampDesc.AddressV = sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
sampDesc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
sampDesc.MaxAnisotropy = 1;
sampDesc.MinLOD = 0;
sampDesc.MaxLOD = FLT_MAX;
sampDesc.MipLODBias = 0.0f;
hr = m_pDevice->CreateSamplerState(&sampDesc, &LinearSampler);
if(FAILED(hr))
RDCERR("Failed to create linear sampler state HRESULT: %s", ToStr(hr).c_str());
m_pDevice->InternalRef();
D3D11_TEXTURE2D_DESC desc;
RDCEraseEl(desc);
int width = FONT_TEX_WIDTH, height = FONT_TEX_HEIGHT;
desc.ArraySize = 1;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
desc.Format = DXGI_FORMAT_R8_UNORM;
desc.Width = width;
desc.Height = height;
desc.MipLevels = 1;
desc.MiscFlags = 0;
desc.SampleDesc.Quality = 0;
desc.SampleDesc.Count = 1;
desc.Usage = D3D11_USAGE_DEFAULT;
D3D11_SUBRESOURCE_DATA initialData;
std::string font = GetEmbeddedResource(sourcecodepro_ttf);
byte *ttfdata = (byte *)font.c_str();
const int firstChar = int(' ') + 1;
const int lastChar = 127;
const int numChars = lastChar - firstChar;
byte *buf = new byte[width * height];
const float pixelHeight = 20.0f;
stbtt_bakedchar chardata[numChars];
stbtt_BakeFontBitmap(ttfdata, 0, pixelHeight, buf, width, height, firstChar, numChars, chardata);
CharSize = pixelHeight;
CharAspect = chardata->xadvance / pixelHeight;
stbtt_fontinfo f = {0};
stbtt_InitFont(&f, ttfdata, 0);
int ascent = 0;
stbtt_GetFontVMetrics(&f, &ascent, NULL, NULL);
float maxheight = float(ascent) * stbtt_ScaleForPixelHeight(&f, pixelHeight);
initialData.pSysMem = buf;
initialData.SysMemPitch = width;
initialData.SysMemSlicePitch = width * height;
ID3D11Texture2D *debugTex = NULL;
hr = m_pDevice->CreateTexture2D(&desc, &initialData, &debugTex);
if(FAILED(hr))
RDCERR("Failed to create debugTex HRESULT: %s", ToStr(hr).c_str());
m_pDevice->InternalRef();
delete[] buf;
hr = m_pDevice->CreateShaderResourceView(debugTex, NULL, &Tex);
if(FAILED(hr))
RDCERR("Failed to create Tex HRESULT: %s", ToStr(hr).c_str());
m_pDevice->InternalRef();
SAFE_RELEASE(debugTex);
Vec4f glyphData[2 * (numChars + 1)];
D3D11_BUFFER_DESC cbufDesc;
cbufDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
cbufDesc.Usage = D3D11_USAGE_DYNAMIC;
cbufDesc.StructureByteStride = 0;
cbufDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
cbufDesc.MiscFlags = 0;
cbufDesc.ByteWidth = sizeof(glyphData);
hr = m_pDevice->CreateBuffer(&cbufDesc, NULL, &GlyphData);
if(FAILED(hr))
RDCERR("Failed to create font GlyphData HRESULT: %s", ToStr(hr).c_str());
m_pDevice->InternalRef();
for(int i = 0; i < numChars; i++)
{
stbtt_bakedchar *b = chardata + i;
float x = b->xoff;
float y = b->yoff + maxheight;
glyphData[(i + 1) * 2 + 0] =
Vec4f(x / b->xadvance, y / pixelHeight, b->xadvance / float(b->x1 - b->x0),
pixelHeight / float(b->y1 - b->y0));
glyphData[(i + 1) * 2 + 1] = Vec4f(b->x0, b->y0, b->x1, b->y1);
}
D3D11_MAPPED_SUBRESOURCE mapped;
hr = m_pImmediateContext->Map(GlyphData, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
if(FAILED(hr))
{
RDCERR("Can't fill cbuffer HRESULT: %s", ToStr(hr).c_str());
}
else
{
memcpy(mapped.pData, glyphData, sizeof(glyphData));
m_pImmediateContext->Unmap(GlyphData, 0);
}
cbufDesc.ByteWidth = sizeof(FontCBuffer);
hr = m_pDevice->CreateBuffer(&cbufDesc, NULL, &CBuffer);
if(FAILED(hr))
RDCERR("Failed to create font CBuffer HRESULT: %s", ToStr(hr).c_str());
m_pDevice->InternalRef();
cbufDesc.ByteWidth = (2 + FONT_MAX_CHARS) * sizeof(uint32_t) * 4;
hr = m_pDevice->CreateBuffer(&cbufDesc, NULL, &CharBuffer);
if(FAILED(hr))
RDCERR("Failed to create font CharBuffer HRESULT: %s", ToStr(hr).c_str());
m_pDevice->InternalRef();
std::string fullhlsl = "";
{
std::string debugShaderCBuf = GetEmbeddedResource(debugcbuffers_h);
std::string textShaderHLSL = GetEmbeddedResource(debugtext_hlsl);
fullhlsl = debugShaderCBuf + textShaderHLSL;
}
D3D11ShaderCache *shaderCache = wrapper->GetShaderCache();
shaderCache->SetCaching(true);
VS = shaderCache->MakeVShader(fullhlsl.c_str(), "RENDERDOC_TextVS", "vs_4_0");
m_pDevice->InternalRef();
PS = shaderCache->MakePShader(fullhlsl.c_str(), "RENDERDOC_TextPS", "ps_4_0");
m_pDevice->InternalRef();
shaderCache->SetCaching(false);
}
D3D11TextRenderer::~D3D11TextRenderer()
{
SAFE_RELEASE(Tex);
m_pDevice->InternalRelease();
SAFE_RELEASE(LinearSampler);
m_pDevice->InternalRelease();
SAFE_RELEASE(BlendState);
m_pDevice->InternalRelease();
SAFE_RELEASE(CBuffer);
m_pDevice->InternalRelease();
SAFE_RELEASE(GlyphData);
m_pDevice->InternalRelease();
SAFE_RELEASE(CharBuffer);
m_pDevice->InternalRelease();
SAFE_RELEASE(VS);
m_pDevice->InternalRelease();
SAFE_RELEASE(PS);
m_pDevice->InternalRelease();
if(RenderDoc::Inst().GetCrashHandler())
RenderDoc::Inst().GetCrashHandler()->UnregisterMemoryRegion(this);
}
void D3D11TextRenderer::SetOutputWindow(HWND w)
{
RECT rect = {0, 0, 0, 0};
GetClientRect(w, &rect);
if(rect.right == rect.left || rect.bottom == rect.top)
{
m_supersamplingX = 1.0f;
m_supersamplingY = 1.0f;
}
else
{
m_supersamplingX = float(m_width) / float(rect.right - rect.left);
m_supersamplingY = float(m_height) / float(rect.bottom - rect.top);
}
}
void D3D11TextRenderer::RenderText(float x, float y, const char *textfmt, ...)
{
static char tmpBuf[4096];
va_list args;
va_start(args, textfmt);
StringFormat::vsnprintf(tmpBuf, 4095, textfmt, args);
tmpBuf[4095] = '\0';
va_end(args);
RenderTextInternal(x, y, tmpBuf);
}
void D3D11TextRenderer::RenderTextInternal(float x, float y, const char *text)
{
if(char *t = strchr((char *)text, '\n'))
{
*t = 0;
RenderTextInternal(x, y, text);
RenderTextInternal(x, y + 1.0f, t + 1);
*t = '\n';
return;
}
if(strlen(text) == 0)
return;
RDCASSERT(strlen(text) < FONT_MAX_CHARS);
FontCBuffer data = {};
data.TextPosition.x = x;
data.TextPosition.y = y;
data.FontScreenAspect.x = 1.0f / float(GetWidth());
data.FontScreenAspect.y = 1.0f / float(GetHeight());
data.TextSize = CharSize;
data.FontScreenAspect.x *= CharAspect;
data.FontScreenAspect.x *= m_supersamplingX;
data.FontScreenAspect.y *= m_supersamplingY;
data.CharacterSize.x = 1.0f / float(FONT_TEX_WIDTH);
data.CharacterSize.y = 1.0f / float(FONT_TEX_HEIGHT);
D3D11_MAPPED_SUBRESOURCE mapped;
HRESULT hr = m_pImmediateContext->Map(CBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
if(FAILED(hr))
{
RDCERR("Can't fill cbuffer HRESULT: %s", ToStr(hr).c_str());
return;
}
memcpy(mapped.pData, &data, sizeof(data));
m_pImmediateContext->Unmap(CBuffer, 0);
hr = m_pImmediateContext->Map(CharBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
if(FAILED(hr))
{
RDCERR("Failed to map charbuffer HRESULT: %s", ToStr(hr).c_str());
return;
}
unsigned long *texs = (unsigned long *)mapped.pData;
for(size_t i = 0; i < strlen(text); i++)
texs[i * 4] = (text[i] - ' ');
m_pImmediateContext->Unmap(CharBuffer, 0);
// can't just clear state because we need to keep things like render targets.
{
m_pImmediateContext->IASetInputLayout(NULL);
m_pImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
m_pImmediateContext->VSSetShader(VS, NULL, 0);
m_pImmediateContext->VSSetConstantBuffers(0, 1, &CBuffer);
m_pImmediateContext->VSSetConstantBuffers(1, 1, &GlyphData);
m_pImmediateContext->VSSetConstantBuffers(2, 1, &CharBuffer);
m_pImmediateContext->HSSetShader(NULL, NULL, 0);
m_pImmediateContext->DSSetShader(NULL, NULL, 0);
m_pImmediateContext->GSSetShader(NULL, NULL, 0);
m_pImmediateContext->RSSetState(NULL);
D3D11_VIEWPORT view;
view.TopLeftX = 0;
view.TopLeftY = 0;
view.Width = (float)GetWidth();
view.Height = (float)GetHeight();
view.MinDepth = 0.0f;
view.MaxDepth = 1.0f;
m_pImmediateContext->RSSetViewports(1, &view);
m_pImmediateContext->PSSetShader(PS, NULL, 0);
m_pImmediateContext->PSSetShaderResources(0, 1, &Tex);
m_pImmediateContext->PSSetSamplers(1, 1, &LinearSampler);
float factor[4] = {1.0f, 1.0f, 1.0f, 1.0f};
m_pImmediateContext->OMSetBlendState(BlendState, factor, 0xffffffff);
m_pImmediateContext->DrawInstanced(4, (uint32_t)strlen(text), 0, 0);
}
}