mirror of
https://github.com/baldurk/renderdoc.git
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379 lines
11 KiB
C++
379 lines
11 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2018 Baldur Karlsson
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*
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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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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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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
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* THE SOFTWARE.
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******************************************************************************/
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#include "d3d11_rendertext.h"
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#include "maths/matrix.h"
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#include "stb/stb_truetype.h"
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#include "d3d11_context.h"
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#include "d3d11_device.h"
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#include "d3d11_shader_cache.h"
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#include "data/hlsl/debugcbuffers.h"
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D3D11TextRenderer::D3D11TextRenderer(WrappedID3D11Device *wrapper)
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{
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if(RenderDoc::Inst().GetCrashHandler())
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RenderDoc::Inst().GetCrashHandler()->RegisterMemoryRegion(this, sizeof(D3D11TextRenderer));
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m_pDevice = wrapper;
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m_pImmediateContext = m_pDevice->GetImmediateContext();
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HRESULT hr = S_OK;
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D3D11_BLEND_DESC blendDesc;
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RDCEraseEl(blendDesc);
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blendDesc.AlphaToCoverageEnable = FALSE;
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blendDesc.IndependentBlendEnable = FALSE;
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blendDesc.RenderTarget[0].BlendEnable = TRUE;
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blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
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blendDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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blendDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
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blendDesc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
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blendDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ZERO;
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blendDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
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hr = m_pDevice->CreateBlendState(&blendDesc, &BlendState);
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if(FAILED(hr))
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RDCERR("Failed to create font blendstate HRESULT: %s", ToStr(hr).c_str());
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m_pDevice->InternalRef();
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D3D11_SAMPLER_DESC sampDesc;
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RDCEraseEl(sampDesc);
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sampDesc.AddressU = sampDesc.AddressV = sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
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sampDesc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
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sampDesc.MaxAnisotropy = 1;
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sampDesc.MinLOD = 0;
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sampDesc.MaxLOD = FLT_MAX;
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sampDesc.MipLODBias = 0.0f;
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hr = m_pDevice->CreateSamplerState(&sampDesc, &LinearSampler);
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if(FAILED(hr))
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RDCERR("Failed to create linear sampler state HRESULT: %s", ToStr(hr).c_str());
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m_pDevice->InternalRef();
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D3D11_TEXTURE2D_DESC desc;
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RDCEraseEl(desc);
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int width = FONT_TEX_WIDTH, height = FONT_TEX_HEIGHT;
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desc.ArraySize = 1;
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desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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desc.CPUAccessFlags = 0;
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desc.Format = DXGI_FORMAT_R8_UNORM;
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desc.Width = width;
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desc.Height = height;
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desc.MipLevels = 1;
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desc.MiscFlags = 0;
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desc.SampleDesc.Quality = 0;
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desc.SampleDesc.Count = 1;
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desc.Usage = D3D11_USAGE_DEFAULT;
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D3D11_SUBRESOURCE_DATA initialData;
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std::string font = GetEmbeddedResource(sourcecodepro_ttf);
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byte *ttfdata = (byte *)font.c_str();
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const int firstChar = int(' ') + 1;
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const int lastChar = 127;
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const int numChars = lastChar - firstChar;
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byte *buf = new byte[width * height];
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const float pixelHeight = 20.0f;
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stbtt_bakedchar chardata[numChars];
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stbtt_BakeFontBitmap(ttfdata, 0, pixelHeight, buf, width, height, firstChar, numChars, chardata);
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CharSize = pixelHeight;
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CharAspect = chardata->xadvance / pixelHeight;
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stbtt_fontinfo f = {0};
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stbtt_InitFont(&f, ttfdata, 0);
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int ascent = 0;
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stbtt_GetFontVMetrics(&f, &ascent, NULL, NULL);
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float maxheight = float(ascent) * stbtt_ScaleForPixelHeight(&f, pixelHeight);
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initialData.pSysMem = buf;
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initialData.SysMemPitch = width;
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initialData.SysMemSlicePitch = width * height;
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ID3D11Texture2D *debugTex = NULL;
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hr = m_pDevice->CreateTexture2D(&desc, &initialData, &debugTex);
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if(FAILED(hr))
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RDCERR("Failed to create debugTex HRESULT: %s", ToStr(hr).c_str());
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m_pDevice->InternalRef();
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delete[] buf;
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hr = m_pDevice->CreateShaderResourceView(debugTex, NULL, &Tex);
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if(FAILED(hr))
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RDCERR("Failed to create Tex HRESULT: %s", ToStr(hr).c_str());
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m_pDevice->InternalRef();
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SAFE_RELEASE(debugTex);
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Vec4f glyphData[2 * (numChars + 1)];
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D3D11_BUFFER_DESC cbufDesc;
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cbufDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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cbufDesc.Usage = D3D11_USAGE_DYNAMIC;
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cbufDesc.StructureByteStride = 0;
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cbufDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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cbufDesc.MiscFlags = 0;
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cbufDesc.ByteWidth = sizeof(glyphData);
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hr = m_pDevice->CreateBuffer(&cbufDesc, NULL, &GlyphData);
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if(FAILED(hr))
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RDCERR("Failed to create font GlyphData HRESULT: %s", ToStr(hr).c_str());
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m_pDevice->InternalRef();
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for(int i = 0; i < numChars; i++)
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{
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stbtt_bakedchar *b = chardata + i;
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float x = b->xoff;
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float y = b->yoff + maxheight;
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glyphData[(i + 1) * 2 + 0] =
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Vec4f(x / b->xadvance, y / pixelHeight, b->xadvance / float(b->x1 - b->x0),
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pixelHeight / float(b->y1 - b->y0));
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glyphData[(i + 1) * 2 + 1] = Vec4f(b->x0, b->y0, b->x1, b->y1);
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}
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D3D11_MAPPED_SUBRESOURCE mapped;
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hr = m_pImmediateContext->Map(GlyphData, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
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if(FAILED(hr))
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{
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RDCERR("Can't fill cbuffer HRESULT: %s", ToStr(hr).c_str());
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}
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else
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{
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memcpy(mapped.pData, glyphData, sizeof(glyphData));
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m_pImmediateContext->Unmap(GlyphData, 0);
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}
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cbufDesc.ByteWidth = sizeof(FontCBuffer);
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hr = m_pDevice->CreateBuffer(&cbufDesc, NULL, &CBuffer);
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if(FAILED(hr))
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RDCERR("Failed to create font CBuffer HRESULT: %s", ToStr(hr).c_str());
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m_pDevice->InternalRef();
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cbufDesc.ByteWidth = (2 + FONT_MAX_CHARS) * sizeof(uint32_t) * 4;
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hr = m_pDevice->CreateBuffer(&cbufDesc, NULL, &CharBuffer);
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if(FAILED(hr))
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RDCERR("Failed to create font CharBuffer HRESULT: %s", ToStr(hr).c_str());
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m_pDevice->InternalRef();
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std::string fullhlsl = "";
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{
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std::string debugShaderCBuf = GetEmbeddedResource(debugcbuffers_h);
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std::string textShaderHLSL = GetEmbeddedResource(debugtext_hlsl);
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fullhlsl = debugShaderCBuf + textShaderHLSL;
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}
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D3D11ShaderCache *shaderCache = wrapper->GetShaderCache();
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shaderCache->SetCaching(true);
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VS = shaderCache->MakeVShader(fullhlsl.c_str(), "RENDERDOC_TextVS", "vs_4_0");
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m_pDevice->InternalRef();
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PS = shaderCache->MakePShader(fullhlsl.c_str(), "RENDERDOC_TextPS", "ps_4_0");
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m_pDevice->InternalRef();
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shaderCache->SetCaching(false);
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}
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D3D11TextRenderer::~D3D11TextRenderer()
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{
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SAFE_RELEASE(Tex);
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m_pDevice->InternalRelease();
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SAFE_RELEASE(LinearSampler);
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m_pDevice->InternalRelease();
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SAFE_RELEASE(BlendState);
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m_pDevice->InternalRelease();
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SAFE_RELEASE(CBuffer);
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m_pDevice->InternalRelease();
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SAFE_RELEASE(GlyphData);
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m_pDevice->InternalRelease();
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SAFE_RELEASE(CharBuffer);
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m_pDevice->InternalRelease();
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SAFE_RELEASE(VS);
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m_pDevice->InternalRelease();
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SAFE_RELEASE(PS);
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m_pDevice->InternalRelease();
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if(RenderDoc::Inst().GetCrashHandler())
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RenderDoc::Inst().GetCrashHandler()->UnregisterMemoryRegion(this);
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}
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void D3D11TextRenderer::SetOutputWindow(HWND w)
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{
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RECT rect = {0, 0, 0, 0};
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GetClientRect(w, &rect);
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if(rect.right == rect.left || rect.bottom == rect.top)
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{
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m_supersamplingX = 1.0f;
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m_supersamplingY = 1.0f;
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}
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else
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{
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m_supersamplingX = float(m_width) / float(rect.right - rect.left);
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m_supersamplingY = float(m_height) / float(rect.bottom - rect.top);
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}
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}
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void D3D11TextRenderer::RenderText(float x, float y, const char *textfmt, ...)
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{
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static char tmpBuf[4096];
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va_list args;
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va_start(args, textfmt);
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StringFormat::vsnprintf(tmpBuf, 4095, textfmt, args);
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tmpBuf[4095] = '\0';
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va_end(args);
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RenderTextInternal(x, y, tmpBuf);
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}
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void D3D11TextRenderer::RenderTextInternal(float x, float y, const char *text)
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{
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if(char *t = strchr((char *)text, '\n'))
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{
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*t = 0;
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RenderTextInternal(x, y, text);
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RenderTextInternal(x, y + 1.0f, t + 1);
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*t = '\n';
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return;
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}
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if(strlen(text) == 0)
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return;
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RDCASSERT(strlen(text) < FONT_MAX_CHARS);
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FontCBuffer data = {};
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data.TextPosition.x = x;
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data.TextPosition.y = y;
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data.FontScreenAspect.x = 1.0f / float(GetWidth());
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data.FontScreenAspect.y = 1.0f / float(GetHeight());
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data.TextSize = CharSize;
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data.FontScreenAspect.x *= CharAspect;
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data.FontScreenAspect.x *= m_supersamplingX;
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data.FontScreenAspect.y *= m_supersamplingY;
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data.CharacterSize.x = 1.0f / float(FONT_TEX_WIDTH);
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data.CharacterSize.y = 1.0f / float(FONT_TEX_HEIGHT);
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D3D11_MAPPED_SUBRESOURCE mapped;
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HRESULT hr = m_pImmediateContext->Map(CBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
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if(FAILED(hr))
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{
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RDCERR("Can't fill cbuffer HRESULT: %s", ToStr(hr).c_str());
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return;
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}
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memcpy(mapped.pData, &data, sizeof(data));
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m_pImmediateContext->Unmap(CBuffer, 0);
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hr = m_pImmediateContext->Map(CharBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
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if(FAILED(hr))
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{
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RDCERR("Failed to map charbuffer HRESULT: %s", ToStr(hr).c_str());
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return;
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}
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unsigned long *texs = (unsigned long *)mapped.pData;
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for(size_t i = 0; i < strlen(text); i++)
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texs[i * 4] = (text[i] - ' ');
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m_pImmediateContext->Unmap(CharBuffer, 0);
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// can't just clear state because we need to keep things like render targets.
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{
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m_pImmediateContext->IASetInputLayout(NULL);
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m_pImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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m_pImmediateContext->VSSetShader(VS, NULL, 0);
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m_pImmediateContext->VSSetConstantBuffers(0, 1, &CBuffer);
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m_pImmediateContext->VSSetConstantBuffers(1, 1, &GlyphData);
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m_pImmediateContext->VSSetConstantBuffers(2, 1, &CharBuffer);
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m_pImmediateContext->HSSetShader(NULL, NULL, 0);
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m_pImmediateContext->DSSetShader(NULL, NULL, 0);
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m_pImmediateContext->GSSetShader(NULL, NULL, 0);
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m_pImmediateContext->RSSetState(NULL);
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D3D11_VIEWPORT view;
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view.TopLeftX = 0;
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view.TopLeftY = 0;
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view.Width = (float)GetWidth();
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view.Height = (float)GetHeight();
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view.MinDepth = 0.0f;
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view.MaxDepth = 1.0f;
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m_pImmediateContext->RSSetViewports(1, &view);
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m_pImmediateContext->PSSetShader(PS, NULL, 0);
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m_pImmediateContext->PSSetShaderResources(0, 1, &Tex);
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m_pImmediateContext->PSSetSamplers(1, 1, &LinearSampler);
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float factor[4] = {1.0f, 1.0f, 1.0f, 1.0f};
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m_pImmediateContext->OMSetBlendState(BlendState, factor, 0xffffffff);
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m_pImmediateContext->DrawInstanced(4, (uint32_t)strlen(text), 0, 0);
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}
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} |