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renderdoc/renderdoc/driver/d3d11/d3d11_rendertext.cpp
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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2022 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 "strings/string_utils.h"
#include "d3d11_context.h"
#include "d3d11_device.h"
#include "d3d11_resources.h"
#include "d3d11_shader_cache.h"
#include "data/hlsl/hlsl_cbuffers.h"
static Vec2f quadPos[] = {
Vec2f(0.0f, 0.0f), Vec2f(1.0f, 0.0f), Vec2f(0.0f, 1.0f), Vec2f(1.0f, 1.0f),
};
// see d3d11_debug.cpp D3D11DebugManager::D3D11DebugManager for why we use this helper like this
static void InternalRef(ID3D11DeviceChild *child)
{
if(child)
{
IntAddRef(child);
child->Release();
}
}
D3D11TextRenderer::D3D11TextRenderer(WrappedID3D11Device *wrapper)
{
RenderDoc::Inst().RegisterMemoryRegion(this, sizeof(D3D11TextRenderer));
m_pDevice = wrapper;
m_pImmediateContext = m_pDevice->GetImmediateContext();
D3D11ResourceManager *rm = m_pDevice->GetResourceManager();
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());
InternalRef(BlendState);
rm->SetInternalResource(BlendState);
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());
InternalRef(LinearSampler);
rm->SetInternalResource(LinearSampler);
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;
rdcstr 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[0].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);
D3D11_SUBRESOURCE_DATA initialData;
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());
InternalRef(debugTex);
rm->SetInternalResource(debugTex);
delete[] buf;
hr = m_pDevice->CreateShaderResourceView(debugTex, NULL, &Tex);
if(FAILED(hr))
RDCERR("Failed to create Tex HRESULT: %s", ToStr(hr).c_str());
InternalRef(Tex);
rm->SetInternalResource(Tex);
SAFE_INTRELEASE(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());
InternalRef(GlyphData);
rm->SetInternalResource(GlyphData);
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());
InternalRef(CBuffer);
rm->SetInternalResource(CBuffer);
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());
InternalRef(CharBuffer);
rm->SetInternalResource(CharBuffer);
rdcstr hlsl = GetEmbeddedResource(text_hlsl);
D3D11ShaderCache *shaderCache = wrapper->GetShaderCache();
shaderCache->SetCaching(true);
if(m_pDevice->GetFeatureLevel() >= D3D_FEATURE_LEVEL_10_0)
{
VS = shaderCache->MakeVShader(hlsl.c_str(), "RENDERDOC_TextVS", "vs_4_0");
InternalRef(VS);
rm->SetInternalResource(VS);
PS = shaderCache->MakePShader(hlsl.c_str(), "RENDERDOC_TextPS", "ps_4_0");
InternalRef(PS);
rm->SetInternalResource(PS);
}
else
{
D3D11_INPUT_ELEMENT_DESC inputs[] = {
// quad position xy, instance ID, and character, packed into Vec4f
{"POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
};
// if we're on 9_x feature levels, compile the shaders in 9_0 mode and switch to the downlevel
// vertex shader that expects vertex inputs directly rather than using SV_VertexID/SV_InstanceID
VS = shaderCache->MakeVShader(hlsl.c_str(), "RENDERDOC_Text9VS", "vs_4_0_level_9_0", 1, inputs,
&Layout);
InternalRef(VS);
rm->SetInternalResource(VS);
InternalRef(Layout);
rm->SetInternalResource(Layout);
PS = shaderCache->MakePShader(hlsl.c_str(), "RENDERDOC_TextPS", "ps_4_0_level_9_0");
InternalRef(PS);
rm->SetInternalResource(PS);
// these buffers are immutable because they're just replacing the fixed shader generation on
// FL10+
D3D11_BUFFER_DESC vbufDesc;
vbufDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vbufDesc.Usage = D3D11_USAGE_DYNAMIC;
vbufDesc.StructureByteStride = 0;
vbufDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
vbufDesc.MiscFlags = 0;
vbufDesc.ByteWidth = sizeof(Vec4f) * 6 * FONT_MAX_CHARS;
hr = m_pDevice->CreateBuffer(&vbufDesc, NULL, &FL9Buffer);
if(FAILED(hr))
RDCERR("Failed to create FL9 text PosBuffer HRESULT: %s", ToStr(hr).c_str());
InternalRef(FL9Buffer);
rm->SetInternalResource(FL9Buffer);
}
shaderCache->SetCaching(false);
}
D3D11TextRenderer::~D3D11TextRenderer()
{
SAFE_INTRELEASE(Tex);
SAFE_INTRELEASE(LinearSampler);
SAFE_INTRELEASE(BlendState);
SAFE_INTRELEASE(CBuffer);
SAFE_INTRELEASE(GlyphData);
SAFE_INTRELEASE(CharBuffer);
SAFE_INTRELEASE(VS);
SAFE_INTRELEASE(PS);
SAFE_INTRELEASE(Layout);
SAFE_INTRELEASE(FL9Buffer);
RenderDoc::Inst().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 rdcstr &text)
{
rdcarray<rdcstr> lines;
split(text, lines, '\n');
for(const rdcstr &line : lines)
{
RenderTextInternal(x, y, line);
y += 1.0f;
}
}
void D3D11TextRenderer::RenderTextInternal(float x, float y, const rdcstr &text)
{
if(text.empty())
return;
RDCASSERT(text.size() < FONT_MAX_CHARS);
if(!VS || !PS)
return;
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);
// are we in fl9? need to upload the characters as floats into a VB instead of uints into a CB
bool modern = (FL9Buffer == NULL);
if(modern)
hr = m_pImmediateContext->Map(CharBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
else
hr = m_pImmediateContext->Map(FL9Buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
if(FAILED(hr))
{
RDCERR("Failed to map charbuffer HRESULT: %s", ToStr(hr).c_str());
return;
}
if(modern)
{
unsigned long *texs = (unsigned long *)mapped.pData;
for(size_t i = 0; i < text.size(); i++)
texs[i * 4] = (text[i] - ' ');
}
else
{
Vec4f *texs = (Vec4f *)mapped.pData;
for(size_t i = 0; i < text.size(); i++)
{
texs[i * 6 + 0] = Vec4f(quadPos[0].x, quadPos[0].y, float(i), float(text[i] - ' '));
texs[i * 6 + 1] = Vec4f(quadPos[1].x, quadPos[1].y, float(i), float(text[i] - ' '));
texs[i * 6 + 2] = Vec4f(quadPos[2].x, quadPos[2].y, float(i), float(text[i] - ' '));
texs[i * 6 + 3] = Vec4f(quadPos[1].x, quadPos[1].y, float(i), float(text[i] - ' '));
texs[i * 6 + 4] = Vec4f(quadPos[3].x, quadPos[3].y, float(i), float(text[i] - ' '));
texs[i * 6 + 5] = Vec4f(quadPos[2].x, quadPos[2].y, float(i), float(text[i] - ' '));
}
}
if(modern)
m_pImmediateContext->Unmap(CharBuffer, 0);
else
m_pImmediateContext->Unmap(FL9Buffer, 0);
// can't just clear state because we need to keep things like render targets.
{
m_pImmediateContext->IASetPrimitiveTopology(modern ? D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP
: D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
// we can set Layout unconditionally - it is NULL for FL10+
m_pImmediateContext->IASetInputLayout(Layout);
// we can also set the vertex buffers unconditionally
UINT strides[1] = {sizeof(Vec4f)};
UINT offsets[1] = {};
m_pImmediateContext->IASetVertexBuffers(0, 1, &FL9Buffer, strides, offsets);
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);
if(modern)
m_pImmediateContext->DrawInstanced(4, (uint32_t)text.size(), 0, 0);
else
m_pImmediateContext->Draw(6 * (uint32_t)text.size(), 0);
}
}