diff --git a/gfx/common/d3d11_common.c b/gfx/common/d3d11_common.c index 374bae0827..8893f7d905 100644 --- a/gfx/common/d3d11_common.c +++ b/gfx/common/d3d11_common.c @@ -14,7 +14,7 @@ */ #include "d3d11_common.h" - +#include "d3dcompiler_common.h" #include static dylib_t d3d11_dll; @@ -70,7 +70,7 @@ void d3d11_init_texture(D3D11Device device, d3d11_texture_t* texture) if (texture->desc.MiscFlags & D3D11_RESOURCE_MISC_GENERATE_MIPS) { texture->desc.BindFlags |= D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET; - unsigned width = texture->desc.Width >> 5; + unsigned width = texture->desc.Width >> 5; unsigned height = texture->desc.Height >> 5; while (width && height) { @@ -145,3 +145,58 @@ d3d11_get_closest_match(D3D11Device device, DXGI_FORMAT desired_format, UINT des assert(*format); return *format; } + +bool d3d11_init_shader( + D3D11Device device, + void* src, + size_t size, + LPCSTR vs_entry, + LPCSTR ps_entry, + LPCSTR gs_entry, + D3D11_INPUT_ELEMENT_DESC* input_element_descs, + UINT num_elements, + d3d11_shader_t* out) +{ + D3DBlob vs_code; + D3DBlob ps_code; + D3DBlob gs_code; + + if (size) /* char array */ + { + if (!d3d_compile(src, size, vs_entry, "vs_5_0", &vs_code)) + return false; + if (!d3d_compile(src, size, ps_entry, "ps_5_0", &ps_code)) + return false; + if (gs_entry && !d3d_compile(src, size, gs_entry, "gs_5_0", &gs_code)) + return false; + } + else /* LPCWSTR filename */ + { + if (!d3d_compile_from_file(src, vs_entry, "vs_5_0", &vs_code)) + return false; + if (!d3d_compile_from_file(src, ps_entry, "ps_5_0", &ps_code)) + return false; + if (gs_entry && !d3d_compile_from_file(src, gs_entry, "gs_5_0", &gs_code)) + return false; + } + + D3D11CreateVertexShader( + device, D3DGetBufferPointer(vs_code), D3DGetBufferSize(vs_code), NULL, &out->vs); + D3D11CreateInputLayout( + device, input_element_descs, num_elements, D3DGetBufferPointer(vs_code), + D3DGetBufferSize(vs_code), &out->layout); + Release(vs_code); + + D3D11CreatePixelShader( + device, D3DGetBufferPointer(ps_code), D3DGetBufferSize(ps_code), NULL, &out->ps); + Release(ps_code); + + if (gs_entry) + { + D3D11CreateGeometryShader( + device, D3DGetBufferPointer(gs_code), D3DGetBufferSize(gs_code), NULL, &out->gs); + Release(gs_code); + } + + return true; +} diff --git a/gfx/common/d3d11_common.h b/gfx/common/d3d11_common.h index 09cdb7a052..88096712a1 100644 --- a/gfx/common/d3d11_common.h +++ b/gfx/common/d3d11_common.h @@ -2500,7 +2500,6 @@ typedef struct #endif #endif - typedef struct ALIGN(16) { math_matrix_4x4 mvp; @@ -2512,7 +2511,15 @@ typedef struct ALIGN(16) float time; } d3d11_uniform_t; -static_assert(!(sizeof(d3d11_uniform_t)&0xF), "sizeof(d3d11_uniform_t) must be a multiple of 16"); +static_assert(!(sizeof(d3d11_uniform_t) & 0xF), "sizeof(d3d11_uniform_t) must be a multiple of 16"); + +typedef struct +{ + D3D11VertexShader vs; + D3D11PixelShader ps; + D3D11GeometryShader gs; + D3D11InputLayout layout; +} d3d11_shader_t; typedef struct { @@ -2523,20 +2530,14 @@ typedef struct D3D11DeviceContext ctx; D3D11RasterizerState state; D3D11RenderTargetView renderTargetView; - D3D11InputLayout layout; D3D11Buffer ubo; d3d11_uniform_t ubo_values; - D3D11VertexShader vs; - D3D11PixelShader ps; D3D11SamplerState sampler_nearest; D3D11SamplerState sampler_linear; D3D11BlendState blend_enable; D3D11BlendState blend_disable; D3D11BlendState blend_pipeline; D3D11Buffer menu_pipeline_vbo; - D3D11VertexShader ribbon_vs; - D3D11PixelShader ribbon_ps; - D3D11InputLayout ribbon_layout; math_matrix_4x4 mvp, mvp_no_rot; struct video_viewport vp; D3D11_VIEWPORT viewport; @@ -2563,17 +2564,14 @@ typedef struct } frame; struct { - D3D11VertexShader vs; - D3D11PixelShader ps; - D3D11PixelShader ps_8bit; - D3D11GeometryShader gs; - D3D11Buffer vbo; - D3D11InputLayout layout; - int offset; - int capacity; - bool enabled; + d3d11_shader_t shader; + d3d11_shader_t shader_font; + D3D11Buffer vbo; + int offset; + int capacity; + bool enabled; } sprites; - + d3d11_shader_t shaders[GFX_MAX_SHADERS]; } d3d11_video_t; void d3d11_init_texture(D3D11Device device, d3d11_texture_t* texture); @@ -2596,9 +2594,55 @@ d3d11_get_closest_match_texture2D(D3D11Device device, DXGI_FORMAT desired_format D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_SHADER_SAMPLE); } -static inline void d3d11_set_texture_and_sampler( - D3D11DeviceContext ctx, UINT slot, d3d11_texture_t* texture) +static inline void +d3d11_set_texture_and_sampler(D3D11DeviceContext ctx, UINT slot, d3d11_texture_t* texture) { D3D11SetPShaderResources(ctx, slot, 1, &texture->view); D3D11SetPShaderSamplers(ctx, slot, 1, &texture->sampler); } + +bool d3d11_init_shader( + D3D11Device device, + void* src, + size_t size, + LPCSTR vs_entry, + LPCSTR ps_entry, + LPCSTR gs_entry, + D3D11_INPUT_ELEMENT_DESC* input_element_descs, + UINT num_elements, + d3d11_shader_t* out); + +static inline void d3d11_release_shader(d3d11_shader_t* shader) +{ + Release(shader->layout); + Release(shader->vs); + Release(shader->ps); + Release(shader->gs); +} + +static inline void d3d11_set_shader(D3D11DeviceContext ctx, d3d11_shader_t* shader) +{ + D3D11SetInputLayout(ctx, shader->layout); + D3D11SetVShader(ctx, shader->vs, NULL, 0); + D3D11SetPShader(ctx, shader->ps, NULL, 0); + D3D11SetGShader(ctx, shader->gs, NULL, 0); +} +static inline void D3D11SetVertexBuffer( + D3D11DeviceContext device_context, + UINT slot, + D3D11Buffer const vertex_buffer, + UINT stride, + UINT offset) +{ + D3D11SetVertexBuffers(device_context, slot, 1, &vertex_buffer, &stride, &offset); +} +static inline void D3D11SetVShaderConstantBuffer( + D3D11DeviceContext device_context, UINT slot, D3D11Buffer const constant_buffer) +{ + D3D11SetVShaderConstantBuffers(device_context, slot, 1, &constant_buffer); +} +static inline void D3D11SetPShaderConstantBuffer( + D3D11DeviceContext device_context, UINT slot, D3D11Buffer const constant_buffer) +{ + D3D11SetPShaderConstantBuffers(device_context, slot, 1, &constant_buffer); +} diff --git a/gfx/drivers/d3d11.c b/gfx/drivers/d3d11.c index 869df71024..c55f09a12e 100644 --- a/gfx/drivers/d3d11.c +++ b/gfx/drivers/d3d11.c @@ -93,27 +93,35 @@ static void d3d11_gfx_free(void* data) Release(d3d11->menu.texture.view); Release(d3d11->menu.vbo); - Release(d3d11->sprites.vs); - Release(d3d11->sprites.ps); - Release(d3d11->sprites.ps_8bit); - Release(d3d11->sprites.gs); + Release(d3d11->sprites.shader.vs); + Release(d3d11->sprites.shader.ps); + Release(d3d11->sprites.shader.gs); + Release(d3d11->sprites.shader.layout); + Release(d3d11->sprites.shader_font.vs); + Release(d3d11->sprites.shader_font.ps); + Release(d3d11->sprites.shader_font.gs); + Release(d3d11->sprites.shader_font.layout); Release(d3d11->sprites.vbo); - Release(d3d11->sprites.layout); + + d3d11_release_shader(&d3d11->shaders[VIDEO_SHADER_STOCK_BLEND]); + d3d11_release_shader(&d3d11->shaders[VIDEO_SHADER_MENU]); + d3d11_release_shader(&d3d11->shaders[VIDEO_SHADER_MENU_2]); + d3d11_release_shader(&d3d11->shaders[VIDEO_SHADER_MENU_3]); + d3d11_release_shader(&d3d11->shaders[VIDEO_SHADER_MENU_4]); + d3d11_release_shader(&d3d11->shaders[VIDEO_SHADER_MENU_5]); + d3d11_release_shader(&d3d11->shaders[VIDEO_SHADER_MENU_6]); Release(d3d11->menu_pipeline_vbo); - Release(d3d11->ribbon_vs); - Release(d3d11->ribbon_ps); - Release(d3d11->ribbon_layout); + Release(d3d11->blend_pipeline); Release(d3d11->ubo); + Release(d3d11->blend_enable); Release(d3d11->blend_disable); - Release(d3d11->blend_pipeline); + Release(d3d11->sampler_nearest); Release(d3d11->sampler_linear); - Release(d3d11->ps); - Release(d3d11->vs); - Release(d3d11->layout); + Release(d3d11->state); Release(d3d11->renderTargetView); Release(d3d11->swapChain); @@ -284,13 +292,6 @@ d3d11_gfx_init(const video_info_t* video, const input_driver_t** input, void** i } { - D3DBlob vs_code; - D3DBlob ps_code; - - static const char stock[] = -#include "d3d_shaders/opaque_sm5.hlsl.h" - ; - D3D11_INPUT_ELEMENT_DESC desc[] = { { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d11_vertex_t, position), D3D11_INPUT_PER_VERTEX_DATA, 0 }, @@ -300,33 +301,17 @@ d3d11_gfx_init(const video_info_t* video, const input_driver_t** input, void** i D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; - d3d_compile(stock, sizeof(stock), "VSMain", "vs_5_0", &vs_code); - d3d_compile(stock, sizeof(stock), "PSMain", "ps_5_0", &ps_code); + static const char shader[] = +#include "d3d_shaders/opaque_sm5.hlsl.h" + ; - D3D11CreateVertexShader( - d3d11->device, D3DGetBufferPointer(vs_code), D3DGetBufferSize(vs_code), NULL, - &d3d11->vs); - D3D11CreatePixelShader( - d3d11->device, D3DGetBufferPointer(ps_code), D3DGetBufferSize(ps_code), NULL, - &d3d11->ps); - D3D11CreateInputLayout( - d3d11->device, desc, countof(desc), D3DGetBufferPointer(vs_code), - D3DGetBufferSize(vs_code), &d3d11->layout); - - Release(vs_code); - Release(ps_code); + if (!d3d11_init_shader( + d3d11->device, shader, sizeof(shader), "VSMain", "PSMain", NULL, desc, + countof(desc), &d3d11->shaders[VIDEO_SHADER_STOCK_BLEND])) + goto error; } { - D3DBlob vs_code; - D3DBlob ps_code; - D3DBlob ps_A8_code; - D3DBlob gs_code; - - static const char sprite[] = -#include "d3d_shaders/sprite_sm4.hlsl.h" - ; - D3D11_INPUT_ELEMENT_DESC desc[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(d3d11_sprite_t, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, @@ -343,83 +328,83 @@ d3d11_gfx_init(const video_info_t* video, const input_driver_t** input, void** i { "PARAMS", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d11_sprite_t, params), D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; -#if 1 - d3d_compile(sprite, sizeof(sprite), "VSMain", "vs_5_0", &vs_code); - d3d_compile(sprite, sizeof(sprite), "PSMain", "ps_5_0", &ps_code); - d3d_compile(sprite, sizeof(sprite), "PSMainA8", "ps_5_0", &ps_A8_code); - d3d_compile(sprite, sizeof(sprite), "GSMain", "gs_5_0", &gs_code); -#else - if (!d3d_compile_from_file( - L"gfx/drivers/d3d_shaders/sprite_sm4.hlsl", "VSMain", "vs_5_0", &vs_code)) - goto error; - if (!d3d_compile_from_file( - L"gfx/drivers/d3d_shaders/sprite_sm4.hlsl", "PSMain", "ps_5_0", &ps_code)) - goto error; - if (!d3d_compile_from_file( - L"gfx/drivers/d3d_shaders/sprite_sm4.hlsl", "PSMainA8", "ps_5_0", &ps_A8_code)) - goto error; - if (!d3d_compile_from_file( - L"gfx/drivers/d3d_shaders/sprite_sm4.hlsl", "GSMain", "gs_5_0", &gs_code)) - goto error; -#endif - D3D11CreateVertexShader( - d3d11->device, D3DGetBufferPointer(vs_code), D3DGetBufferSize(vs_code), NULL, - &d3d11->sprites.vs); - D3D11CreatePixelShader( - d3d11->device, D3DGetBufferPointer(ps_code), D3DGetBufferSize(ps_code), NULL, - &d3d11->sprites.ps); - D3D11CreatePixelShader( - d3d11->device, D3DGetBufferPointer(ps_A8_code), D3DGetBufferSize(ps_A8_code), NULL, - &d3d11->sprites.ps_8bit); - D3D11CreateGeometryShader( - d3d11->device, D3DGetBufferPointer(gs_code), D3DGetBufferSize(gs_code), NULL, - &d3d11->sprites.gs); - D3D11CreateInputLayout( - d3d11->device, desc, countof(desc), D3DGetBufferPointer(vs_code), - D3DGetBufferSize(vs_code), &d3d11->sprites.layout); + static const char shader[] = +#include "d3d_shaders/sprite_sm4.hlsl.h" + ; - Release(vs_code); - Release(ps_code); - Release(ps_A8_code); - Release(gs_code); + if (!d3d11_init_shader( + d3d11->device, shader, sizeof(shader), "VSMain", "PSMain", "GSMain", desc, + countof(desc), &d3d11->sprites.shader)) + goto error; + if (!d3d11_init_shader( + d3d11->device, shader, sizeof(shader), "VSMain", "PSMainA8", "GSMain", desc, + countof(desc), &d3d11->sprites.shader_font)) + goto error; } { - D3DBlob vs_code; - D3DBlob ps_code; - - static const char shader[] = -#include "d3d_shaders/ribbon_sm4.hlsl.h" - ; - D3D11_INPUT_ELEMENT_DESC desc[] = { { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; -#if 1 - d3d_compile(shader, sizeof(shader), "VSMain", "vs_5_0", &vs_code); - d3d_compile(shader, sizeof(shader), "PSMain", "ps_5_0", &ps_code); -#else - if (!d3d_compile_from_file( - L"gfx/drivers/d3d_shaders/ribbon_sm4.hlsl", "VSMain", "vs_5_0", &vs_code)) - goto error; - if (!d3d_compile_from_file( - L"gfx/drivers/d3d_shaders/ribbon_sm4.hlsl", "PSMain", "ps_5_0", &ps_code)) - goto error; -#endif - D3D11CreateVertexShader( - d3d11->device, D3DGetBufferPointer(vs_code), D3DGetBufferSize(vs_code), NULL, - &d3d11->ribbon_vs); - D3D11CreatePixelShader( - d3d11->device, D3DGetBufferPointer(ps_code), D3DGetBufferSize(ps_code), NULL, - &d3d11->ribbon_ps); - D3D11CreateInputLayout( - d3d11->device, desc, countof(desc), D3DGetBufferPointer(vs_code), - D3DGetBufferSize(vs_code), &d3d11->ribbon_layout); + static const char ribbon[] = +#include "d3d_shaders/ribbon_sm4.hlsl.h" + ; + static const char ribbon_simple[] = +#include "d3d_shaders/ribbon_simple_sm4.hlsl.h" + ; - Release(vs_code); - Release(ps_code); + if (!d3d11_init_shader( + d3d11->device, ribbon, sizeof(ribbon), "VSMain", "PSMain", NULL, desc, + countof(desc), &d3d11->shaders[VIDEO_SHADER_MENU])) + goto error; + + if (!d3d11_init_shader( + d3d11->device, ribbon_simple, sizeof(ribbon_simple), "VSMain", "PSMain", NULL, desc, + countof(desc), &d3d11->shaders[VIDEO_SHADER_MENU_2])) + goto error; + } + + { + D3D11_INPUT_ELEMENT_DESC desc[] = { + { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d11_vertex_t, position), + D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d11_vertex_t, texcoord), + D3D11_INPUT_PER_VERTEX_DATA, 0 }, + }; + + static const char simple_snow[] = +#include "d3d_shaders/simple_snow_sm4.hlsl.h" + ; + static const char snow[] = +#include "d3d_shaders/snow_sm4.hlsl.h" + ; + static const char bokeh[] = +#include "d3d_shaders/bokeh_sm4.hlsl.h" + ; + static const char snowflake[] = +#include "d3d_shaders/snowflake_sm4.hlsl.h" + ; + + if (!d3d11_init_shader( + d3d11->device, simple_snow, sizeof(simple_snow), "VSMain", "PSMain", NULL, desc, + countof(desc), &d3d11->shaders[VIDEO_SHADER_MENU_3])) + goto error; + if (!d3d11_init_shader( + d3d11->device, snow, sizeof(snow), "VSMain", "PSMain", NULL, desc, countof(desc), + &d3d11->shaders[VIDEO_SHADER_MENU_4])) + goto error; + + if (!d3d11_init_shader( + d3d11->device, bokeh, sizeof(bokeh), "VSMain", "PSMain", NULL, desc, countof(desc), + &d3d11->shaders[VIDEO_SHADER_MENU_5])) + goto error; + + if (!d3d11_init_shader( + d3d11->device, snowflake, sizeof(snowflake), "VSMain", "PSMain", NULL, desc, + countof(desc), &d3d11->shaders[VIDEO_SHADER_MENU_6])) + goto error; } { @@ -440,7 +425,7 @@ d3d11_gfx_init(const video_info_t* video, const input_driver_t** input, void** i }; D3D11CreateBlendState(d3d11->device, &blend_desc, &d3d11->blend_enable); - blend_desc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE; + blend_desc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE; blend_desc.RenderTarget[0].DestBlend = D3D11_BLEND_ONE; D3D11CreateBlendState(d3d11->device, &blend_desc, &d3d11->blend_pipeline); @@ -449,8 +434,8 @@ d3d11_gfx_init(const video_info_t* video, const input_driver_t** input, void** i } { D3D11_RASTERIZER_DESC desc = { - .FillMode = D3D11_FILL_SOLID, - .CullMode = D3D11_CULL_NONE, + .FillMode = D3D11_FILL_SOLID, + .CullMode = D3D11_CULL_NONE, }; D3D11CreateRasterizerState(d3d11->device, &desc, &d3d11->state); } @@ -503,10 +488,7 @@ static bool d3d11_gfx_frame( PERF_START(); D3D11ClearRenderTargetView(d3d11->ctx, d3d11->renderTargetView, d3d11->clearcolor); - D3D11SetVShader(d3d11->ctx, d3d11->vs, NULL, 0); - D3D11SetPShader(d3d11->ctx, d3d11->ps, NULL, 0); - D3D11SetGShader(d3d11->ctx, NULL, NULL, 0); - D3D11SetInputLayout(d3d11->ctx, d3d11->layout); + d3d11_set_shader(d3d11->ctx, &d3d11->shaders[VIDEO_SHADER_STOCK_BLEND]); D3D11SetPrimitiveTopology(d3d11->ctx, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); if (frame && width && height) @@ -522,62 +504,53 @@ static bool d3d11_gfx_frame( d3d11->ctx, width, height, pitch, d3d11->format, frame, &d3d11->frame.texture); } - { - UINT stride = sizeof(d3d11_vertex_t); - UINT offset = 0; - #if 0 /* custom viewport doesn't call apply_state_changes, so we can't rely on this for now */ if (d3d11->resize_viewport) #endif - d3d11_update_viewport(d3d11, false); + d3d11_update_viewport(d3d11, false); - D3D11SetViewports(d3d11->ctx, 1, &d3d11->frame.viewport); - d3d11_set_texture_and_sampler(d3d11->ctx, 0, &d3d11->frame.texture); + D3D11SetViewports(d3d11->ctx, 1, &d3d11->frame.viewport); + d3d11_set_texture_and_sampler(d3d11->ctx, 0, &d3d11->frame.texture); - D3D11SetVertexBuffers(d3d11->ctx, 0, 1, &d3d11->frame.vbo, &stride, &offset); - D3D11SetVShaderConstantBuffers(d3d11->ctx, 0, 1, &d3d11->frame.ubo); - D3D11SetBlendState(d3d11->ctx, d3d11->blend_disable, NULL, D3D11_DEFAULT_SAMPLE_MASK); - D3D11Draw(d3d11->ctx, 4, 0); - // D3D11SetBlendState(d3d11->ctx, d3d11->blend_enable, NULL, D3D11_DEFAULT_SAMPLE_MASK); + D3D11SetVertexBuffer(d3d11->ctx, 0, d3d11->frame.vbo, sizeof(d3d11_vertex_t), 0); + D3D11SetVShaderConstantBuffers(d3d11->ctx, 0, 1, &d3d11->frame.ubo); - if (d3d11->menu.enabled && d3d11->menu.texture.handle) - { - if (d3d11->menu.fullscreen) - D3D11SetViewports(d3d11->ctx, 1, &d3d11->viewport); - D3D11SetVertexBuffers(d3d11->ctx, 0, 1, &d3d11->menu.vbo, &stride, &offset); - D3D11SetVShaderConstantBuffers(d3d11->ctx, 0, 1, &d3d11->ubo); - d3d11_set_texture_and_sampler(d3d11->ctx, 0, &d3d11->menu.texture); + D3D11SetBlendState(d3d11->ctx, d3d11->blend_disable, NULL, D3D11_DEFAULT_SAMPLE_MASK); + D3D11Draw(d3d11->ctx, 4, 0); - D3D11Draw(d3d11->ctx, 4, 0); - } - } + D3D11SetBlendState(d3d11->ctx, d3d11->blend_enable, NULL, D3D11_DEFAULT_SAMPLE_MASK); + + if (d3d11->menu.enabled && d3d11->menu.texture.handle) { - UINT sprite_stride = sizeof(d3d11_sprite_t); - UINT offset = 0; - D3D11SetViewports(d3d11->ctx, 1, &d3d11->viewport); - D3D11SetVShader(d3d11->ctx, d3d11->sprites.vs, NULL, 0); - D3D11SetPShader(d3d11->ctx, d3d11->sprites.ps, NULL, 0); - D3D11SetGShader(d3d11->ctx, d3d11->sprites.gs, NULL, 0); - D3D11SetInputLayout(d3d11->ctx, d3d11->sprites.layout); - D3D11SetPrimitiveTopology(d3d11->ctx, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST); - D3D11SetVertexBuffers(d3d11->ctx, 0, 1, &d3d11->sprites.vbo, &sprite_stride, &offset); - D3D11SetBlendState(d3d11->ctx, d3d11->blend_enable, NULL, D3D11_DEFAULT_SAMPLE_MASK); + if (d3d11->menu.fullscreen) + D3D11SetViewports(d3d11->ctx, 1, &d3d11->viewport); + + D3D11SetVertexBuffer(d3d11->ctx, 0, d3d11->menu.vbo, sizeof(d3d11_vertex_t), 0); D3D11SetVShaderConstantBuffers(d3d11->ctx, 0, 1, &d3d11->ubo); - D3D11SetPShaderConstantBuffers(d3d11->ctx, 0, 1, &d3d11->ubo); - - d3d11->sprites.enabled = true; - - if (d3d11->menu.enabled) - menu_driver_frame(video_info); - - if (msg && *msg) - { - font_driver_render_msg(video_info, NULL, msg, NULL); - gfx_ctx_d3d.update_window_title(NULL, video_info); - } - d3d11->sprites.enabled = false; + d3d11_set_texture_and_sampler(d3d11->ctx, 0, &d3d11->menu.texture); + D3D11Draw(d3d11->ctx, 4, 0); } + D3D11SetViewports(d3d11->ctx, 1, &d3d11->viewport); + + d3d11_set_shader(d3d11->ctx, &d3d11->sprites.shader); + D3D11SetPrimitiveTopology(d3d11->ctx, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST); + D3D11SetVertexBuffer(d3d11->ctx, 0, d3d11->sprites.vbo, sizeof(d3d11_sprite_t), 0); + D3D11SetVShaderConstantBuffer(d3d11->ctx, 0, d3d11->ubo); + D3D11SetPShaderConstantBuffer(d3d11->ctx, 0, d3d11->ubo); + + d3d11->sprites.enabled = true; + + if (d3d11->menu.enabled) + menu_driver_frame(video_info); + + if (msg && *msg) + { + font_driver_render_msg(video_info, NULL, msg, NULL); + gfx_ctx_d3d.update_window_title(NULL, video_info); + } + d3d11->sprites.enabled = false; + DXGIPresent(d3d11->swapChain, !!d3d11->vsync, 0); PERF_STOP(); diff --git a/gfx/drivers/d3d_shaders/bokeh_sm4.hlsl.h b/gfx/drivers/d3d_shaders/bokeh_sm4.hlsl.h new file mode 100644 index 0000000000..b0a66b9b35 --- /dev/null +++ b/gfx/drivers/d3d_shaders/bokeh_sm4.hlsl.h @@ -0,0 +1,41 @@ + +#define SRC(src) #src +SRC( +struct UBO +{ + float4x4 modelViewProj; + float2 OutputSize; + float time; +}; +uniform UBO global; + +float4 VSMain(float4 position : POSITION, float2 texcoord : TEXCOORD0) : SV_POSITION +{ + return mul(global.modelViewProj, position); +} + +float4 PSMain(float4 position : SV_POSITION) : SV_TARGET +{ + float speed = global.time * 4.0; + float2 uv = -1.0 + 2.0 * position.xy / global.OutputSize; + uv.x *= global.OutputSize.x / global.OutputSize.y; + float3 color = float3(0.0, 0.0, 0.0); + + for( int i=0; i < 8; i++ ) + { + float pha = sin(float(i) * 546.13 + 1.0) * 0.5 + 0.5; + float siz = pow(sin(float(i) * 651.74 + 5.0) * 0.5 + 0.5, 4.0); + float pox = sin(float(i) * 321.55 + 4.1) * global.OutputSize.x / global.OutputSize.y; + float rad = 0.1 + 0.5 * siz + sin(pha + siz) / 4.0; + float2 pos = float2(pox + sin(speed / 15. + pha + siz), - 1.0 - rad + (2.0 + 2.0 * rad) * frac(pha + 0.3 * (speed / 7.) * (0.2 + 0.8 * siz))); + float dis = length(uv - pos); + if(dis < rad) + { + float3 col = lerp(float3(0.194 * sin(speed / 6.0) + 0.3, 0.2, 0.3 * pha), float3(1.1 * sin(speed / 9.0) + 0.3, 0.2 * pha, 0.4), 0.5 + 0.5 * sin(float(i))); + color += col.zyx * (1.0 - smoothstep(rad * 0.15, rad, dis)); + } + } + color *= sqrt(1.5 - 0.5 * length(uv)); + return float4(color.r, color.g, color.b , 0.5); +}; +) diff --git a/gfx/drivers/d3d_shaders/opaque_sm5.hlsl.h b/gfx/drivers/d3d_shaders/opaque_sm5.hlsl.h index 56c7c96adb..8822347900 100644 --- a/gfx/drivers/d3d_shaders/opaque_sm5.hlsl.h +++ b/gfx/drivers/d3d_shaders/opaque_sm5.hlsl.h @@ -1,17 +1,24 @@ #define SRC(src) #src SRC( + struct UBO + { + float4x4 modelViewProj; + float2 Outputsize; + float time; + }; + uniform UBO global; + struct PSInput { float4 position : SV_POSITION; float2 texcoord : TEXCOORD0; float4 color : COLOR; }; - uniform float4x4 modelViewProj; PSInput VSMain(float4 position : POSITION, float2 texcoord : TEXCOORD0, float4 color : COLOR) { PSInput result; - result.position = mul(modelViewProj, position); + result.position = mul(global.modelViewProj, position); result.texcoord = texcoord; result.color = color; return result; @@ -21,6 +28,5 @@ SRC( float4 PSMain(PSInput input) : SV_TARGET { return input.color * t0.Sample(s0, input.texcoord); -// return input.color; }; ) diff --git a/gfx/drivers/d3d_shaders/ribbon_simple_sm4.hlsl.h b/gfx/drivers/d3d_shaders/ribbon_simple_sm4.hlsl.h new file mode 100644 index 0000000000..22b1f11d36 --- /dev/null +++ b/gfx/drivers/d3d_shaders/ribbon_simple_sm4.hlsl.h @@ -0,0 +1,51 @@ + +#define SRC(src) #src +SRC( + + struct UBO + { + float4x4 modelViewProj; + float2 Outputsize; + float time; + }; + uniform UBO global; + + float iqhash(float n) + { + return frac(sin(n) * 43758.5453); + } + + float noise(float3 x) + { + float3 p = floor(x); + float3 f = frac(x); + f = f * f * (3.0 - 2.0 * f); + float n = p.x + p.y * 57.0 + 113.0 * p.z; + return lerp(lerp(lerp(iqhash(n), iqhash(n + 1.0), f.x), + lerp(iqhash(n + 57.0), iqhash(n + 58.0), f.x), f.y), + lerp(lerp(iqhash(n + 113.0), iqhash(n + 114.0), f.x), + lerp(iqhash(n + 170.0), iqhash(n + 171.0), f.x), f.y), f.z); + } + + float xmb_noise2(float3 x) + { + return cos(x.z * 4.0) * cos(x.z + global.time / 10.0 + x.x); + } + + float4 VSMain(float2 position : POSITION) : SV_POSITION + { + float3 v = float3(position.x, 0.0, position.y); + float3 v2 = v; + v2.x = v2.x + global.time / 2.0; + v2.z = v.z * 3.0; + v.y = cos((v.x + v.z / 3.0 + global.time) * 2.0) / 10.0 + noise(v2.xyz) / 4.0; + v.y = -v.y; + + return float4(v.xy, 0.0, 1.0); + } + + float4 PSMain() : SV_TARGET + { + return float4(0.05, 0.05, 0.05, 1.0); + }; +) diff --git a/gfx/drivers/d3d_shaders/simple_snow_sm4.hlsl.h b/gfx/drivers/d3d_shaders/simple_snow_sm4.hlsl.h new file mode 100644 index 0000000000..c26eaedf15 --- /dev/null +++ b/gfx/drivers/d3d_shaders/simple_snow_sm4.hlsl.h @@ -0,0 +1,89 @@ + +#define SRC(src) #src +SRC( +struct UBO +{ + float4x4 modelViewProj; + float2 OutputSize; + float time; +}; +uniform UBO global; + +struct PSInput +{ + float4 position : SV_POSITION; + float2 texcoord : TEXCOORD0; +}; + +PSInput VSMain(float4 position : POSITION, float2 texcoord : TEXCOORD0) +{ + PSInput result; + result.position = mul(global.modelViewProj, position); + result.texcoord = texcoord; + return result; +} + +static const float baseScale = 1.25; // [1.0 .. 10.0] +static const float density = 0.5; // [0.01 .. 1.0] +static const float speed = 0.15; // [0.1 .. 1.0] + +float rand(float2 co) +{ + return frac(sin(dot(co.xy, float2(12.9898, 78.233))) * 43758.5453); +} + +float dist_func(float2 distv) +{ + float dist = sqrt((distv.x * distv.x) + (distv.y * distv.y)) * (40.0 / baseScale); + dist = clamp(dist, 0.0, 1.0); + return cos(dist * (3.14159265358 * 0.5)) * 0.5; +} + +float random_dots(float2 co) +{ + float part = 1.0 / 20.0; + float2 cd = floor(co / part); + float p = rand(cd); + + if (p > 0.005 * (density * 40.0)) + return 0.0; + + float2 dpos = (float2(frac(p * 2.0) , p) + float2(2.0, 2.0)) * 0.25; + + float2 cellpos = frac(co / part); + float2 distv = (cellpos - dpos); + + return dist_func(distv); +} + +float snow(float2 pos, float time, float scale) +{ + // add wobble + pos.x += cos(pos.y * 1.2 + time * 3.14159 * 2.0 + 1.0 / scale) / (8.0 / scale) * 4.0; + // add gravity + pos += time * scale * float2(-0.5, 1.0) * 4.0; + return random_dots(pos / scale) * (scale * 0.5 + 0.5); +} + + +float4 PSMain(PSInput input) : SV_TARGET +{ + float tim = global.time * 0.4 * speed; + float2 pos = input.position.xy / global.OutputSize.xx; + pos.y = 1.0 - pos.y; // Flip Y + float a = 0.0; + // Each of these is a layer of snow + // Remove some for better performance + // Changing the scale (3rd value) will mess with the looping + a += snow(pos, tim, 1.0); + a += snow(pos, tim, 0.7); + a += snow(pos, tim, 0.6); + a += snow(pos, tim, 0.5); + a += snow(pos, tim, 0.4); + a += snow(pos, tim, 0.3); + a += snow(pos, tim, 0.25); + a += snow(pos, tim, 0.125); + a = a * min(pos.y * 4.0, 1.0); + return float4(1.0, 1.0, 1.0, a); +}; +) diff --git a/gfx/drivers/d3d_shaders/snow_sm4.hlsl.h b/gfx/drivers/d3d_shaders/snow_sm4.hlsl.h new file mode 100644 index 0000000000..3b53bbf978 --- /dev/null +++ b/gfx/drivers/d3d_shaders/snow_sm4.hlsl.h @@ -0,0 +1,89 @@ + +#define SRC(src) #src +SRC( +struct UBO +{ + float4x4 modelViewProj; + float2 OutputSize; + float time; +}; +uniform UBO global; + +struct PSInput +{ + float4 position : SV_POSITION; + float2 texcoord : TEXCOORD0; +}; + +PSInput VSMain(float4 position : POSITION, float2 texcoord : TEXCOORD0) +{ + PSInput result; + result.position = mul(global.modelViewProj, position); + result.texcoord = texcoord; + return result; +} + +static const float baseScale = 3.5; // [1.0 .. 10.0] +static const float density = 0.7; // [0.01 .. 1.0] +static const float speed = 0.25; // [0.1 .. 1.0] + +float rand(float2 co) +{ + return frac(sin(dot(co.xy, float2(12.9898, 78.233))) * 43758.5453); +} + +float dist_func(float2 distv) +{ + float dist = sqrt((distv.x * distv.x) + (distv.y * distv.y)) * (40.0 / baseScale); + dist = clamp(dist, 0.0, 1.0); + return cos(dist * (3.14159265358 * 0.5)) * 0.5; +} + +float random_dots(float2 co) +{ + float part = 1.0 / 20.0; + float2 cd = floor(co / part); + float p = rand(cd); + + if (p > 0.005 * (density * 40.0)) + return 0.0; + + float2 dpos = (float2(frac(p * 2.0) , p) + float2(2.0, 2.0)) * 0.25; + + float2 cellpos = frac(co / part); + float2 distv = (cellpos - dpos); + + return dist_func(distv); +} + +float snow(float2 pos, float time, float scale) +{ + // add wobble + pos.x += cos(pos.y * 1.2 + time * 3.14159 * 2.0 + 1.0 / scale) / (8.0 / scale) * 4.0; + // add gravity + pos += time * scale * float2(-0.5, 1.0) * 4.0; + return random_dots(pos / scale) * (scale * 0.5 + 0.5); +} + + +float4 PSMain(PSInput input) : SV_TARGET +{ + float tim = global.time * 0.4 * speed; + float2 pos = input.position.xy / global.OutputSize.xx; + pos.y = 1.0 - pos.y; // Flip Y + float a = 0.0; + // Each of these is a layer of snow + // Remove some for better performance + // Changing the scale (3rd value) will mess with the looping + a += snow(pos, tim, 1.0); + a += snow(pos, tim, 0.7); + a += snow(pos, tim, 0.6); + a += snow(pos, tim, 0.5); + a += snow(pos, tim, 0.4); + a += snow(pos, tim, 0.3); + a += snow(pos, tim, 0.25); + a += snow(pos, tim, 0.125); + a = a * min(pos.y * 4.0, 1.0); + return float4(1.0, 1.0, 1.0, a); +}; +) diff --git a/gfx/drivers/d3d_shaders/snowflake_sm4.hlsl.h b/gfx/drivers/d3d_shaders/snowflake_sm4.hlsl.h new file mode 100644 index 0000000000..899dfd642c --- /dev/null +++ b/gfx/drivers/d3d_shaders/snowflake_sm4.hlsl.h @@ -0,0 +1,81 @@ + +#define SRC(src) #src +SRC( +struct UBO +{ + float4x4 modelViewProj; + float2 OutputSize; + float time; +}; +uniform UBO global; + +float4 VSMain(float4 position : POSITION, float2 texcoord : TEXCOORD0) : SV_POSITION +{ + return mul(global.modelViewProj, position); +} + + +static const float atime = (global.time + 1.0) / 4.0; + +float rand(float2 co) +{ + return frac(sin(dot(co.xy, float2(12.9898, 78.233))) * 43758.5453); +} + +float rand_float(float x) +{ + return rand(float2(x, 1.0)); +} + +float snow(float3 pos, float2 uv, float o) +{ + float2 d = (pos.xy - uv); + float a = atan(d.y / d.x) + sin(atime*1.0 + o) * 10.0; + + float dist = d.x*d.x + d.y*d.y; + + if(dist < pos.z/400.0) + { + float col = 0.0; + if(sin(a * 8.0) < 0.0) + { + col=1.0; + } + if(dist < pos.z/800.0) + { + col+=1.0; + } + return col * pos.z; + } + + return 0.0; +} + +float col(float2 c) +{ + float color = 0.0; + for (int i = 1; i < 15; i++) + { + float o = rand_float(float(i) / 3.0) * 15.0; + float z = rand_float(float(i) + 13.0); + float x = 1.8 - (3.6) * (rand_float(floor((global.time*((z + 1.0) / 2.0) +o) / 2.0)) + sin(global.time * o /1000.0) / 10.0); + float y = 1.0 - fmod((global.time * ((z + 1.0)/2.0)) + o, 2.0); + + color += snow(float3(x,y,z), c, o); + } + + return color; +} + +float4 PSMain(float4 position : SV_POSITION) : SV_TARGET +{ + float2 uv = position.xy / global.OutputSize.xy; + uv = uv * 2.0 - 1.0; + float2 p = uv; + p.x *= global.OutputSize.x / global.OutputSize.y; + p.y =- p.y; + + float c = col(p); + return float4(c,c,c,c); +}; +) diff --git a/gfx/drivers_font/d3d11_font.c b/gfx/drivers_font/d3d11_font.c index 558d396ddd..e7939f0a14 100644 --- a/gfx/drivers_font/d3d11_font.c +++ b/gfx/drivers_font/d3d11_font.c @@ -210,10 +210,12 @@ static void d3d11_font_render_line( font->atlas->dirty = false; } - D3D11SetPShader(d3d11->ctx, d3d11->sprites.ps_8bit, NULL, 0); d3d11_set_texture_and_sampler(d3d11->ctx, 0, &font->texture); + D3D11SetBlendState(d3d11->ctx, d3d11->blend_enable, NULL, D3D11_DEFAULT_SAMPLE_MASK); + + D3D11SetPShader(d3d11->ctx, d3d11->sprites.shader_font.ps, NULL, 0); D3D11Draw(d3d11->ctx, count, d3d11->sprites.offset); - D3D11SetPShader(d3d11->ctx, d3d11->sprites.ps, NULL, 0); + D3D11SetPShader(d3d11->ctx, d3d11->sprites.shader.ps, NULL, 0); d3d11->sprites.offset += count; } diff --git a/menu/drivers_display/menu_display_d3d11.c b/menu/drivers_display/menu_display_d3d11.c index 9d716f4ff8..0bb9025284 100644 --- a/menu/drivers_display/menu_display_d3d11.c +++ b/menu/drivers_display/menu_display_d3d11.c @@ -32,9 +32,17 @@ static const float* menu_display_d3d11_get_default_tex_coords(void) { return NUL static void* menu_display_d3d11_get_default_mvp(void) { return NULL; } -static void menu_display_d3d11_blend_begin(void) {} +static void menu_display_d3d11_blend_begin(void) +{ + d3d11_video_t* d3d11 = (d3d11_video_t*)video_driver_get_ptr(false); + D3D11SetBlendState(d3d11->ctx, d3d11->blend_enable, NULL, D3D11_DEFAULT_SAMPLE_MASK); +} -static void menu_display_d3d11_blend_end(void) {} +static void menu_display_d3d11_blend_end(void) +{ + d3d11_video_t* d3d11 = (d3d11_video_t*)video_driver_get_ptr(false); + D3D11SetBlendState(d3d11->ctx, d3d11->blend_disable, NULL, D3D11_DEFAULT_SAMPLE_MASK); +} static void menu_display_d3d11_viewport(void* data) {} @@ -46,79 +54,22 @@ static void menu_display_d3d11_draw(void* data) if (!d3d11 || !draw || !draw->texture) return; - if (draw->pipeline.id) + switch (draw->pipeline.id) { - switch (draw->pipeline.id) - { - case VIDEO_SHADER_MENU: - D3D11SetInputLayout(d3d11->ctx, d3d11->ribbon_layout); - D3D11SetVShader(d3d11->ctx, d3d11->ribbon_vs, NULL, 0); - D3D11SetPShader(d3d11->ctx, d3d11->ribbon_ps, NULL, 0); - D3D11SetGShader(d3d11->ctx, NULL, NULL, 0); - break; -#if 0 + case VIDEO_SHADER_MENU: case VIDEO_SHADER_MENU_2: - D3D11SetVShader(d3d11->ctx, d3d11->ribbon_simple_vs, NULL, 0); - D3D11SetPShader(d3d11->ctx, d3d11->ribbon_simple_ps, NULL, 0); - D3D11SetGShader(d3d11->ctx, NULL, NULL, 0); - break; case VIDEO_SHADER_MENU_3: - D3D11SetVShader(d3d11->ctx, d3d11->snow_simple_vs, NULL, 0); - D3D11SetPShader(d3d11->ctx, d3d11->snow_simple_ps, NULL, 0); - D3D11SetGShader(d3d11->ctx, NULL, NULL, 0); - break; case VIDEO_SHADER_MENU_4: - D3D11SetVShader(d3d11->ctx, d3d11->snow_vs, NULL, 0); - D3D11SetPShader(d3d11->ctx, d3d11->snow_ps, NULL, 0); - D3D11SetGShader(d3d11->ctx, NULL, NULL, 0); - break; case VIDEO_SHADER_MENU_5: - D3D11SetVShader(d3d11->ctx, d3d11->bokeh_vs, NULL, 0); - D3D11SetPShader(d3d11->ctx, d3d11->bokeh_ps, NULL, 0); - D3D11SetGShader(d3d11->ctx, NULL, NULL, 0); - break; case VIDEO_SHADER_MENU_6: - D3D11SetVShader(d3d11->ctx, d3d11->snowflake_vs, NULL, 0); - D3D11SetPShader(d3d11->ctx, d3d11->snowflake_ps, NULL, 0); - D3D11SetGShader(d3d11->ctx, NULL, NULL, 0); - break; -#endif - default: - break; - } + d3d11_set_shader(d3d11->ctx, &d3d11->shaders[draw->pipeline.id]); + D3D11Draw(d3d11->ctx, draw->coords->vertices, 0); - switch (draw->pipeline.id) - { - case VIDEO_SHADER_MENU: -#if 0 - case VIDEO_SHADER_MENU_2: -#endif - D3D11Draw(d3d11->ctx, draw->coords->vertices, 0); - D3D11SetBlendState(d3d11->ctx, d3d11->blend_enable, NULL, D3D11_DEFAULT_SAMPLE_MASK); -#if 0 - case VIDEO_SHADER_MENU_3: - case VIDEO_SHADER_MENU_4: - case VIDEO_SHADER_MENU_5: - case VIDEO_SHADER_MENU_6: - D3D11Draw(d3d11->ctx, 1, 0); - break; -#endif - } - - { - UINT stride = sizeof(d3d11_sprite_t); - UINT offset = 0; - - D3D11SetVertexBuffers(d3d11->ctx, 0, 1, &d3d11->sprites.vbo, &stride, &offset); - } - - D3D11SetInputLayout(d3d11->ctx, d3d11->sprites.layout); - D3D11SetPrimitiveTopology(d3d11->ctx, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST); - D3D11SetVShader(d3d11->ctx, d3d11->sprites.vs, NULL, 0); - D3D11SetPShader(d3d11->ctx, d3d11->sprites.ps, NULL, 0); - D3D11SetGShader(d3d11->ctx, d3d11->sprites.gs, NULL, 0); - - return; + D3D11SetBlendState(d3d11->ctx, d3d11->blend_enable, NULL, D3D11_DEFAULT_SAMPLE_MASK); + d3d11_set_shader(d3d11->ctx, &d3d11->sprites.shader); + D3D11SetVertexBuffer(d3d11->ctx, 0, d3d11->sprites.vbo, sizeof(d3d11_sprite_t), 0); + D3D11SetPrimitiveTopology(d3d11->ctx, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST); + return; } if (!d3d11->sprites.enabled) @@ -127,45 +78,46 @@ static void menu_display_d3d11_draw(void* data) if (d3d11->sprites.offset + 1 > d3d11->sprites.capacity) d3d11->sprites.offset = 0; - D3D11_MAPPED_SUBRESOURCE mapped_vbo; - D3D11MapBuffer(d3d11->ctx, d3d11->sprites.vbo, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &mapped_vbo); - d3d11_sprite_t* v = (d3d11_sprite_t*)mapped_vbo.pData + d3d11->sprites.offset; + { + D3D11_MAPPED_SUBRESOURCE mapped_vbo; + D3D11MapBuffer( + d3d11->ctx, d3d11->sprites.vbo, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &mapped_vbo); + d3d11_sprite_t* v = (d3d11_sprite_t*)mapped_vbo.pData + d3d11->sprites.offset; - v->pos.x = draw->x / (float)d3d11->viewport.Width; - v->pos.y = (d3d11->viewport.Height - draw->y - draw->height) / (float)d3d11->viewport.Height; - v->pos.w = draw->width / (float)d3d11->viewport.Width; - v->pos.h = draw->height / (float)d3d11->viewport.Height; + v->pos.x = draw->x / (float)d3d11->viewport.Width; + v->pos.y = (d3d11->viewport.Height - draw->y - draw->height) / (float)d3d11->viewport.Height; + v->pos.w = draw->width / (float)d3d11->viewport.Width; + v->pos.h = draw->height / (float)d3d11->viewport.Height; - v->coords.u = 0.0f; - v->coords.v = 0.0f; - v->coords.w = 1.0f; - v->coords.h = 1.0f; + v->coords.u = 0.0f; + v->coords.v = 0.0f; + v->coords.w = 1.0f; + v->coords.h = 1.0f; - if (draw->scale_factor) - v->params.scaling = draw->scale_factor; - else - v->params.scaling = 1.0f; - v->params.rotation = draw->rotation; + if (draw->scale_factor) + v->params.scaling = draw->scale_factor; + else + v->params.scaling = 1.0f; - v->colors[3] = DXGI_COLOR_RGBA( - 0xFF * draw->coords->color[0], 0xFF * draw->coords->color[1], - 0xFF * draw->coords->color[2], 0xFF * draw->coords->color[3]); - v->colors[2] = DXGI_COLOR_RGBA( - 0xFF * draw->coords->color[4], 0xFF * draw->coords->color[5], - 0xFF * draw->coords->color[6], 0xFF * draw->coords->color[7]); - v->colors[1] = DXGI_COLOR_RGBA( - 0xFF * draw->coords->color[8], 0xFF * draw->coords->color[9], - 0xFF * draw->coords->color[10], 0xFF * draw->coords->color[11]); - v->colors[0] = DXGI_COLOR_RGBA( - 0xFF * draw->coords->color[12], 0xFF * draw->coords->color[13], - 0xFF * draw->coords->color[14], 0xFF * draw->coords->color[15]); + v->params.rotation = draw->rotation; + + v->colors[3] = DXGI_COLOR_RGBA( + 0xFF * draw->coords->color[0], 0xFF * draw->coords->color[1], + 0xFF * draw->coords->color[2], 0xFF * draw->coords->color[3]); + v->colors[2] = DXGI_COLOR_RGBA( + 0xFF * draw->coords->color[4], 0xFF * draw->coords->color[5], + 0xFF * draw->coords->color[6], 0xFF * draw->coords->color[7]); + v->colors[1] = DXGI_COLOR_RGBA( + 0xFF * draw->coords->color[8], 0xFF * draw->coords->color[9], + 0xFF * draw->coords->color[10], 0xFF * draw->coords->color[11]); + v->colors[0] = DXGI_COLOR_RGBA( + 0xFF * draw->coords->color[12], 0xFF * draw->coords->color[13], + 0xFF * draw->coords->color[14], 0xFF * draw->coords->color[15]); + + D3D11UnmapBuffer(d3d11->ctx, d3d11->sprites.vbo, 0); + } - D3D11UnmapBuffer(d3d11->ctx, d3d11->sprites.vbo, 0); -#if 0 - D3D11SetPShader(d3d11->ctx, d3d11->sprites.ps, NULL, 0); -#endif d3d11_set_texture_and_sampler(d3d11->ctx, 0, (d3d11_texture_t*)draw->texture); - D3D11Draw(d3d11->ctx, 1, d3d11->sprites.offset); d3d11->sprites.offset++; return; @@ -184,9 +136,7 @@ static void menu_display_d3d11_draw_pipeline(void* data) switch (draw->pipeline.id) { case VIDEO_SHADER_MENU: -#if 0 - case VIDEO_SHADER_MENU_2: -#endif + case VIDEO_SHADER_MENU_2: { ca = menu_display_get_coords_array(); @@ -200,30 +150,19 @@ static void menu_display_d3d11_draw_pipeline(void* data) D3D11_SUBRESOURCE_DATA vertexData = { ca->coords.vertex }; D3D11CreateBuffer(d3d11->device, &desc, &vertexData, &d3d11->menu_pipeline_vbo); } - + D3D11SetVertexBuffer(d3d11->ctx, 0, d3d11->menu_pipeline_vbo, 2 * sizeof(float), 0); draw->coords->vertices = ca->coords.vertices; - - { - UINT stride = 2 * sizeof(float); - UINT offset = 0; - D3D11SetVertexBuffers(d3d11->ctx, 0, 1, &d3d11->menu_pipeline_vbo, &stride, &offset); - } D3D11SetBlendState(d3d11->ctx, d3d11->blend_pipeline, NULL, D3D11_DEFAULT_SAMPLE_MASK); + break; } - break; -#if 0 + case VIDEO_SHADER_MENU_3: case VIDEO_SHADER_MENU_4: case VIDEO_SHADER_MENU_5: case VIDEO_SHADER_MENU_6: - { - UINT stride = sizeof(d3d11_sprite_t); - UINT offset = 0; - D3D11SetVertexBuffers(d3d11->ctx, 0, 1, &d3d11->frame.vbo, &stride, &offset); - D3D11SetInputLayout(d3d11->ctx, d3d11->layout); - } - break; -#endif + D3D11SetVertexBuffer(d3d11->ctx, 0, d3d11->frame.vbo, sizeof(d3d11_vertex_t), 0); + draw->coords->vertices = 4; + break; default: return; } @@ -243,8 +182,7 @@ static void menu_display_d3d11_restore_clear_color(void) {} static void menu_display_d3d11_clear_color(menu_display_ctx_clearcolor_t* clearcolor) { - DWORD clear_color = 0; - d3d11_video_t* d3d11 = (d3d11_video_t*)video_driver_get_ptr(false); + d3d11_video_t* d3d11 = (d3d11_video_t*)video_driver_get_ptr(false); if (!d3d11 || !clearcolor) return; diff --git a/menu/menu_driver.c b/menu/menu_driver.c index 7d0cb6fc62..787252526e 100644 --- a/menu/menu_driver.c +++ b/menu/menu_driver.c @@ -1136,6 +1136,7 @@ void menu_display_draw_cursor( draw.matrix_data = NULL; draw.texture = texture; draw.prim_type = MENU_DISPLAY_PRIM_TRIANGLESTRIP; + draw.pipeline.id = 0; menu_display_draw(&draw);