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1 #include <d3dcompiler.h>
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2 #include <comdef.h> // _com_error
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3
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4 #include "../ErrorHandling.h"
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5 #include "RenderD3D11.h"
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6 #include "../mm7_data.h"
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7 #include "Texture.h"
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8 #include "../Log.h"
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9
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10 #define ErrorD3D(x)\
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11 {\
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12 HRESULT hr = x;\
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13 if (FAILED(hr))\
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14 {\
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15 _com_error com_error(hr);\
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16 Error("HRESULT = %08X\n%S", hr, com_error.ErrorMessage());\
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17 }\
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18 }
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19
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20
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21 RenderD3D11::RenderD3D11() {}
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22 RenderD3D11::~RenderD3D11() {}
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23
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24
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25 bool CompileShader(ID3D11Device *d3dd, const wchar_t *pShaderSourceFile, D3D11_INPUT_ELEMENT_DESC *input_desc, int input_desc_size,
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26 ID3D11VertexShader **vertex_out, ID3D11PixelShader **pixel_out, ID3D11InputLayout **layout_out);
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27
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28
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29 void RenderD3D11::ClearBlack() {__debugbreak();}
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30 void RenderD3D11::SaveWinnersCertificate(const char *a1) {__debugbreak();}
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31 void RenderD3D11::Present() {__debugbreak();}
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32 void RenderD3D11::_49FD3A_fullscreen() {__debugbreak();}
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33 bool RenderD3D11::InitializeFullscreen() {__debugbreak(); return 0;}
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34 void RenderD3D11::CreateZBuffer() {__debugbreak();}
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35 void RenderD3D11::Release() {__debugbreak();}
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36 void RenderD3D11::RasterLine2D(signed int uX, signed int uY, signed int uZ, signed int uW, unsigned __int16 uColor) {__debugbreak();}
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37 void RenderD3D11::ClearZBuffer(int a2, int a3) {__debugbreak();}
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38 void RenderD3D11::SetRasterClipRect(unsigned int uX, unsigned int uY, unsigned int uZ, unsigned int uW) {__debugbreak();}
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39 bool RenderD3D11::LockSurface_DDraw4(IDirectDrawSurface4 *pSurface, DDSURFACEDESC2 *pDesc, unsigned int uLockFlags) {__debugbreak(); return 0;}
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40 void RenderD3D11::GetTargetPixelFormat(DDPIXELFORMAT *pOut) {__debugbreak();}
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41 void RenderD3D11::LockRenderSurface(void **pOutSurfacePtr, unsigned int *pOutPixelsPerRow) {__debugbreak();}
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42 void RenderD3D11::UnlockBackBuffer() {__debugbreak();}
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43 void RenderD3D11::LockFrontBuffer(void **pOutSurface, unsigned int *pOutPixelsPerRow) {__debugbreak();}
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44 void RenderD3D11::UnlockFrontBuffer() {__debugbreak();}
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45 void RenderD3D11::RestoreFrontBuffer() {}
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46 void RenderD3D11::RestoreBackBuffer() {}
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47 void RenderD3D11::BltToFront(RECT *pDstRect, IDirectDrawSurface *pSrcSurface, RECT *pSrcRect, unsigned int uBltFlags) {__debugbreak();}
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48 void RenderD3D11::BltBackToFontFast(int a2, int a3, RECT *a4) {__debugbreak();}
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49 void RenderD3D11::BeginSceneD3D() {__debugbreak();}
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50 unsigned int RenderD3D11::GetActorTintColor(float a2, int tint, int a4, int a5, RenderBillboard *a6) {__debugbreak(); return 0;}
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51 void RenderD3D11::DrawPolygon(unsigned int uNumVertices, struct Polygon *a3, ODMFace *a4, IDirect3DTexture2 *pTexture) {__debugbreak();}
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52 void RenderD3D11::DrawTerrainPolygon(unsigned int uNumVertices, struct Polygon *a4, IDirect3DTexture2 *a5, bool transparent, bool clampAtTextureBorders) {__debugbreak();}
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53 void RenderD3D11::DrawIndoorPolygon(unsigned int uNumVertices, struct BLVFace *a3, IDirect3DTexture2 *pHwTex, struct Texture *pTex, int uPackedID, unsigned int uColor, int a8) {__debugbreak();}
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54 void RenderD3D11::MakeParticleBillboardAndPush_BLV(RenderBillboardTransform_local0 *a2, IDirect3DTexture2 *a3, unsigned int uDiffuse, int angle) {__debugbreak();}
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55 void RenderD3D11::MakeParticleBillboardAndPush_ODM(RenderBillboardTransform_local0 *a2, IDirect3DTexture2 *a3, unsigned int uDiffuse, int angle) {__debugbreak();}
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56 void RenderD3D11::DrawBillboards_And_MaybeRenderSpecialEffects_And_EndScene() {__debugbreak();}
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57 void RenderD3D11::DrawBillboard_Indoor(RenderBillboardTransform_local0 *pSoftBillboard, Sprite *pSprite, int dimming_level) {__debugbreak();}
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58 void RenderD3D11::_4A4CC9_AddSomeBillboard(struct stru6_stru1_indoor_sw_billboard *a1, int diffuse) {__debugbreak();}
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59 void RenderD3D11::TransformBillboardsAndSetPalettesODM() {__debugbreak();}
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60 void RenderD3D11::DrawBillboardList_BLV() {__debugbreak();}
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61 void RenderD3D11::DrawProjectile(float srcX, float srcY, float a3, float a4, float dstX, float dstY, float a7, float a8, IDirect3DTexture2 *a9) {__debugbreak();}
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62 bool RenderD3D11::LoadTexture(const char *pName, unsigned int bMipMaps, IDirectDrawSurface4 **pOutSurface, IDirect3DTexture2 **pOutTexture) {__debugbreak(); return 0;}
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63 bool RenderD3D11::MoveSpriteToDevice(Sprite *pSprite) {__debugbreak(); return 0;}
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64 void RenderD3D11::ScreenFade(unsigned int color, float t) {__debugbreak();}
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65 void RenderD3D11::SetTextureClipRect(unsigned int uX, unsigned int uY, unsigned int uZ, unsigned int uW) {__debugbreak();}
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66 void RenderD3D11::ResetTextureClipRect() {__debugbreak();}
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67 void RenderD3D11::CreditsTextureScroll(unsigned int pX, unsigned int pY, int move_X, int move_Y, RGBTexture *pTexture) {__debugbreak();}
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68 void RenderD3D11::DrawTextureIndexed(unsigned int uX, unsigned int uY, struct Texture *a4) {__debugbreak();}
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69 void RenderD3D11::ZBuffer_Fill_2(signed int a2, signed int a3, struct Texture *pTexture, int a5) {__debugbreak();}
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70 void RenderD3D11::DrawMaskToZBuffer(signed int uOutX, unsigned int uOutY, struct Texture *pTexture, int zVal) {__debugbreak();}
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71 void RenderD3D11::DrawTextureTransparent(unsigned int uX, unsigned int uY, struct Texture *pTexture) {__debugbreak();}
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72 void RenderD3D11::DrawAura(unsigned int a2, unsigned int a3, struct Texture *a4, struct Texture *a5, int a6, int a7, int a8) {__debugbreak();}
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73 void RenderD3D11::_4A65CC(unsigned int x, unsigned int y, struct Texture *a4, struct Texture *a5, int a6, int a7, int a8) {__debugbreak();}
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74 void RenderD3D11::DrawTransparentRedShade(unsigned int a2, unsigned int a3, struct Texture *a4) {__debugbreak();}
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75 void RenderD3D11::DrawTransparentGreenShade(signed int a2, signed int a3, struct Texture *pTexture) {__debugbreak();}
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76 void RenderD3D11::DrawFansTransparent(const RenderVertexD3D3 *vertices, unsigned int num_vertices) {__debugbreak();}
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77 void RenderD3D11::DrawMasked(signed int a2, signed int a3, struct Texture *pTexture, unsigned __int16 mask) {__debugbreak();}
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78 void RenderD3D11::GetLeather(unsigned int a2, unsigned int a3, struct Texture *a4, __int16 height) {__debugbreak();}
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79 void RenderD3D11::DrawTextPalette(int x, int y, unsigned char* font_pixels, int a5, unsigned int uFontHeight, unsigned __int16 *pPalette, int a8) {__debugbreak();}
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80 void RenderD3D11::DrawText(signed int uOutX, signed int uOutY, unsigned __int8 *pFontPixels, unsigned int uCharWidth, unsigned int uCharHeight, unsigned __int16 *pFontPalette, unsigned __int16 uFaceColor, unsigned __int16 uShadowColor) {__debugbreak();}
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81 void RenderD3D11::FillRectFast(unsigned int uX, unsigned int uY, unsigned int uWidth, unsigned int uHeight, unsigned int uColor16) {__debugbreak();}
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82 void RenderD3D11::_4A6DF5(unsigned __int16 *pBitmap, unsigned int uBitmapPitch, struct Vec2_int_ *pBitmapXY, void *pTarget, unsigned int uTargetPitch, Vec4_int_ *a7) {__debugbreak();}
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83 void RenderD3D11::DrawTranslucent(unsigned int a2, unsigned int a3, struct Texture *a4) {__debugbreak();}
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84 void RenderD3D11::DrawBuildingsD3D() {__debugbreak();}
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85 void RenderD3D11::DrawIndoorSky(unsigned int uNumVertices, unsigned int uFaceID) {__debugbreak();}
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86 void RenderD3D11::DrawOutdoorSkyD3D() {__debugbreak();}
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87 void RenderD3D11::DrawOutdoorSkyPolygon(unsigned int uNumVertices, struct Polygon *pSkyPolygon, IDirect3DTexture2 *pTexture) {__debugbreak();}
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88 void RenderD3D11::DrawIndoorSkyPolygon(signed int uNumVertices, struct Polygon *pSkyPolygon, IDirect3DTexture2 *pTexture) {__debugbreak();}
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89 void RenderD3D11::PrepareDecorationsRenderList_ODM() {__debugbreak();}
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90 void RenderD3D11::DrawSpriteObjects_ODM() {__debugbreak();}
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91 void RenderD3D11::RenderTerrainD3D() {__debugbreak();}
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92 void RenderD3D11::ChangeBetweenWinFullscreenModes() {__debugbreak();}
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93 bool RenderD3D11::AreRenderSurfacesOk() {__debugbreak(); return 0;}
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94 void RenderD3D11::SaveScreenshot(const char *pFilename, unsigned int width, unsigned int height) {__debugbreak();}
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95 void RenderD3D11::PackScreenshot(unsigned int width, unsigned int height, void *out_data, unsigned int data_size, unsigned int *screenshot_size) {__debugbreak();}
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96 void RenderD3D11::SavePCXScreenshot() {__debugbreak();}
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97 int RenderD3D11::_466_GetActorsInViewport(int pDepth) {__debugbreak(); return 0;}
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98 void RenderD3D11::BeginLightmaps() {__debugbreak();}
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99 void RenderD3D11::EndLightmaps() {__debugbreak();}
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100 void RenderD3D11::BeginLightmaps2() {__debugbreak();}
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101 void RenderD3D11::EndLightmaps2() {__debugbreak();}
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102 bool RenderD3D11::DrawLightmap(struct Lightmap *pLightmap, struct Vec3_float_ *pColorMult, float z_bias) {__debugbreak(); return 0;}
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103 void RenderD3D11::BeginDecals() {__debugbreak();}
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104 void RenderD3D11::EndDecals() {__debugbreak();}
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105 void RenderD3D11::DrawDecal(struct Decal *pDecal, float z_bias) {__debugbreak();}
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106 void RenderD3D11::do_draw_debug_line_d3d(const RenderVertexD3D3 *pLineBegin, signed int sDiffuseBegin, const RenderVertexD3D3 *pLineEnd, signed int sDiffuseEnd, float z_stuff) {__debugbreak();}
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107 void RenderD3D11::DrawLines(const RenderVertexD3D3 *vertices, unsigned int num_vertices) {__debugbreak();}
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108 void RenderD3D11::DrawSpecialEffectsQuad(const RenderVertexD3D3 *vertices, IDirect3DTexture2 *texture) {__debugbreak();}
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109 void RenderD3D11::am_Blt_Copy(RECT *pSrcRect, POINT *pTargetXY, int a3) {__debugbreak();}
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110 void RenderD3D11::am_Blt_Chroma(RECT *pSrcRect, POINT *pTargetPoint, int a3, int blend_mode) {__debugbreak();}
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111
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112 void RenderD3D11::Sub01() {__debugbreak();}
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113
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114
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115
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116
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117
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118 void RenderD3D11::PresentBlackScreen()
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119 {
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120 ClearTarget(0xFF000000);
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121 ErrorD3D(pSwapChain->Present(0, 0));
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122 }
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123
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124 void RenderD3D11::BeginScene() {}
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125 void RenderD3D11::EndScene() {}
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126
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127 void RenderD3D11::ClearTarget(unsigned int uColor)
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128 {
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129 float clear_color[] =
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130 {
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131 ((uColor & 0x00FF0000) >> 16) / 255.0f,
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132 ((uColor & 0x0000FF00) >> 8) / 255.0f,
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133 ((uColor & 0x000000FF) >> 0) / 255.0f,
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134 ((uColor & 0xFF000000) >> 24) / 255.0f
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135 };
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136 d3dc->ClearRenderTargetView(primary_srv, clear_color);
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137 }
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138
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139
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140 void RenderD3D11::DrawTextureRGB(unsigned int uOutX, unsigned int uOutY, RGBTexture *a4)
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141 {
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142 __debugbreak();
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143 }
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144
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145 void RenderD3D11::DrawTextureNew(float u, float v, Texture *tex)
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146 {
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147 __debugbreak();
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148 }
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149
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150 void RenderD3D11::DrawTextureNew(float u, float v, RGBTexture *tex)
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151 {
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152 ClearTarget(0);
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153
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154 if (!tex->d3d11_srv)
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155 {
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156 auto desc = tex->d3d11_desc = new D3D11_TEXTURE2D_DESC;
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157 desc->Width = tex->uWidth;
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158 desc->Height = tex->uHeight;
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159 desc->ArraySize = 1;
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160 desc->MipLevels = 1;
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161 desc->Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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162 desc->SampleDesc.Count = 1;
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163 desc->SampleDesc.Quality = 0;
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164 desc->Usage = D3D11_USAGE_DEFAULT;
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165 desc->BindFlags = D3D11_BIND_SHADER_RESOURCE;
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166 desc->CPUAccessFlags = 0;
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167 desc->MiscFlags = 0;
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168
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169 ID3D11Texture2D *vram_texture = nullptr;
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170 ErrD3D(d3dd->CreateTexture2D(desc, nullptr, &vram_texture));
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171
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172 D3D11_TEXTURE2D_DESC ram_desc;
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173 memcpy(&ram_desc, desc, sizeof(ram_desc));
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174 ram_desc.Usage = D3D11_USAGE_STAGING;
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175 ram_desc.BindFlags = 0;
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176 ram_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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177
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178 ID3D11Texture2D *ram_texture = nullptr;
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179 ErrD3D(d3dd->CreateTexture2D(&ram_desc, nullptr, &ram_texture));
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180
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181 D3D11_MAPPED_SUBRESOURCE map;
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182 ErrD3D(d3dc->Map(ram_texture, 0, D3D11_MAP_WRITE, 0, &map));
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183 for (unsigned int y = 0; y < desc->Height; ++y)
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184 for (unsigned int x = 0; x < desc->Width; ++x)
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185 {
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186 auto src = tex->pPixels + y * tex->uWidth + x;
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187 auto dst = (unsigned int *)((char *)map.pData + y * map.RowPitch) + x;
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188
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189 extern unsigned __int32 Color32(unsigned __int16 color16);
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190 *dst = Color32(*src);
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191 }
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192
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193 d3dc->Unmap(ram_texture, 0);
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194 d3dc->CopyResource(vram_texture, ram_texture);
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195 ram_texture->Release();
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196
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197 ErrD3D(d3dd->CreateShaderResourceView(vram_texture, nullptr, (ID3D11ShaderResourceView **)&tex->d3d11_srv));
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198 vram_texture->Release();
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199 }
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200
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201
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202 float blendFactor[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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203 d3dc->OMSetRenderTargets(1, &primary_srv, depth_srv);
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204 d3dc->OMSetBlendState(ui_blend, blendFactor, 0xFFFFFFFF);
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205 d3dc->OMSetDepthStencilState(ui_depthstencil, 1);
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206
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207 d3dc->VSSetShader(ui_vs, nullptr, 0);
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208 d3dc->PSSetShader(ui_ps, nullptr, 0);
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209
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210 uint uOffset = 0;
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211 uint uStride = 4 * sizeof(float);
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212 d3dc->IASetVertexBuffers(0, 1, &ui_vb, &uStride, &uOffset);
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213 d3dc->IASetInputLayout(ui_layout);
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214 d3dc->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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215
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216 d3dc->Draw(6, 0);
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217
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218 pSwapChain->Present(0, 0);
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219 }
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220
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221 bool RenderD3D11::IsGammaSupported()
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222 {
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223 return false;
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224 }
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225
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226 struct
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227 {
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228 unsigned char restore_resolution;
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229 unsigned char _saved_screen_bpp;
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230 unsigned short _saved_screen_width;
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231 unsigned short _saved_screen_height;
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232 } on_exit;
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233
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234 void ChangeResolution(int new_width, int new_height, int new_bpp)
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235 {
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236 if (!on_exit.restore_resolution)
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237 {
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238 on_exit.restore_resolution = true;
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239
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240 auto hdc = GetDC(nullptr);
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241 {
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242 on_exit._saved_screen_width = GetDeviceCaps(hdc, HORZRES);
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243 on_exit._saved_screen_height = GetDeviceCaps(hdc, VERTRES);
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244 on_exit._saved_screen_bpp = GetDeviceCaps(hdc, BITSPIXEL);
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245 }
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246 ReleaseDC(nullptr, hdc);
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247 }
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248
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249 DEVMODEA dm;
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250 dm.dmSize = sizeof(dm);
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251 dm.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
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252 dm.dmBitsPerPel = new_bpp;
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253 dm.dmPelsWidth = new_width;
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254 dm.dmPelsHeight = new_height;
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255
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256 if (ChangeDisplaySettingsA(&dm, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)
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257 Error("ChangeDisplaySettingsA");
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258 }
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259
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260 __declspec(noreturn) void ExitApp()
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261 {
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262 if (on_exit.restore_resolution)
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263 ChangeResolution(on_exit._saved_screen_width, on_exit._saved_screen_height, on_exit._saved_screen_bpp);
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264
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265 ExitProcess(0);
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266 }
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267
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268
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269
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270 bool RenderD3D11::SwitchToWindow()
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271 {
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272 if (on_exit.restore_resolution)
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273 {
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274 on_exit.restore_resolution = false;
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275 ChangeResolution(on_exit._saved_screen_width, on_exit._saved_screen_height, on_exit._saved_screen_bpp);
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276 }
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277 return true;
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278 }
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279
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280
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281
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282
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283 bool RenderD3D11::Initialize(OSWindow *window)
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284 {
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285 this->window = window;
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286
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287 auto d3d_lib = LoadLibraryW(L"d3d11.dll");
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288 if (!d3d_lib)
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289 return Error("d3d11.dll is missing"), false;
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290
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291
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292 DXGI_SWAP_CHAIN_DESC swapChainDesc;
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293 memset(&swapChainDesc, 0, sizeof(swapChainDesc));
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294 swapChainDesc.BufferDesc.Width = window->GetWidth();
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295 swapChainDesc.BufferDesc.Height = window->GetHeight();
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296 //swapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
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297 //swapChainDesc.BufferDesc.RefreshRate.Denominator = 0;
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298 swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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299 //swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
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300 //swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
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301 swapChainDesc.SampleDesc.Count = 1;
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302 //swapChainDesc.SampleDesc.Quality = 0;
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303 swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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304 swapChainDesc.BufferCount = 2;
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305 swapChainDesc.OutputWindow = window->GetApiHandle();
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306 swapChainDesc.Windowed = true;
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307 //swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
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308 //swapChainDesc.Flags = 0;
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309
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310
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311 D3D_FEATURE_LEVEL requested_feature_level = D3D_FEATURE_LEVEL_11_0,
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312 received_feature_level;
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313
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314 unsigned int device_flags = 0;//D3D11_CREATE_DEVICE_DISABLE_GPU_TIMEOUT;
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315 #ifndef NODEBUG
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316 device_flags |= D3D11_CREATE_DEVICE_DEBUG;
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317 #endif
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318
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319 HRESULT (__stdcall *dll_D3D11CreateDeviceAndSwapChain)(IDXGIAdapter* pAdapter, D3D_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, CONST D3D_FEATURE_LEVEL* pFeatureLevels, UINT FeatureLevels, UINT SDKVersion, CONST DXGI_SWAP_CHAIN_DESC* pSwapChainDesc, IDXGISwapChain** ppSwapChain, ID3D11Device** ppDevice, D3D_FEATURE_LEVEL* pFeatureLevel, ID3D11DeviceContext** ppImmediateContext);
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320 dll_D3D11CreateDeviceAndSwapChain = (decltype(dll_D3D11CreateDeviceAndSwapChain))GetProcAddress(d3d_lib, "D3D11CreateDeviceAndSwapChain");
|
|
321 ErrorD3D(dll_D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, device_flags, nullptr, 0, D3D11_SDK_VERSION, &swapChainDesc, &pSwapChain, &d3dd, &received_feature_level, &d3dc));
|
|
322
|
|
323 if (received_feature_level < D3D_FEATURE_LEVEL_10_0)
|
|
324 {
|
|
325 MessageBoxA(nullptr, "Received Direct3D 9 or lower", "", 0);
|
|
326 __debugbreak();
|
2508
|
327 }
|
2496
|
328 /*if (fullscreen)
|
|
329 {
|
|
330 extern void ChangeResolution(int new_dith, int new_height, int new_bpp);
|
|
331 ChangeResolution(target_window->GetWidth(), target_window->GetHeight(), 32);
|
|
332
|
|
333 target_window->SetPosition(0, 0);
|
|
334 target_window->SetTopmost(true);
|
|
335 }
|
|
336 ErrorD3D(pSwapChain->SetFullscreenState(fullscreen, nullptr));*/
|
|
337
|
2508
|
338
|
2496
|
339 ID3D11Texture2D *pSwapChainSurface;
|
|
340 {
|
|
341 ErrorD3D(pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void **)&pSwapChainSurface));
|
|
342 ErrorD3D(d3dd->CreateRenderTargetView(pSwapChainSurface, nullptr, &primary_srv));
|
|
343 }
|
|
344 pSwapChainSurface->Release();
|
|
345
|
|
346
|
|
347 D3D11_TEXTURE2D_DESC z_desc;
|
|
348 memset(&z_desc, 0, sizeof(z_desc));
|
|
349 z_desc.Width = window->GetWidth();
|
|
350 z_desc.Height = window->GetHeight();
|
|
351 z_desc.MipLevels = 1;
|
|
352 z_desc.ArraySize = 1;
|
|
353 z_desc.Format = DXGI_FORMAT_D32_FLOAT;
|
|
354 z_desc.SampleDesc.Count = 1;
|
|
355 //z_desc.SampleDesc.Quality = 0;
|
|
356 //z_desc.Usage = D3D11_USAGE_DEFAULT;
|
|
357 z_desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
|
|
358 //z_desc.CPUAccessFlags = 0;
|
|
359 //z_desc.MiscFlags = 0;
|
|
360
|
|
361 ID3D11Texture2D *depth_surface;
|
|
362 ErrorD3D(d3dd->CreateTexture2D(&z_desc, nullptr, &depth_surface));
|
|
363
|
|
364 D3D11_DEPTH_STENCIL_VIEW_DESC depth_srv_desc;
|
|
365 memset(&depth_srv_desc, 0, sizeof(depth_srv_desc));
|
|
366 depth_srv_desc.Format = DXGI_FORMAT_D32_FLOAT;
|
|
367 depth_srv_desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
|
|
368 //depth_srv_desc.Texture2D.MipSlice = 0;
|
|
369 ErrorD3D(d3dd->CreateDepthStencilView(depth_surface, &depth_srv_desc, &depth_srv));
|
|
370
|
|
371 d3dc->OMSetRenderTargets(1, &primary_srv, depth_srv);
|
|
372 d3dc->ClearDepthStencilView(depth_srv, D3D11_CLEAR_DEPTH, 1.0f, 0);
|
|
373
|
|
374
|
|
375
|
2521
|
376 D3D11_RASTERIZER_DESC default_rasterizer_desc;
|
|
377 memset(&default_rasterizer_desc, 0, sizeof(default_rasterizer_desc));
|
|
378 default_rasterizer_desc.FillMode = D3D11_FILL_SOLID;
|
|
379 default_rasterizer_desc.CullMode = D3D11_CULL_NONE;
|
|
380 //default_rasterizer_desc.FrontCounterClockwise = false;
|
|
381 //default_rasterizer_desc.DepthBias = 0;
|
|
382 //default_rasterizer_desc.DepthBiasClamp = 0.0f;
|
|
383 //default_rasterizer_desc.SlopeScaledDepthBias = 0.0f;
|
|
384 //default_rasterizer_desc.DepthClipEnable = true;
|
|
385 //default_rasterizer_desc.ScissorEnable = false;
|
|
386 //default_rasterizer_desc.MultisampleEnable = false;
|
|
387 //default_rasterizer_desc.AntialiasedLineEnable = false;
|
2496
|
388
|
2521
|
389 ErrorD3D(d3dd->CreateRasterizerState(&default_rasterizer_desc, &default_rasterizer));
|
|
390 d3dc->RSSetState(default_rasterizer);
|
|
391
|
|
392 default_depthstencil = nullptr;
|
|
393 default_blend = nullptr;
|
2496
|
394
|
|
395
|
|
396
|
|
397 D3D11_VIEWPORT viewport;
|
|
398 memset(&viewport, 0, sizeof(viewport));
|
|
399 viewport.TopLeftX = game_viewport_x;
|
|
400 viewport.TopLeftY = game_viewport_y;
|
|
401 viewport.Width = game_viewport_width;
|
|
402 viewport.Height = game_viewport_height;
|
2521
|
403 viewport.MinDepth = 0;
|
2496
|
404 viewport.MaxDepth = 1;
|
|
405 d3dc->RSSetViewports(1, &viewport);
|
|
406
|
2518
|
407
|
|
408 D3D11_INPUT_ELEMENT_DESC layout_desc[] =
|
|
409 {
|
2521
|
410 { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
|
411 //{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
2518
|
412 };
|
2521
|
413 CompileShader(d3dd, L"data/shaders/UI.shader", layout_desc, 1/*2*/, &ui_vs, &ui_ps, &ui_layout);
|
2518
|
414
|
|
415 {
|
|
416 uint uVertexSize = 4 * sizeof(float);
|
|
417
|
|
418 float test_mesh[] =
|
|
419 {
|
2521
|
420 -1, 1, 0.1, 1,
|
|
421 1, 1, 0.1, 1,
|
|
422 -1, -1, 0.1, 1,
|
2518
|
423
|
2521
|
424 -1, -1, 0.1, 1,
|
|
425 1, 1, 0.1, 1,
|
|
426 1, -1, 0.1, 1
|
2518
|
427 };
|
|
428
|
|
429 D3D11_BUFFER_DESC vbdesc;
|
|
430 vbdesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
|
431 vbdesc.ByteWidth = 6 * uVertexSize;
|
|
432 vbdesc.CPUAccessFlags = 0;
|
|
433 vbdesc.MiscFlags = 0;
|
|
434 vbdesc.StructureByteStride = 0;
|
|
435 vbdesc.Usage = D3D11_USAGE_DEFAULT;
|
|
436
|
|
437 D3D11_SUBRESOURCE_DATA vbdata;
|
|
438 vbdata.pSysMem = test_mesh;
|
|
439 vbdata.SysMemPitch = 0;
|
|
440 vbdata.SysMemSlicePitch = 0;
|
|
441
|
2521
|
442 d3dd->CreateBuffer(&vbdesc, &vbdata, &ui_vb);
|
2518
|
443 }
|
|
444
|
2521
|
445
|
|
446
|
|
447 D3D11_DEPTH_STENCIL_DESC ui_depthstencil_desc;
|
|
448 ui_depthstencil_desc.DepthEnable = true;
|
|
449 ui_depthstencil_desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
|
|
450 ui_depthstencil_desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
|
|
451 ui_depthstencil_desc.StencilEnable = false;
|
|
452 ui_depthstencil_desc.StencilReadMask = 0xFF;
|
|
453 ui_depthstencil_desc.StencilWriteMask = 0xFF;
|
|
454 // Stencil operations if pixel is front-facing
|
|
455 ui_depthstencil_desc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
|
|
456 ui_depthstencil_desc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
|
|
457 ui_depthstencil_desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
|
|
458 ui_depthstencil_desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
|
|
459 // Stencil operations if pixel is back-facing
|
|
460 ui_depthstencil_desc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
|
|
461 ui_depthstencil_desc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
|
|
462 ui_depthstencil_desc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
|
|
463 ui_depthstencil_desc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
|
|
464
|
|
465 ErrorD3D(d3dd->CreateDepthStencilState(&ui_depthstencil_desc, &ui_depthstencil));
|
|
466
|
|
467
|
|
468 D3D11_BLEND_DESC ui_blend_desc;
|
|
469 memset(&ui_blend_desc, 0, sizeof(ui_blend_desc));
|
|
470 ui_blend_desc.RenderTarget[0].BlendEnable = false;
|
|
471 ui_blend_desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
|
|
472 ErrD3D(d3dd->CreateBlendState(&ui_blend_desc, &ui_blend));
|
|
473
|
2496
|
474 return true;
|
2518
|
475 }
|
|
476
|
|
477
|
|
478
|
|
479
|
|
480
|
|
481
|
|
482 ID3DBlob *DoD3DCompiling(const wchar_t *shader_name, const char *pShaderSource, uint uShaderSourceLen, const char *pEntry, const char *pVersionString, uint uCompileOptions);
|
|
483 void DoCompile(const wchar_t *pFilename, const char *pShaderSource, unsigned int uShaderSourceLen,
|
|
484 unsigned char **vs, unsigned int *vs_size, unsigned char **ps, unsigned int *ps_size);
|
|
485 bool CompileShader(ID3D11Device *d3dd, const wchar_t *pShaderSourceFile, D3D11_INPUT_ELEMENT_DESC *input_desc, int input_desc_size,
|
|
486 ID3D11VertexShader **vertex_out, ID3D11PixelShader **pixel_out, ID3D11InputLayout **layout_out)
|
|
487 {
|
|
488 unsigned char *vs, *ps;
|
|
489 unsigned int vs_size, ps_size;
|
|
490
|
|
491 HANDLE hSourceFile = CreateFileW(pShaderSourceFile, GENERIC_READ, FILE_SHARE_READ, nullptr, OPEN_EXISTING, 0, nullptr);
|
|
492 if (hSourceFile == INVALID_HANDLE_VALUE)
|
|
493 Error("%S:\n\nCannot read shader file", pShaderSourceFile);
|
|
494
|
|
495 char *pShaderSource = nullptr;
|
|
496 int uShaderSourceLen = 0;
|
|
497 uint uFileSize = GetFileSize(hSourceFile, nullptr);
|
|
498 {
|
|
499 DWORD w;
|
|
500 char *p = new char[uFileSize + 1];
|
|
501 ReadFile(hSourceFile, p, uFileSize, &w, nullptr);
|
|
502 CloseHandle(hSourceFile);
|
|
503 p[uFileSize] = 0;
|
|
504
|
|
505 pShaderSource = p;
|
|
506 uShaderSourceLen = uFileSize;
|
|
507 }
|
|
508
|
|
509 DoCompile(pShaderSourceFile, pShaderSource, uShaderSourceLen, &vs, &vs_size, &ps, &ps_size);
|
|
510
|
|
511 ErrD3D(d3dd->CreateVertexShader(vs, vs_size, nullptr, vertex_out));
|
|
512 ErrD3D(d3dd->CreatePixelShader(ps, ps_size, nullptr, pixel_out));
|
|
513 ErrD3D(d3dd->CreateInputLayout(input_desc, input_desc_size, vs, vs_size, layout_out));
|
|
514
|
|
515 delete [] vs;
|
|
516 delete [] ps;
|
|
517
|
|
518 return true;
|
|
519 }
|
|
520
|
|
521
|
|
522
|
|
523 static HMODULE compiler_dll = nullptr;
|
|
524 void DoCompile(const wchar_t *pFilename, const char *pSahderSource, unsigned int uShaderSourceLen,
|
|
525 unsigned char **vs, unsigned int *vs_size, unsigned char **ps, unsigned int *ps_size)
|
|
526 {
|
|
527 const char *pVSEntry = "vs",
|
|
528 *pVSVersionString = "vs_4_0";
|
|
529 const char *pPSEntry = "main",
|
|
530 *pPSVersionString = "ps_4_0";
|
|
531
|
|
532
|
|
533 uint uVSCompileOptions =
|
|
534 #ifndef NDEBUG
|
|
535 D3D10_SHADER_SKIP_VALIDATION |
|
|
536 D3D10_SHADER_SKIP_OPTIMIZATION |
|
|
537 D3D10_SHADER_PREFER_FLOW_CONTROL;
|
|
538 #else
|
|
539 D3D10_SHADER_SKIP_VALIDATION |
|
|
540 D3D10_SHADER_OPTIMIZATION_LEVEL3 |
|
|
541 D3D10_SHADER_WARNINGS_ARE_ERRORS |
|
|
542 D3D10_SHADER_AVOID_FLOW_CONTROL |
|
|
543 D3D10_SHADER_ENABLE_STRICTNESS |
|
|
544 D3D10_SHADER_IEEE_STRICTNESS;
|
|
545 #endif
|
|
546
|
|
547 *vs_size = 0;
|
|
548 *vs = nullptr;
|
|
549 {
|
|
550 auto pVSBlob = DoD3DCompiling(pFilename, pSahderSource, uShaderSourceLen, pVSEntry, pVSVersionString, uVSCompileOptions);
|
|
551 if (pVSBlob)
|
|
552 {
|
|
553 *vs = new unsigned char[*vs_size = pVSBlob->GetBufferSize()];
|
|
554 memcpy(*vs, pVSBlob->GetBufferPointer(), *vs_size);
|
|
555
|
|
556 pVSBlob->Release();
|
|
557 }
|
|
558 }
|
|
559
|
|
560
|
|
561 uint uPSCompileOptions =
|
|
562 #ifndef NDEBUG
|
|
563 D3D10_SHADER_SKIP_VALIDATION |
|
|
564 D3D10_SHADER_SKIP_OPTIMIZATION |
|
|
565 D3D10_SHADER_PREFER_FLOW_CONTROL;
|
|
566 #else
|
|
567 D3D10_SHADER_SKIP_VALIDATION |
|
|
568 D3D10_SHADER_OPTIMIZATION_LEVEL3 |
|
|
569 D3D10_SHADER_WARNINGS_ARE_ERRORS |
|
|
570 D3D10_SHADER_AVOID_FLOW_CONTROL |
|
|
571 D3D10_SHADER_ENABLE_STRICTNESS |
|
|
572 D3D10_SHADER_IEEE_STRICTNESS;
|
|
573 #endif
|
|
574
|
|
575 *ps_size = 0;
|
|
576 *ps = nullptr;
|
|
577 {
|
|
578 auto pPSBlob = DoD3DCompiling(pFilename, pSahderSource, uShaderSourceLen, pPSEntry, pPSVersionString, uPSCompileOptions);
|
|
579 if (pPSBlob)
|
|
580 {
|
|
581 *ps = new unsigned char[*ps_size = pPSBlob->GetBufferSize()];
|
|
582 memcpy(*ps, pPSBlob->GetBufferPointer(), *ps_size);
|
|
583
|
|
584 pPSBlob->Release();
|
|
585 }
|
|
586 }
|
|
587 }
|
|
588
|
|
589 ID3DBlob *DoD3DCompiling(const wchar_t *shader_name, const char *pShaderSource, uint uShaderSourceLen, const char *pEntry, const char *pVersionString, uint uCompileOptions)
|
|
590 {
|
|
591 ID3DBlob *pShader,
|
|
592 *pErrors;
|
|
593
|
|
594 if (!compiler_dll)
|
|
595 for (int i = 45; i >= 38; --i)
|
|
596 {
|
|
597 wchar_t dll_name[64];
|
|
598 swprintf(dll_name, L"d3dcompiler_%u.dll", i);
|
|
599
|
|
600 compiler_dll = LoadLibraryW(dll_name);
|
|
601 if (compiler_dll)
|
|
602 break;
|
|
603 }
|
|
604
|
|
605 if (!compiler_dll)
|
|
606 Error("Cannot find any suitable d3dcompiler.dll");
|
|
607
|
|
608 typedef HRESULT (__stdcall *fnD3DCompile)(const void * pSrcData, SIZE_T SrcDataSize, LPCSTR pSourceName, CONST D3D_SHADER_MACRO* pDefines, ID3DInclude* pInclude, LPCSTR pEntrypoint, LPCSTR pTarget, UINT Flags1, UINT Flags2, ID3DBlob** ppCode, ID3DBlob** ppErrorMsgs);
|
|
609 auto pD3DCompile = (fnD3DCompile)GetProcAddress(compiler_dll, "D3DCompile");
|
|
610
|
|
611 HRESULT hr = pD3DCompile(pShaderSource, uShaderSourceLen, nullptr, nullptr, nullptr, pEntry, pVersionString, uCompileOptions, 0, &pShader, &pErrors);
|
|
612
|
|
613 if (FAILED(hr))
|
|
614 {
|
|
615 if (pErrors)
|
|
616 Error("%S (%s) build failed:\n\n%s", shader_name, pVersionString, pErrors->GetBufferPointer());
|
|
617 else
|
|
618 Error("%S (%s) build failed", shader_name, pVersionString);
|
|
619 }
|
|
620 else if (pErrors)
|
|
621 {
|
|
622 Log::Warning(L"%s (%S) build warnings:\n\n%S", shader_name, pVersionString, pErrors->GetBufferPointer());
|
|
623 pErrors->Release();
|
|
624 }
|
|
625
|
|
626 return pShader;
|
2508
|
627 } |