Mercurial > mm7
view Engine/Graphics/RenderD3D11.cpp @ 2563:65c97624c047
Saving & loading works from both main menu and game
author | a.parshin |
---|---|
date | Tue, 19 May 2015 22:00:56 +0200 |
parents | c674d547cc7c |
children | d87bfbd3bb3b |
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#include <d3dcompiler.h> #include <comdef.h> // _com_error #include "Engine/Engine.h" #include "RenderD3D11.h" #include "Texture.h" #include "Sprites.h" #define ErrorD3D(x)\ {\ HRESULT hr = x;\ if (FAILED(hr))\ {\ _com_error com_error(hr);\ Error("HRESULT = %08X\n%S", hr, com_error.ErrorMessage());\ }\ } RenderD3D11::RenderD3D11(): IRender() {} RenderD3D11::~RenderD3D11() {} bool CompileShader(ID3D11Device *d3dd, const wchar_t *pShaderSourceFile, D3D11_INPUT_ELEMENT_DESC *input_desc, int input_desc_size, ID3D11VertexShader **vertex_out, ID3D11PixelShader **pixel_out, ID3D11InputLayout **layout_out); void RenderD3D11::ClearBlack() {__debugbreak();} void RenderD3D11::SaveWinnersCertificate(const char *a1) {__debugbreak();} void RenderD3D11::_49FD3A_fullscreen() {__debugbreak();} bool RenderD3D11::InitializeFullscreen() {__debugbreak(); return 0;} void RenderD3D11::CreateZBuffer() {__debugbreak();} void RenderD3D11::Release() {__debugbreak();} void RenderD3D11::RasterLine2D(signed int uX, signed int uY, signed int uZ, signed int uW, unsigned __int16 uColor) {__debugbreak();} void RenderD3D11::SetRasterClipRect(unsigned int uX, unsigned int uY, unsigned int uZ, unsigned int uW) {__debugbreak();} bool RenderD3D11::LockSurface_DDraw4(IDirectDrawSurface4 *pSurface, DDSURFACEDESC2 *pDesc, unsigned int uLockFlags) {__debugbreak(); return 0;} void RenderD3D11::GetTargetPixelFormat(DDPIXELFORMAT *pOut) {__debugbreak();} void RenderD3D11::LockRenderSurface(void **pOutSurfacePtr, unsigned int *pOutPixelsPerRow) {__debugbreak();} void RenderD3D11::UnlockBackBuffer() {__debugbreak();} void RenderD3D11::LockFrontBuffer(void **pOutSurface, unsigned int *pOutPixelsPerRow) {__debugbreak();} void RenderD3D11::UnlockFrontBuffer() {__debugbreak();} void RenderD3D11::RestoreFrontBuffer() {} void RenderD3D11::RestoreBackBuffer() {} void RenderD3D11::BltToFront(RECT *pDstRect, IDirectDrawSurface *pSrcSurface, RECT *pSrcRect, unsigned int uBltFlags) {__debugbreak();} void RenderD3D11::BltBackToFontFast(int a2, int a3, RECT *a4) {__debugbreak();} void RenderD3D11::BeginSceneD3D() {} unsigned int RenderD3D11::GetActorTintColor(float a2, int tint, int a4, int a5, RenderBillboard *a6) {__debugbreak(); return 0;} void RenderD3D11::DrawPolygon(unsigned int uNumVertices, struct Polygon *a3, ODMFace *a4, IDirect3DTexture2 *pTexture) {__debugbreak();} void RenderD3D11::DrawTerrainPolygon(unsigned int uNumVertices, struct Polygon *a4, IDirect3DTexture2 *a5, bool transparent, bool clampAtTextureBorders) {__debugbreak();} void RenderD3D11::DrawIndoorPolygon(unsigned int uNumVertices, struct BLVFace *a3, IDirect3DTexture2 *pHwTex, struct Texture *pTex, int uPackedID, unsigned int uColor, int a8) {__debugbreak();} void RenderD3D11::MakeParticleBillboardAndPush_BLV(RenderBillboardTransform_local0 *a2, IDirect3DTexture2 *a3, unsigned int uDiffuse, int angle) {__debugbreak();} void RenderD3D11::MakeParticleBillboardAndPush_ODM(RenderBillboardTransform_local0 *a2, IDirect3DTexture2 *a3, unsigned int uDiffuse, int angle) {__debugbreak();} void RenderD3D11::DrawBillboards_And_MaybeRenderSpecialEffects_And_EndScene() {__debugbreak();} void RenderD3D11::DrawBillboard_Indoor(RenderBillboardTransform_local0 *pSoftBillboard, Sprite *pSprite, int dimming_level) {__debugbreak();} void RenderD3D11::_4A4CC9_AddSomeBillboard(struct stru6_stru1_indoor_sw_billboard *a1, int diffuse) {__debugbreak();} void RenderD3D11::TransformBillboardsAndSetPalettesODM() {__debugbreak();} void RenderD3D11::DrawBillboardList_BLV() {__debugbreak();} void RenderD3D11::DrawProjectile(float srcX, float srcY, float a3, float a4, float dstX, float dstY, float a7, float a8, IDirect3DTexture2 *a9) {__debugbreak();} void RenderD3D11::ScreenFade(unsigned int color, float t) {__debugbreak();} void RenderD3D11::CreditsTextureScroll(unsigned int pX, unsigned int pY, int move_X, int move_Y, RGBTexture *pTexture) {__debugbreak();} void RenderD3D11::ZBuffer_Fill_2(signed int a2, signed int a3, struct Texture *pTexture, int a5) {__debugbreak();} void RenderD3D11::DrawMaskToZBuffer(signed int uOutX, unsigned int uOutY, struct Texture *pTexture, int zVal) {__debugbreak();} void RenderD3D11::DrawAura(unsigned int a2, unsigned int a3, struct Texture *a4, struct Texture *a5, int a6, int a7, int a8) {__debugbreak();} void RenderD3D11::_4A65CC(unsigned int x, unsigned int y, struct Texture *a4, struct Texture *a5, int a6, int a7, int a8) {__debugbreak();} void RenderD3D11::DrawTransparentRedShade(unsigned int a2, unsigned int a3, struct Texture *a4) {__debugbreak();} void RenderD3D11::DrawTransparentGreenShade(signed int a2, signed int a3, struct Texture *pTexture) {__debugbreak();} void RenderD3D11::DrawFansTransparent(const RenderVertexD3D3 *vertices, unsigned int num_vertices) {__debugbreak();} void RenderD3D11::DrawMasked(signed int a2, signed int a3, struct Texture *pTexture, unsigned __int16 mask) {__debugbreak();} void RenderD3D11::GetLeather(unsigned int a2, unsigned int a3, struct Texture *a4, __int16 height) {__debugbreak();} void RenderD3D11::FillRectFast(unsigned int uX, unsigned int uY, unsigned int uWidth, unsigned int uHeight, unsigned int uColor16) {__debugbreak();} void RenderD3D11::_4A6DF5(unsigned __int16 *pBitmap, unsigned int uBitmapPitch, struct Vec2_int_ *pBitmapXY, void *pTarget, unsigned int uTargetPitch, Vec4_int_ *a7) {__debugbreak();} void RenderD3D11::DrawTranslucent(unsigned int a2, unsigned int a3, struct Texture *a4) {__debugbreak();} void RenderD3D11::DrawBuildingsD3D() {__debugbreak();} void RenderD3D11::DrawIndoorSky(unsigned int uNumVertices, unsigned int uFaceID) {__debugbreak();} void RenderD3D11::DrawOutdoorSkyD3D() {__debugbreak();} void RenderD3D11::DrawOutdoorSkyPolygon(unsigned int uNumVertices, struct Polygon *pSkyPolygon, IDirect3DTexture2 *pTexture) {__debugbreak();} void RenderD3D11::DrawIndoorSkyPolygon(signed int uNumVertices, struct Polygon *pSkyPolygon, IDirect3DTexture2 *pTexture) {__debugbreak();} void RenderD3D11::PrepareDecorationsRenderList_ODM() {__debugbreak();} void RenderD3D11::DrawSpriteObjects_ODM() {__debugbreak();} void RenderD3D11::RenderTerrainD3D() {__debugbreak();} bool RenderD3D11::AreRenderSurfacesOk() {return true;} void RenderD3D11::SaveScreenshot(const char *pFilename, unsigned int width, unsigned int height) {__debugbreak();} void RenderD3D11::SavePCXScreenshot() {__debugbreak();} int RenderD3D11::_46À6ÀÑ_GetActorsInViewport(int pDepth) {__debugbreak(); return 0;} void RenderD3D11::BeginLightmaps() {__debugbreak();} void RenderD3D11::EndLightmaps() {__debugbreak();} void RenderD3D11::BeginLightmaps2() {__debugbreak();} void RenderD3D11::EndLightmaps2() {__debugbreak();} bool RenderD3D11::DrawLightmap(struct Lightmap *pLightmap, struct Vec3_float_ *pColorMult, float z_bias) {__debugbreak(); return 0;} void RenderD3D11::BeginDecals() {__debugbreak();} void RenderD3D11::EndDecals() {__debugbreak();} void RenderD3D11::DrawDecal(struct Decal *pDecal, float z_bias) {__debugbreak();} void RenderD3D11::do_draw_debug_line_d3d(const RenderVertexD3D3 *pLineBegin, signed int sDiffuseBegin, const RenderVertexD3D3 *pLineEnd, signed int sDiffuseEnd, float z_stuff) {__debugbreak();} void RenderD3D11::DrawLines(const RenderVertexD3D3 *vertices, unsigned int num_vertices) {__debugbreak();} void RenderD3D11::DrawSpecialEffectsQuad(const RenderVertexD3D3 *vertices, IDirect3DTexture2 *texture) {__debugbreak();} void RenderD3D11::am_Blt_Copy(RECT *pSrcRect, POINT *pTargetXY, int a3) {__debugbreak();} void RenderD3D11::am_Blt_Chroma(RECT *pSrcRect, POINT *pTargetPoint, int a3, int blend_mode) {__debugbreak();} void RenderD3D11::Sub01() {__debugbreak();} void RenderD3D11::PackScreenshot(unsigned int width, unsigned int height, void *out_data, unsigned int data_size, unsigned int *screenshot_size) {} void RenderD3D11::SetUIClipRect(unsigned int uX, unsigned int uY, unsigned int uZ, unsigned int uW) { ui_clip_rect.left = uX; ui_clip_rect.top = uY; ui_clip_rect.right = uZ; ui_clip_rect.bottom = uW; } void RenderD3D11::ResetUIClipRect() { ui_clip_rect.left = 0; ui_clip_rect.top = 0; ui_clip_rect.right = window->GetWidth(); ui_clip_rect.bottom = window->GetHeight(); } void RenderD3D11::PresentBlackScreen() { ClearTarget(0xFF000000); ErrorD3D(pSwapChain->Present(0, 0)); } void RenderD3D11::BeginScene() {} void RenderD3D11::EndScene() {} void RenderD3D11::ClearTarget(unsigned int uColor) { float clear_color[] = { ((uColor & 0x00FF0000) >> 16) / 255.0f, ((uColor & 0x0000FF00) >> 8) / 255.0f, ((uColor & 0x000000FF) >> 0) / 255.0f, ((uColor & 0xFF000000) >> 24) / 255.0f }; d3dc->ClearRenderTargetView(primary_srv, clear_color); } void RenderD3D11::ClearZBuffer(int, int) { d3dc->ClearDepthStencilView(default_depth_srv, D3D11_CLEAR_DEPTH, 1.0f, 0); } void RenderD3D11::DrawTextureIndexed(signed int x, signed int y, struct Texture *tex) { PrepareTextureIndexed(tex); DrawTexture((float)x / window->GetWidth(), (float)y / window->GetHeight(), tex->uTextureWidth, tex->uTextureHeight, tex->d3d11_srv, ui_blend_solid); } void RenderD3D11::DrawTextureIndexedAlpha(unsigned int uX, unsigned int uY, struct Texture *a4) { PrepareTextureIndexed(a4); DrawTexture((float)uX / window->GetWidth(), (float)uY / window->GetHeight(), a4->uTextureWidth, a4->uTextureHeight, a4->d3d11_srv, ui_blend_alpha); } void RenderD3D11::DrawTextureRGB(unsigned int uX, unsigned int uY, RGBTexture *a4) { PrepareTexture(a4); DrawTexture((float)uX / window->GetWidth(), (float)uY / window->GetHeight(), a4->uWidth, a4->uHeight, a4->d3d11_srv, ui_blend_solid); } void RenderD3D11::DrawTextureNew(float u, float v, Texture *tex) { __debugbreak(); } void RenderD3D11::DrawTextureNew(float u, float v, RGBTexture *tex) { PrepareTexture(tex); DrawTexture(u, v, tex->uWidth, tex->uHeight, tex->d3d11_srv, ui_blend_solid); } void RenderD3D11::DrawText(signed int uX, signed int uY, unsigned __int8 *pFontPixels, unsigned int uCharWidth, unsigned int uCharHeight, unsigned __int16 *pFontPalette, unsigned __int16 uFaceColor, unsigned __int16 uShadowColor) { auto srv = PrepareFontTexture(pFontPixels, uCharWidth, uCharHeight, pFontPalette, uFaceColor, uShadowColor); { DrawTexture((float)uX / window->GetWidth(), (float)uY / window->GetHeight(), uCharWidth, uCharHeight, srv, ui_blend_alpha); } srv->Release(); } void RenderD3D11::DrawTextAlpha(int x, int y, unsigned char* font_pixels, int a5, unsigned int uFontHeight, unsigned __int16 *pPalette, bool present_time_transparency) { auto srv = PrepareFontTexture(font_pixels, a5, uFontHeight, pPalette); { DrawTexture((float)x / window->GetWidth(), (float)y / window->GetHeight(), a5, uFontHeight, srv, ui_blend_alpha); } srv->Release(); } void RenderD3D11::DrawTexture(float u, float v, int texture_width, int texture_height, ID3D11ShaderResourceView *srv, ID3D11BlendState *blend) { bool clipping = false; if (ui_clip_rect.left != 0 || ui_clip_rect.top != 0 || ui_clip_rect.right != window->GetWidth() || ui_clip_rect.bottom != window->GetHeight()) clipping = true; float blendFactor[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; d3dc->OMSetRenderTargets(1, &primary_srv, default_depth_srv); d3dc->OMSetBlendState(blend, blendFactor, 0xFFFFFFFF); d3dc->OMSetDepthStencilState(ui_depthstencil, 1); { struct cb_fast { float pos_x; float pos_y; float size_x; float size_y; }; D3D11_MAPPED_SUBRESOURCE map; d3dc->Map(ui_cb_fast, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); { cb_fast data; { data.pos_x = u; data.pos_y = v; data.size_x = (float)texture_width / window->GetWidth(); data.size_y = (float)texture_height / window->GetHeight(); } memcpy(map.pData, &data, sizeof(data)); } d3dc->Unmap(ui_cb_fast, 0); } d3dc->VSSetShader(ui_vs, nullptr, 0); d3dc->VSSetConstantBuffers(0, 1, &ui_cb_fast); d3dc->PSSetShader(ui_ps, nullptr, 0); d3dc->PSSetConstantBuffers(0, 1, &ui_cb_fast); d3dc->PSSetShaderResources(0, 1, &srv); if (clipping) { d3dc->RSSetState(ui_rasterizer); d3dc->RSSetScissorRects(1, &ui_clip_rect); } //d3dc->RSSetViewports(1, &ui_viewport); uint uOffset = 0; uint uStride = 4 * sizeof(float); d3dc->IASetVertexBuffers(0, 1, &ui_vb, &uStride, &uOffset); d3dc->IASetInputLayout(ui_layout); d3dc->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); d3dc->Draw(6, 0); if (clipping) { d3dc->RSSetState(default_rasterizer); //d3dc->RSSetScissorRects(0, nullptr); } } void RenderD3D11::Present() { pSwapChain->Present(0, 0); } bool RenderD3D11::IsGammaSupported() { return false; } struct { unsigned char restore_resolution; unsigned char _saved_screen_bpp; unsigned short _saved_screen_width; unsigned short _saved_screen_height; } on_exit; void ChangeResolution(int new_width, int new_height, int new_bpp) { if (!on_exit.restore_resolution) { on_exit.restore_resolution = true; auto hdc = GetDC(nullptr); { on_exit._saved_screen_width = GetDeviceCaps(hdc, HORZRES); on_exit._saved_screen_height = GetDeviceCaps(hdc, VERTRES); on_exit._saved_screen_bpp = GetDeviceCaps(hdc, BITSPIXEL); } ReleaseDC(nullptr, hdc); } DEVMODEA dm; dm.dmSize = sizeof(dm); dm.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT; dm.dmBitsPerPel = new_bpp; dm.dmPelsWidth = new_width; dm.dmPelsHeight = new_height; if (ChangeDisplaySettingsA(&dm, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL) Error("ChangeDisplaySettingsA"); } __declspec(noreturn) void ExitApp() { if (on_exit.restore_resolution) ChangeResolution(on_exit._saved_screen_width, on_exit._saved_screen_height, on_exit._saved_screen_bpp); ExitProcess(0); } bool RenderD3D11::SwitchToWindow() { if (on_exit.restore_resolution) { on_exit.restore_resolution = false; ChangeResolution(on_exit._saved_screen_width, on_exit._saved_screen_height, on_exit._saved_screen_bpp); } return true; } bool RenderD3D11::Initialize(OSWindow *window) { this->window = window; auto d3d_lib = LoadLibraryW(L"d3d11.dll"); if (!d3d_lib) { Error("d3d11.dll is missing"); return false; } DXGI_SWAP_CHAIN_DESC swapChainDesc; memset(&swapChainDesc, 0, sizeof(swapChainDesc)); swapChainDesc.BufferDesc.Width = window->GetWidth(); swapChainDesc.BufferDesc.Height = window->GetHeight(); //swapChainDesc.BufferDesc.RefreshRate.Numerator = 0; //swapChainDesc.BufferDesc.RefreshRate.Denominator = 0; swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; //swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED; //swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED; swapChainDesc.SampleDesc.Count = 1; //swapChainDesc.SampleDesc.Quality = 0; swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; swapChainDesc.BufferCount = 2; swapChainDesc.OutputWindow = window->GetApiHandle(); swapChainDesc.Windowed = true; //swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; //swapChainDesc.Flags = 0; D3D_FEATURE_LEVEL requested_feature_level = D3D_FEATURE_LEVEL_11_0, received_feature_level; unsigned int device_flags = 0;//D3D11_CREATE_DEVICE_DISABLE_GPU_TIMEOUT; #ifndef NODEBUG device_flags |= D3D11_CREATE_DEVICE_DEBUG; #endif 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); dll_D3D11CreateDeviceAndSwapChain = (decltype(dll_D3D11CreateDeviceAndSwapChain))GetProcAddress(d3d_lib, "D3D11CreateDeviceAndSwapChain"); ErrorD3D(dll_D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, device_flags, nullptr, 0, D3D11_SDK_VERSION, &swapChainDesc, &pSwapChain, &d3dd, &received_feature_level, &d3dc)); if (received_feature_level < D3D_FEATURE_LEVEL_10_0) { MessageBoxA(nullptr, "Received Direct3D 9 or lower", "", 0); __debugbreak(); } /*if (fullscreen) { extern void ChangeResolution(int new_dith, int new_height, int new_bpp); ChangeResolution(target_window->GetWidth(), target_window->GetHeight(), 32); target_window->SetPosition(0, 0); target_window->SetTopmost(true); } ErrorD3D(pSwapChain->SetFullscreenState(fullscreen, nullptr));*/ ID3D11Texture2D *pSwapChainSurface; { ErrorD3D(pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void **)&pSwapChainSurface)); ErrorD3D(d3dd->CreateRenderTargetView(pSwapChainSurface, nullptr, &primary_srv)); } pSwapChainSurface->Release(); D3D11_TEXTURE2D_DESC z_desc; memset(&z_desc, 0, sizeof(z_desc)); z_desc.Width = window->GetWidth(); z_desc.Height = window->GetHeight(); z_desc.MipLevels = 1; z_desc.ArraySize = 1; z_desc.Format = DXGI_FORMAT_D32_FLOAT; z_desc.SampleDesc.Count = 1; //z_desc.SampleDesc.Quality = 0; //z_desc.Usage = D3D11_USAGE_DEFAULT; z_desc.BindFlags = D3D11_BIND_DEPTH_STENCIL; //z_desc.CPUAccessFlags = 0; //z_desc.MiscFlags = 0; ID3D11Texture2D *depth_surface; ErrorD3D(d3dd->CreateTexture2D(&z_desc, nullptr, &depth_surface)); D3D11_DEPTH_STENCIL_VIEW_DESC depth_srv_desc; memset(&depth_srv_desc, 0, sizeof(depth_srv_desc)); depth_srv_desc.Format = DXGI_FORMAT_D32_FLOAT; depth_srv_desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; //depth_srv_desc.Texture2D.MipSlice = 0; ErrorD3D(d3dd->CreateDepthStencilView(depth_surface, &depth_srv_desc, &default_depth_srv)); d3dc->OMSetRenderTargets(1, &primary_srv, default_depth_srv); d3dc->ClearDepthStencilView(default_depth_srv, D3D11_CLEAR_DEPTH, 1.0f, 0); D3D11_RASTERIZER_DESC default_rasterizer_desc; memset(&default_rasterizer_desc, 0, sizeof(default_rasterizer_desc)); default_rasterizer_desc.FillMode = D3D11_FILL_SOLID; default_rasterizer_desc.CullMode = D3D11_CULL_NONE; //default_rasterizer_desc.FrontCounterClockwise = false; //default_rasterizer_desc.DepthBias = 0; //default_rasterizer_desc.DepthBiasClamp = 0.0f; //default_rasterizer_desc.SlopeScaledDepthBias = 0.0f; //default_rasterizer_desc.DepthClipEnable = true; //default_rasterizer_desc.ScissorEnable = false; //default_rasterizer_desc.MultisampleEnable = false; //default_rasterizer_desc.AntialiasedLineEnable = false; ErrorD3D(d3dd->CreateRasterizerState(&default_rasterizer_desc, &default_rasterizer)); d3dc->RSSetState(default_rasterizer); D3D11_RASTERIZER_DESC ui_rasterizer_desc; memset(&ui_rasterizer_desc, 0, sizeof(ui_rasterizer_desc)); ui_rasterizer_desc.FillMode = D3D11_FILL_SOLID; ui_rasterizer_desc.CullMode = D3D11_CULL_NONE; //ui_rasterizer_desc.FrontCounterClockwise = false; //ui_rasterizer_desc.DepthBias = 0; //ui_rasterizer_desc.DepthBiasClamp = 0.0f; //ui_rasterizer_desc.SlopeScaledDepthBias = 0.0f; //ui_rasterizer_desc.DepthClipEnable = true; ui_rasterizer_desc.ScissorEnable = true; //ui_rasterizer_desc.MultisampleEnable = false; //ui_rasterizer_desc.AntialiasedLineEnable = false; ErrorD3D(d3dd->CreateRasterizerState(&ui_rasterizer_desc, &ui_rasterizer)); default_depthstencil = nullptr; default_blend = nullptr; D3D11_VIEWPORT viewport; memset(&viewport, 0, sizeof(viewport)); viewport.TopLeftX = 0; viewport.TopLeftY = 0; viewport.Width = window->GetWidth(); viewport.Height = window->GetHeight(); viewport.MinDepth = 0; viewport.MaxDepth = 1; d3dc->RSSetViewports(1, &viewport); ResetUIClipRect(); D3D11_INPUT_ELEMENT_DESC layout_desc[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, //{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; CompileShader(d3dd, L"data/shaders/UI.hlsl", layout_desc, 1/*2*/, &ui_vs, &ui_ps, &ui_layout); { uint uVertexSize = 4 * sizeof(float); float ui_mesh[] = { 1, 1, 0, 0, // pos 1, 1, 1, 0, // pos + size.x 1, 1, 0, 1, // pos + size.y 1, 1, 0, 1, // pos + size.y 1, 1, 1, 0, // pos + size.x 1, 1, 1, 1 // pos + size.xy /*-1, 1, 0.1, 1, 1, 1, 0.1, 1, -1, -1, 0.1, 1, -1, -1, 0.1, 1, 1, 1, 0.1, 1, 1, -1, 0.1, 1*/ }; D3D11_BUFFER_DESC vbdesc; vbdesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vbdesc.ByteWidth = 6 * uVertexSize; vbdesc.CPUAccessFlags = 0; vbdesc.MiscFlags = 0; vbdesc.StructureByteStride = 0; vbdesc.Usage = D3D11_USAGE_DEFAULT; D3D11_SUBRESOURCE_DATA vbdata; vbdata.pSysMem = ui_mesh; vbdata.SysMemPitch = 0; vbdata.SysMemSlicePitch = 0; d3dd->CreateBuffer(&vbdesc, &vbdata, &ui_vb); } D3D11_BUFFER_DESC ui_cb_fast_desc; ZeroMemory(&ui_cb_fast_desc, sizeof(ui_cb_fast_desc)); // TODO: Fix Bug Prone size ui_cb_fast_desc.ByteWidth = 1 * 4 * sizeof(float); ui_cb_fast_desc.Usage = D3D11_USAGE_DYNAMIC; ui_cb_fast_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; ui_cb_fast_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; ui_cb_fast_desc.MiscFlags = 0; ui_cb_fast_desc.StructureByteStride = 0; d3dd->CreateBuffer(&ui_cb_fast_desc, nullptr, &ui_cb_fast); D3D11_DEPTH_STENCIL_DESC ui_depthstencil_desc; ui_depthstencil_desc.DepthEnable = true; ui_depthstencil_desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; ui_depthstencil_desc.DepthFunc = D3D11_COMPARISON_ALWAYS; ui_depthstencil_desc.StencilEnable = false; ui_depthstencil_desc.StencilReadMask = 0xFF; ui_depthstencil_desc.StencilWriteMask = 0xFF; // Stencil operations if pixel is front-facing ui_depthstencil_desc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; ui_depthstencil_desc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR; ui_depthstencil_desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; ui_depthstencil_desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; // Stencil operations if pixel is back-facing ui_depthstencil_desc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; ui_depthstencil_desc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR; ui_depthstencil_desc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; ui_depthstencil_desc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS; ErrorD3D(d3dd->CreateDepthStencilState(&ui_depthstencil_desc, &ui_depthstencil)); D3D11_BLEND_DESC ui_blend_solid_desc; memset(&ui_blend_solid_desc, 0, sizeof(ui_blend_solid_desc)); ui_blend_solid_desc.RenderTarget[0].BlendEnable = false; ui_blend_solid_desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; ErrorD3D(d3dd->CreateBlendState(&ui_blend_solid_desc, &ui_blend_solid)); D3D11_BLEND_DESC ui_blend_alpha_desc; memset(&ui_blend_alpha_desc, 0, sizeof(ui_blend_alpha_desc)); ui_blend_alpha_desc.RenderTarget[0].BlendEnable = true; ui_blend_alpha_desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; ui_blend_alpha_desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; ui_blend_alpha_desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; ui_blend_alpha_desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; ui_blend_alpha_desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; ui_blend_alpha_desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; ui_blend_alpha_desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ONE; ErrorD3D(d3dd->CreateBlendState(&ui_blend_alpha_desc, &ui_blend_alpha)); return pD3DBitmaps.Load(L"data\\d3dbitmap.hwl") && pD3DSprites.Load(L"data\\d3dsprite.hwl"); } bool RenderD3D11::MoveSpriteToDevice(Sprite *pSprite) { HWLTexture *sprite_texture; // eax@1 unsigned __int16 *v9; // edx@5 LPVOID v10; // eax@5 DDSURFACEDESC2 Dst; // [sp+Ch] [bp-7Ch]@4 sprite_texture = pD3DSprites.LoadTexture(pSprite->pName, pSprite->uPaletteID); if ( sprite_texture ) { pSprite->uAreaX = sprite_texture->uAreaX; pSprite->uAreaY = sprite_texture->uAreaY; pSprite->uBufferWidth = sprite_texture->uBufferWidth; pSprite->uBufferHeight = sprite_texture->uBufferHeight; pSprite->uAreaWidth = sprite_texture->uAreaWidth; pSprite->uAreaHeight = sprite_texture->uAreaHeigth; { D3D11_TEXTURE2D_DESC desc; desc.Width = sprite_texture->uWidth; desc.Height = sprite_texture->uHeight; desc.ArraySize = 1; desc.MipLevels = 1; desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; desc.SampleDesc.Count = 1; desc.SampleDesc.Quality = 0; desc.Usage = D3D11_USAGE_DEFAULT; desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; desc.CPUAccessFlags = 0; desc.MiscFlags = 0; ID3D11Texture2D *vram_texture = nullptr; ErrorD3D(d3dd->CreateTexture2D(&desc, nullptr, &vram_texture)); D3D11_TEXTURE2D_DESC ram_desc; memcpy(&ram_desc, &desc, sizeof(ram_desc)); ram_desc.Usage = D3D11_USAGE_STAGING; ram_desc.BindFlags = 0; ram_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; ID3D11Texture2D *ram_texture = nullptr; ErrorD3D(d3dd->CreateTexture2D(&ram_desc, nullptr, &ram_texture)); D3D11_MAPPED_SUBRESOURCE map; ErrorD3D(d3dc->Map(ram_texture, 0, D3D11_MAP_WRITE, 0, &map)); for (unsigned int y = 0; y < desc.Height; ++y) for (unsigned int x = 0; x < desc.Width; ++x) { auto src = sprite_texture->pPixels + y * desc.Width + x; auto dst = (unsigned int *)((char *)map.pData + y * map.RowPitch) + x; extern unsigned __int32 Color32_SwapRedBlue(unsigned __int16 color16); *dst = 0xFF000000 | Color32_SwapRedBlue(*src); } d3dc->Unmap(ram_texture, 0); d3dc->CopyResource(vram_texture, ram_texture); ram_texture->Release(); ID3D11ShaderResourceView *srv = nullptr; ErrorD3D(d3dd->CreateShaderResourceView(vram_texture, nullptr, &srv)); vram_texture->Release(); pSprite->d3d11_srv = srv; } /*if (!pRenderD3D->CreateTexture(sprite_texture->uWidth, sprite_texture->uHeight, &pSprite->pTextureSurface, &pSprite->pTexture, 1u, 0, uMinDeviceTextureDim)) Error("HiScreen16::LoadTexture - D3Drend->CreateTexture() failed: %x", 0); memset(&Dst, 0, sizeof(DDSURFACEDESC2)); Dst.dwSize = 124; if ( LockSurface_DDraw4((IDirectDrawSurface4 *)pSprite->pTextureSurface, &Dst, DDLOCK_WAIT | DDLOCK_WRITEONLY) ) { v9 = sprite_texture->pPixels; v10 = Dst.lpSurface; for (uint i=0; i<sprite_texture->uHeight; ++i) { for (uint j=0; j<sprite_texture->uWidth/2; ++j) { *(int *)v10 = *(int *)v9; v9 += 2; v10 = (char *)v10 + 4; } v10 = (char *)v10 + Dst.lPitch-sprite_texture->uWidth*2; } ErrD3D(pSprite->pTextureSurface->Unlock(NULL)); }*/ delete [] sprite_texture->pPixels; delete sprite_texture; return true; } return false; } ID3DBlob *DoD3DCompiling(const wchar_t *shader_name, const char *pShaderSource, uint uShaderSourceLen, const char *pEntry, const char *pVersionString, uint uCompileOptions); void DoCompile(const wchar_t *pFilename, const char *pShaderSource, unsigned int uShaderSourceLen, unsigned char **vs, unsigned int *vs_size, unsigned char **ps, unsigned int *ps_size); bool CompileShader(ID3D11Device *d3dd, const wchar_t *pShaderSourceFile, D3D11_INPUT_ELEMENT_DESC *input_desc, int input_desc_size, ID3D11VertexShader **vertex_out, ID3D11PixelShader **pixel_out, ID3D11InputLayout **layout_out) { unsigned char *vs, *ps; unsigned int vs_size, ps_size; HANDLE hSourceFile = CreateFileW(pShaderSourceFile, GENERIC_READ, FILE_SHARE_READ, nullptr, OPEN_EXISTING, 0, nullptr); if (hSourceFile == INVALID_HANDLE_VALUE) Error("%S:\n\nCannot read shader file", pShaderSourceFile); char *pShaderSource = nullptr; int uShaderSourceLen = 0; uint uFileSize = GetFileSize(hSourceFile, nullptr); { DWORD w; char *p = new char[uFileSize + 1]; ReadFile(hSourceFile, p, uFileSize, &w, nullptr); CloseHandle(hSourceFile); p[uFileSize] = 0; pShaderSource = p; uShaderSourceLen = uFileSize; } DoCompile(pShaderSourceFile, pShaderSource, uShaderSourceLen, &vs, &vs_size, &ps, &ps_size); ErrorD3D(d3dd->CreateVertexShader(vs, vs_size, nullptr, vertex_out)); ErrorD3D(d3dd->CreatePixelShader(ps, ps_size, nullptr, pixel_out)); ErrorD3D(d3dd->CreateInputLayout(input_desc, input_desc_size, vs, vs_size, layout_out)); delete [] vs; delete [] ps; return true; } static HMODULE compiler_dll = nullptr; void DoCompile(const wchar_t *pFilename, const char *pSahderSource, unsigned int uShaderSourceLen, unsigned char **vs, unsigned int *vs_size, unsigned char **ps, unsigned int *ps_size) { const char *pVSEntry = "vs", *pVSVersionString = "vs_4_0"; const char *pPSEntry = "main", *pPSVersionString = "ps_4_0"; uint uVSCompileOptions = #ifndef NDEBUG D3D10_SHADER_SKIP_VALIDATION | D3D10_SHADER_SKIP_OPTIMIZATION | D3D10_SHADER_PREFER_FLOW_CONTROL; #else D3D10_SHADER_SKIP_VALIDATION | D3D10_SHADER_OPTIMIZATION_LEVEL3 | D3D10_SHADER_WARNINGS_ARE_ERRORS | D3D10_SHADER_AVOID_FLOW_CONTROL | D3D10_SHADER_ENABLE_STRICTNESS | D3D10_SHADER_IEEE_STRICTNESS; #endif *vs_size = 0; *vs = nullptr; { auto pVSBlob = DoD3DCompiling(pFilename, pSahderSource, uShaderSourceLen, pVSEntry, pVSVersionString, uVSCompileOptions); if (pVSBlob) { *vs = new unsigned char[*vs_size = pVSBlob->GetBufferSize()]; memcpy(*vs, pVSBlob->GetBufferPointer(), *vs_size); pVSBlob->Release(); } } uint uPSCompileOptions = #ifndef NDEBUG D3D10_SHADER_SKIP_VALIDATION | D3D10_SHADER_SKIP_OPTIMIZATION | D3D10_SHADER_PREFER_FLOW_CONTROL; #else D3D10_SHADER_SKIP_VALIDATION | D3D10_SHADER_OPTIMIZATION_LEVEL3 | D3D10_SHADER_WARNINGS_ARE_ERRORS | D3D10_SHADER_AVOID_FLOW_CONTROL | D3D10_SHADER_ENABLE_STRICTNESS | D3D10_SHADER_IEEE_STRICTNESS; #endif *ps_size = 0; *ps = nullptr; { auto pPSBlob = DoD3DCompiling(pFilename, pSahderSource, uShaderSourceLen, pPSEntry, pPSVersionString, uPSCompileOptions); if (pPSBlob) { *ps = new unsigned char[*ps_size = pPSBlob->GetBufferSize()]; memcpy(*ps, pPSBlob->GetBufferPointer(), *ps_size); pPSBlob->Release(); } } } ID3DBlob *DoD3DCompiling(const wchar_t *shader_name, const char *pShaderSource, uint uShaderSourceLen, const char *pEntry, const char *pVersionString, uint uCompileOptions) { ID3DBlob *pShader, *pErrors; if (!compiler_dll) for (int i = 45; i >= 38; --i) { wchar_t dll_name[64]; swprintf(dll_name, L"d3dcompiler_%u.dll", i); compiler_dll = LoadLibraryW(dll_name); if (compiler_dll) break; } if (!compiler_dll) Error("Cannot find any suitable d3dcompiler.dll"); 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); auto pD3DCompile = (fnD3DCompile)GetProcAddress(compiler_dll, "D3DCompile"); HRESULT hr = pD3DCompile(pShaderSource, uShaderSourceLen, nullptr, nullptr, nullptr, pEntry, pVersionString, uCompileOptions, 0, &pShader, &pErrors); if (FAILED(hr)) { if (pErrors) Error("%S (%s) build failed:\n\n%s", shader_name, pVersionString, pErrors->GetBufferPointer()); else Error("%S (%s) build failed", shader_name, pVersionString); } else if (pErrors) { Log::Warning(L"%s (%S) build warnings:\n\n%S", shader_name, pVersionString, pErrors->GetBufferPointer()); pErrors->Release(); } return pShader; } void RenderD3D11::PrepareTexture(RGBTexture *p) { if (!p->d3d11_srv) { auto desc = p->d3d11_desc = new D3D11_TEXTURE2D_DESC; desc->Width = p->uWidth; desc->Height = p->uHeight; desc->ArraySize = 1; desc->MipLevels = 1; desc->Format = DXGI_FORMAT_R8G8B8A8_UNORM; desc->SampleDesc.Count = 1; desc->SampleDesc.Quality = 0; desc->Usage = D3D11_USAGE_DEFAULT; desc->BindFlags = D3D11_BIND_SHADER_RESOURCE; desc->CPUAccessFlags = 0; desc->MiscFlags = 0; ID3D11Texture2D *vram_texture = nullptr; ErrorD3D(d3dd->CreateTexture2D(desc, nullptr, &vram_texture)); D3D11_TEXTURE2D_DESC ram_desc; memcpy(&ram_desc, desc, sizeof(ram_desc)); ram_desc.Usage = D3D11_USAGE_STAGING; ram_desc.BindFlags = 0; ram_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; ID3D11Texture2D *ram_texture = nullptr; ErrorD3D(d3dd->CreateTexture2D(&ram_desc, nullptr, &ram_texture)); D3D11_MAPPED_SUBRESOURCE map; ErrorD3D(d3dc->Map(ram_texture, 0, D3D11_MAP_WRITE, 0, &map)); for (unsigned int y = 0; y < desc->Height; ++y) for (unsigned int x = 0; x < desc->Width; ++x) { auto src = p->pPixels + y * p->uWidth + x; auto dst = (unsigned int *)((char *)map.pData + y * map.RowPitch) + x; extern unsigned __int32 Color32_SwapRedBlue(unsigned __int16 color16); *dst = 0xFF000000 | Color32_SwapRedBlue(*src); } d3dc->Unmap(ram_texture, 0); d3dc->CopyResource(vram_texture, ram_texture); ram_texture->Release(); ErrorD3D(d3dd->CreateShaderResourceView(vram_texture, nullptr, (ID3D11ShaderResourceView **)&p->d3d11_srv)); vram_texture->Release(); } } void RenderD3D11::PrepareTextureIndexed(Texture *p) { if (!p->d3d11_srv) { auto desc = p->d3d11_desc = new D3D11_TEXTURE2D_DESC; desc->Width = p->uTextureWidth; desc->Height = p->uTextureHeight; desc->ArraySize = 1; desc->MipLevels = 1; desc->Format = DXGI_FORMAT_R8G8B8A8_UNORM; desc->SampleDesc.Count = 1; desc->SampleDesc.Quality = 0; desc->Usage = D3D11_USAGE_DEFAULT; desc->BindFlags = D3D11_BIND_SHADER_RESOURCE; desc->CPUAccessFlags = 0; desc->MiscFlags = 0; ID3D11Texture2D *vram_texture = nullptr; ErrorD3D(d3dd->CreateTexture2D(desc, nullptr, &vram_texture)); D3D11_TEXTURE2D_DESC ram_desc; memcpy(&ram_desc, desc, sizeof(ram_desc)); ram_desc.Usage = D3D11_USAGE_STAGING; ram_desc.BindFlags = 0; ram_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; ID3D11Texture2D *ram_texture = nullptr; ErrorD3D(d3dd->CreateTexture2D(&ram_desc, nullptr, &ram_texture)); D3D11_MAPPED_SUBRESOURCE map; ErrorD3D(d3dc->Map(ram_texture, 0, D3D11_MAP_WRITE, 0, &map)); for (unsigned int y = 0; y < desc->Height; ++y) for (unsigned int x = 0; x < desc->Width; ++x) { auto index = p->pLevelOfDetail0_prolly_alpha_mask[y * p->uTextureWidth + x]; auto src = p->pPalette16[index]; auto dst = (unsigned int *)((char *)map.pData + y * map.RowPitch) + x; if (index) { extern unsigned __int32 Color32_SwapRedBlue(unsigned __int16 color16); *dst = 0xFF000000 | Color32_SwapRedBlue(src); } else *dst = 0x00000000; } d3dc->Unmap(ram_texture, 0); d3dc->CopyResource(vram_texture, ram_texture); ram_texture->Release(); ErrorD3D(d3dd->CreateShaderResourceView(vram_texture, nullptr, (ID3D11ShaderResourceView **)&p->d3d11_srv)); vram_texture->Release(); } } ID3D11ShaderResourceView *RenderD3D11::PrepareFontTexture(unsigned char *pFontPixels, unsigned int uCharWidth, unsigned int uCharHeight, unsigned short *pFontPalette, unsigned short uFaceColor, unsigned short uShadowColor) { D3D11_TEXTURE2D_DESC desc; desc.Width = uCharWidth; desc.Height = uCharHeight; desc.ArraySize = 1; desc.MipLevels = 1; desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; desc.SampleDesc.Count = 1; desc.SampleDesc.Quality = 0; desc.Usage = D3D11_USAGE_DEFAULT; desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; desc.CPUAccessFlags = 0; desc.MiscFlags = 0; ID3D11Texture2D *vram_texture = nullptr; ErrorD3D(d3dd->CreateTexture2D(&desc, nullptr, &vram_texture)); D3D11_TEXTURE2D_DESC ram_desc; memcpy(&ram_desc, &desc, sizeof(ram_desc)); ram_desc.Usage = D3D11_USAGE_STAGING; ram_desc.BindFlags = 0; ram_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; ID3D11Texture2D *ram_texture = nullptr; ErrorD3D(d3dd->CreateTexture2D(&ram_desc, nullptr, &ram_texture)); D3D11_MAPPED_SUBRESOURCE map; ErrorD3D(d3dc->Map(ram_texture, 0, D3D11_MAP_WRITE, 0, &map)); for (unsigned int y = 0; y < desc.Height; ++y) for (unsigned int x = 0; x < desc.Width; ++x) { auto index = pFontPixels[y * desc.Width + x]; auto src = pFontPalette[index]; auto dst = (unsigned int *)((char *)map.pData + y * map.RowPitch) + x; if (index) { extern unsigned __int32 Color32_SwapRedBlue(unsigned __int16 color16); *dst = 0xFF000000 | Color32_SwapRedBlue(index == 1 ? uShadowColor : uFaceColor); } else *dst = 0x00000000; } d3dc->Unmap(ram_texture, 0); d3dc->CopyResource(vram_texture, ram_texture); ram_texture->Release(); ID3D11ShaderResourceView *srv = nullptr; ErrorD3D(d3dd->CreateShaderResourceView(vram_texture, nullptr, &srv)); vram_texture->Release(); return srv; } ID3D11ShaderResourceView *RenderD3D11::PrepareFontTexture(unsigned char *pFontPixels, unsigned int uCharWidth, unsigned int uCharHeight, unsigned short *pFontPalette) { D3D11_TEXTURE2D_DESC desc; desc.Width = uCharWidth; desc.Height = uCharHeight; desc.ArraySize = 1; desc.MipLevels = 1; desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; desc.SampleDesc.Count = 1; desc.SampleDesc.Quality = 0; desc.Usage = D3D11_USAGE_DEFAULT; desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; desc.CPUAccessFlags = 0; desc.MiscFlags = 0; ID3D11Texture2D *vram_texture = nullptr; ErrorD3D(d3dd->CreateTexture2D(&desc, nullptr, &vram_texture)); D3D11_TEXTURE2D_DESC ram_desc; memcpy(&ram_desc, &desc, sizeof(ram_desc)); ram_desc.Usage = D3D11_USAGE_STAGING; ram_desc.BindFlags = 0; ram_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; ID3D11Texture2D *ram_texture = nullptr; ErrorD3D(d3dd->CreateTexture2D(&ram_desc, nullptr, &ram_texture)); D3D11_MAPPED_SUBRESOURCE map; ErrorD3D(d3dc->Map(ram_texture, 0, D3D11_MAP_WRITE, 0, &map)); for (unsigned int y = 0; y < desc.Height; ++y) for (unsigned int x = 0; x < desc.Width; ++x) { auto index = pFontPixels[y * desc.Width + x]; auto src = pFontPalette[index]; auto dst = (unsigned int *)((char *)map.pData + y * map.RowPitch) + x; if (index) { extern unsigned __int32 Color32_SwapRedBlue(unsigned __int16 color16); *dst = 0xFF000000 | Color32_SwapRedBlue(src); } else *dst = 0x00000000; } d3dc->Unmap(ram_texture, 0); d3dc->CopyResource(vram_texture, ram_texture); ram_texture->Release(); ID3D11ShaderResourceView *srv = nullptr; ErrorD3D(d3dd->CreateShaderResourceView(vram_texture, nullptr, &srv)); vram_texture->Release(); return srv; } void d3d11_release(ID3D11ShaderResourceView *srv) { srv->Release(); } //----- (004A4DE1) -------------------------------------------------------- bool RenderD3D11::LoadTexture(const char *pName, unsigned int bMipMaps, IDirectDrawSurface4 **pOutSurface, IDirect3DTexture2 **pOutTexture) { unsigned __int16 *v13; // ecx@19 unsigned __int16 *v14; // eax@19 DWORD v15; // edx@20 HWLTexture* pHWLTexture = pD3DBitmaps.LoadTexture(pName, bMipMaps); if (!pHWLTexture) return false; int num_min_levels = 1; { int dim = min(pHWLTexture->uWidth, pHWLTexture->uHeight); while (dim > 1) { dim /= 2; num_min_levels++; } } { D3D11_TEXTURE2D_DESC desc; desc.Width = pHWLTexture->uWidth; desc.Height = pHWLTexture->uHeight; desc.ArraySize = 1; desc.MipLevels = num_min_levels; desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; desc.SampleDesc.Count = 1; desc.SampleDesc.Quality = 0; desc.Usage = D3D11_USAGE_DEFAULT; desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET/* for mipmap generation */; desc.CPUAccessFlags = 0; desc.MiscFlags = D3D11_RESOURCE_MISC_GENERATE_MIPS; ID3D11Texture2D *vram_texture = nullptr; ErrorD3D(d3dd->CreateTexture2D(&desc, nullptr, &vram_texture)); D3D11_TEXTURE2D_DESC ram_desc; memcpy(&ram_desc, &desc, sizeof(ram_desc)); ram_desc.Usage = D3D11_USAGE_STAGING; ram_desc.BindFlags = 0; ram_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; ram_desc.MiscFlags = 0; ID3D11Texture2D *ram_texture = nullptr; ErrorD3D(d3dd->CreateTexture2D(&ram_desc, nullptr, &ram_texture)); D3D11_MAPPED_SUBRESOURCE map; ErrorD3D(d3dc->Map(ram_texture, 0, D3D11_MAP_WRITE, 0, &map)); for (unsigned int y = 0; y < desc.Height; ++y) for (unsigned int x = 0; x < desc.Width; ++x) { auto src = pHWLTexture->pPixels + y * desc.Width + x; auto dst = (unsigned int *)((char *)map.pData + y * map.RowPitch) + x; extern unsigned __int32 Color32_SwapRedBlue(unsigned __int16 color16); *dst = 0xFF000000 | Color32_SwapRedBlue(*src); } d3dc->Unmap(ram_texture, 0); d3dc->CopyResource(vram_texture, ram_texture); ram_texture->Release(); ID3D11ShaderResourceView *srv = nullptr; ErrorD3D(d3dd->CreateShaderResourceView(vram_texture, nullptr, &srv)); vram_texture->Release(); d3dc->GenerateMips(srv); *pOutTexture = (IDirect3DTexture2 *)srv; *pOutSurface = nullptr; } delete [] pHWLTexture->pPixels; delete pHWLTexture; return true; }