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d3d12: Clean Overlay code
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@ -6,19 +6,55 @@
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#include <d3d11on12.h>
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#include <dxgi1_4.h>
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namespace
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{
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// D2D
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ComPtr<ID3D11Device> d3d11Device;
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ComPtr<ID3D11DeviceContext> m_d3d11DeviceContext;
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ComPtr<ID3D11On12Device> m_d3d11On12Device;
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ComPtr<ID3D12Device> m_d3d12Device;
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ComPtr<IDWriteFactory> m_dWriteFactory;
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ComPtr<ID2D1Factory3> m_d2dFactory;
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ComPtr<ID2D1Device2> m_d2dDevice;
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ComPtr<ID2D1DeviceContext2> m_d2dDeviceContext;
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ComPtr<ID3D11Resource> m_wrappedBackBuffers[2];
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ComPtr<ID2D1Bitmap1> m_d2dRenderTargets[2];
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ComPtr<IDWriteTextFormat> m_textFormat;
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ComPtr<ID2D1SolidColorBrush> m_textBrush;
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ComPtr<ID3D11Device> g_d3d11_device;
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ComPtr<ID3D11DeviceContext> g_d3d11_device_context;
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ComPtr<ID3D11On12Device> g_d3d11on12_device;
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ComPtr<ID3D12Device> g_d3d12_device;
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ComPtr<IDWriteFactory> g_dwrite_factory;
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ComPtr<ID2D1Factory3> g_d2d_factory;
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ComPtr<ID2D1Device2> g_d2d_device;
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ComPtr<ID2D1DeviceContext2> g_d2d_device_context;
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ComPtr<ID3D11Resource> g_wrapped_backbuffers[2];
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ComPtr<ID2D1Bitmap1> g_d2d_render_targets[2];
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ComPtr<IDWriteTextFormat> g_text_format;
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ComPtr<ID2D1SolidColorBrush> g_text_brush;
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void draw_strings(const D2D1_SIZE_F &rtSize, size_t backbuffer_id, const std::vector<std::wstring> &strings) noexcept
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{
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// Acquire our wrapped render target resource for the current back buffer.
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g_d3d11on12_device->AcquireWrappedResources(g_wrapped_backbuffers[backbuffer_id ].GetAddressOf(), 1);
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// Render text directly to the back buffer.
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g_d2d_device_context->SetTarget(g_d2d_render_targets[backbuffer_id].Get());
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g_d2d_device_context->BeginDraw();
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g_d2d_device_context->SetTransform(D2D1::Matrix3x2F::Identity());
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float xpos = 0.f;
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for (const std::wstring &str : strings)
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{
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g_d2d_device_context->DrawTextW(
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str.c_str(),
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(UINT32)str.size(),
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g_text_format.Get(),
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&D2D1::RectF(0, xpos, rtSize.width, rtSize.height),
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g_text_brush.Get()
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);
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xpos += 14.f;
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}
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g_d2d_device_context->EndDraw();
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// Release our wrapped render target resource. Releasing
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// transitions the back buffer resource to the state specified
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// as the OutState when the wrapped resource was created.
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g_d3d11on12_device->ReleaseWrappedResources(g_wrapped_backbuffers[backbuffer_id].GetAddressOf(), 1);
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// Flush to submit the 11 command list to the shared command queue.
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g_d3d11_device_context->Flush();
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}
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}
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extern PFN_D3D11ON12_CREATE_DEVICE wrapD3D11On12CreateDevice;
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@ -32,25 +68,25 @@ void D3D12GSRender::init_d2d_structures()
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reinterpret_cast<IUnknown**>(m_commandQueueGraphic.GetAddressOf()),
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1,
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0,
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&d3d11Device,
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&m_d3d11DeviceContext,
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&g_d3d11_device,
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&g_d3d11_device_context,
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nullptr
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);
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d3d11Device.As(&m_d3d11On12Device);
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g_d3d11_device.As(&g_d3d11on12_device);
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D2D1_DEVICE_CONTEXT_OPTIONS deviceOptions = D2D1_DEVICE_CONTEXT_OPTIONS_NONE;
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D2D1_FACTORY_OPTIONS d2dFactoryOptions = {};
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D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, __uuidof(ID2D1Factory3), &d2dFactoryOptions, &m_d2dFactory);
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D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, __uuidof(ID2D1Factory3), &d2dFactoryOptions, &g_d2d_factory);
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Microsoft::WRL::ComPtr<IDXGIDevice> dxgiDevice;
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m_d3d11On12Device.As(&dxgiDevice);
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m_d2dFactory->CreateDevice(dxgiDevice.Get(), &m_d2dDevice);
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m_d2dDevice->CreateDeviceContext(deviceOptions, &m_d2dDeviceContext);
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DWriteCreateFactory(DWRITE_FACTORY_TYPE_SHARED, __uuidof(IDWriteFactory), &m_dWriteFactory);
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g_d3d11on12_device.As(&dxgiDevice);
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g_d2d_factory->CreateDevice(dxgiDevice.Get(), &g_d2d_device);
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g_d2d_device->CreateDeviceContext(deviceOptions, &g_d2d_device_context);
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DWriteCreateFactory(DWRITE_FACTORY_TYPE_SHARED, __uuidof(IDWriteFactory), &g_dwrite_factory);
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float dpiX;
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float dpiY;
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m_d2dFactory->GetDesktopDpi(&dpiX, &dpiY);
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g_d2d_factory->GetDesktopDpi(&dpiX, &dpiY);
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D2D1_BITMAP_PROPERTIES1 bitmapProperties = D2D1::BitmapProperties1(
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D2D1_BITMAP_OPTIONS_TARGET | D2D1_BITMAP_OPTIONS_CANNOT_DRAW,
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D2D1::PixelFormat(DXGI_FORMAT_UNKNOWN, D2D1_ALPHA_MODE_PREMULTIPLIED),
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@ -61,26 +97,26 @@ void D3D12GSRender::init_d2d_structures()
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for (unsigned i = 0; i < 2; i++)
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{
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D3D11_RESOURCE_FLAGS d3d11Flags = { D3D11_BIND_RENDER_TARGET };
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m_d3d11On12Device->CreateWrappedResource(
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g_d3d11on12_device->CreateWrappedResource(
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m_backBuffer[i].Get(),
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&d3d11Flags,
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D3D12_RESOURCE_STATE_RENDER_TARGET,
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D3D12_RESOURCE_STATE_PRESENT,
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IID_PPV_ARGS(&m_wrappedBackBuffers[i])
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IID_PPV_ARGS(&g_wrapped_backbuffers[i])
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);
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// Create a render target for D2D to draw directly to this back buffer.
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Microsoft::WRL::ComPtr<IDXGISurface> surface;
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m_wrappedBackBuffers[i].As(&surface);
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m_d2dDeviceContext->CreateBitmapFromDxgiSurface(
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g_wrapped_backbuffers[i].As(&surface);
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g_d2d_device_context->CreateBitmapFromDxgiSurface(
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surface.Get(),
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&bitmapProperties,
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&m_d2dRenderTargets[i]
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&g_d2d_render_targets[i]
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);
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}
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m_d2dDeviceContext->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::DarkGreen), &m_textBrush);
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m_dWriteFactory->CreateTextFormat(
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g_d2d_device_context->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::DarkGreen), &g_text_brush);
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g_dwrite_factory->CreateTextFormat(
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L"Verdana",
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NULL,
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DWRITE_FONT_WEIGHT_BOLD,
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@ -88,33 +124,33 @@ void D3D12GSRender::init_d2d_structures()
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DWRITE_FONT_STRETCH_NORMAL,
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14,
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L"en-us",
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&m_textFormat
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&g_text_format
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);
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m_textFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_LEADING);
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m_textFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_NEAR);
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g_text_format->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_LEADING);
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g_text_format->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_NEAR);
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}
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void D3D12GSRender::release_d2d_structures()
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{
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d3d11Device.Reset();
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m_d3d11DeviceContext.Reset();
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m_d3d11On12Device.Reset();
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m_d3d12Device.Reset();
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m_dWriteFactory.Reset();
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m_d2dFactory.Reset();
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m_d2dDevice.Reset();
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m_d2dDeviceContext.Reset();
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m_wrappedBackBuffers[0].Reset();
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m_d2dRenderTargets[0].Reset();
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m_wrappedBackBuffers[1].Reset();
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m_d2dRenderTargets[1].Reset();
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m_textFormat.Reset();
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m_textBrush.Reset();
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g_d3d11_device.Reset();
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g_d3d11_device_context.Reset();
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g_d3d11on12_device.Reset();
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g_d3d12_device.Reset();
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g_dwrite_factory.Reset();
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g_d2d_factory.Reset();
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g_d2d_device.Reset();
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g_d2d_device_context.Reset();
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g_wrapped_backbuffers[0].Reset();
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g_d2d_render_targets[0].Reset();
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g_wrapped_backbuffers[1].Reset();
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g_d2d_render_targets[1].Reset();
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g_text_format.Reset();
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g_text_brush.Reset();
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}
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void D3D12GSRender::render_overlay()
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{
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D2D1_SIZE_F rtSize = m_d2dRenderTargets[m_swapChain->GetCurrentBackBufferIndex()]->GetSize();
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D2D1_SIZE_F rtSize = g_d2d_render_targets[m_swapChain->GetCurrentBackBufferIndex()]->GetSize();
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std::wstring duration = L"Draw duration : " + std::to_wstring(m_timers.m_drawCallDuration) + L" us";
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float vtxIdxPercent = (float)m_timers.m_vertexIndexDuration / (float)m_timers.m_drawCallDuration;
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std::wstring vertexIndexDuration = L"Vtx/Idx upload : " + std::to_wstring(m_timers.m_vertexIndexDuration) + L" us (" + std::to_wstring(100.f * vtxIdxPercent) + L" %)";
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@ -130,85 +166,17 @@ void D3D12GSRender::render_overlay()
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std::wstring flipDuration = L"Flip : " + std::to_wstring(m_timers.m_flipDuration) + L" us";
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std::wstring count = L"Draw count : " + std::to_wstring(m_timers.m_drawCallCount);
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// Acquire our wrapped render target resource for the current back buffer.
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m_d3d11On12Device->AcquireWrappedResources(m_wrappedBackBuffers[m_swapChain->GetCurrentBackBufferIndex()].GetAddressOf(), 1);
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// Render text directly to the back buffer.
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m_d2dDeviceContext->SetTarget(m_d2dRenderTargets[m_swapChain->GetCurrentBackBufferIndex()].Get());
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m_d2dDeviceContext->BeginDraw();
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m_d2dDeviceContext->SetTransform(D2D1::Matrix3x2F::Identity());
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m_d2dDeviceContext->DrawTextW(
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duration.c_str(),
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(UINT32)duration.size(),
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m_textFormat.Get(),
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&D2D1::RectF(0, 0, rtSize.width, rtSize.height),
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m_textBrush.Get()
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);
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m_d2dDeviceContext->DrawTextW(
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count.c_str(),
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(UINT32)count.size(),
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m_textFormat.Get(),
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&D2D1::RectF(0, 14, rtSize.width, rtSize.height),
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m_textBrush.Get()
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);
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m_d2dDeviceContext->DrawTextW(
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rttDuration.c_str(),
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(UINT32)rttDuration.size(),
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m_textFormat.Get(),
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&D2D1::RectF(0, 28, rtSize.width, rtSize.height),
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m_textBrush.Get()
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);
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m_d2dDeviceContext->DrawTextW(
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vertexIndexDuration.c_str(),
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(UINT32)vertexIndexDuration.size(),
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m_textFormat.Get(),
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&D2D1::RectF(0, 42, rtSize.width, rtSize.height),
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m_textBrush.Get()
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);
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m_d2dDeviceContext->DrawTextW(
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size.c_str(),
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(UINT32)size.size(),
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m_textFormat.Get(),
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&D2D1::RectF(0, 56, rtSize.width, rtSize.height),
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m_textBrush.Get()
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);
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m_d2dDeviceContext->DrawTextW(
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programDuration.c_str(),
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(UINT32)programDuration.size(),
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m_textFormat.Get(),
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&D2D1::RectF(0, 70, rtSize.width, rtSize.height),
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m_textBrush.Get()
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);
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m_d2dDeviceContext->DrawTextW(
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constantDuration.c_str(),
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(UINT32)constantDuration.size(),
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m_textFormat.Get(),
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&D2D1::RectF(0, 86, rtSize.width, rtSize.height),
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m_textBrush.Get()
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);
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m_d2dDeviceContext->DrawTextW(
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texDuration.c_str(),
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(UINT32)texDuration.size(),
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m_textFormat.Get(),
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&D2D1::RectF(0, 98, rtSize.width, rtSize.height),
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m_textBrush.Get()
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);
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m_d2dDeviceContext->DrawTextW(
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flipDuration.c_str(),
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(UINT32)flipDuration.size(),
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m_textFormat.Get(),
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&D2D1::RectF(0, 112, rtSize.width, rtSize.height),
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m_textBrush.Get()
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);
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m_d2dDeviceContext->EndDraw();
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// Release our wrapped render target resource. Releasing
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// transitions the back buffer resource to the state specified
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// as the OutState when the wrapped resource was created.
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m_d3d11On12Device->ReleaseWrappedResources(m_wrappedBackBuffers[m_swapChain->GetCurrentBackBufferIndex()].GetAddressOf(), 1);
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// Flush to submit the 11 command list to the shared command queue.
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m_d3d11DeviceContext->Flush();
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draw_strings(rtSize, m_swapChain->GetCurrentBackBufferIndex(),
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{
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duration,
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count,
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rttDuration,
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vertexIndexDuration,
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size,
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programDuration,
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constantDuration,
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texDuration,
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flipDuration
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});
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}
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#endif
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