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SDL: Support rendering software cursor in D3D11
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commit
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@ -31,6 +31,7 @@ public:
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ID3D11Texture2D* GetD3DTexture() const { return m_texture.Get(); }
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ID3D11Texture2D* GetD3DTexture() const { return m_texture.Get(); }
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ID3D11ShaderResourceView* GetD3DSRV() const { return m_srv.Get(); }
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ID3D11ShaderResourceView* GetD3DSRV() const { return m_srv.Get(); }
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ID3D11ShaderResourceView* const* GetD3DSRVArray() const { return m_srv.GetAddressOf(); }
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bool IsDynamic() const { return m_dynamic; }
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bool IsDynamic() const { return m_dynamic; }
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static std::unique_ptr<D3D11HostDisplayTexture> Create(ID3D11Device* device, u32 width, u32 height, const void* data,
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static std::unique_ptr<D3D11HostDisplayTexture> Create(ID3D11Device* device, u32 width, u32 height, const void* data,
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@ -344,6 +345,18 @@ bool D3D11HostDisplay::CreateD3DResources()
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if (FAILED(hr))
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if (FAILED(hr))
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return false;
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return false;
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blend_desc.RenderTarget[0].BlendEnable = TRUE;
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blend_desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
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blend_desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
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blend_desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
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blend_desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
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blend_desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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blend_desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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blend_desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
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hr = m_device->CreateBlendState(&blend_desc, m_software_cursor_blend_state.GetAddressOf());
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if (FAILED(hr))
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return false;
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CD3D11_SAMPLER_DESC sampler_desc = CD3D11_SAMPLER_DESC(CD3D11_DEFAULT());
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CD3D11_SAMPLER_DESC sampler_desc = CD3D11_SAMPLER_DESC(CD3D11_DEFAULT());
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sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
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sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
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hr = m_device->CreateSamplerState(&sampler_desc, m_point_sampler.GetAddressOf());
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hr = m_device->CreateSamplerState(&sampler_desc, m_point_sampler.GetAddressOf());
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@ -394,6 +407,9 @@ void D3D11HostDisplay::Render()
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ImGui::Render();
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ImGui::Render();
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ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
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ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
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if (HasSoftwareCursor())
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RenderSoftwareCursor();
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if (!m_vsync && m_allow_tearing_supported)
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if (!m_vsync && m_allow_tearing_supported)
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m_swap_chain->Present(0, DXGI_PRESENT_ALLOW_TEARING);
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m_swap_chain->Present(0, DXGI_PRESENT_ALLOW_TEARING);
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else
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else
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@ -438,3 +454,29 @@ void D3D11HostDisplay::RenderDisplay()
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m_context->Draw(3, 0);
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m_context->Draw(3, 0);
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}
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}
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void D3D11HostDisplay::RenderSoftwareCursor()
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{
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m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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m_context->VSSetShader(m_display_vertex_shader.Get(), nullptr, 0);
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m_context->PSSetShader(m_display_pixel_shader.Get(), nullptr, 0);
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m_context->PSSetShaderResources(0, 1,
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static_cast<D3D11HostDisplayTexture*>(m_cursor_texture.get())->GetD3DSRVArray());
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m_context->PSSetSamplers(0, 1, m_linear_sampler.GetAddressOf());
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const float uniforms[4] = {0.0f, 0.0f, 1.0f, 1.0f};
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const auto map = m_display_uniform_buffer.Map(m_context.Get(), sizeof(uniforms), sizeof(uniforms));
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std::memcpy(map.pointer, uniforms, sizeof(uniforms));
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m_display_uniform_buffer.Unmap(m_context.Get(), sizeof(uniforms));
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m_context->VSSetConstantBuffers(0, 1, m_display_uniform_buffer.GetD3DBufferArray());
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const auto [vp_left, vp_top, vp_width, vp_height] = CalculateSoftwareCursorDrawRect();
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const CD3D11_VIEWPORT vp(static_cast<float>(vp_left), static_cast<float>(vp_top), static_cast<float>(vp_width),
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static_cast<float>(vp_height));
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m_context->RSSetViewports(1, &vp);
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m_context->RSSetState(m_display_rasterizer_state.Get());
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m_context->OMSetDepthStencilState(m_display_depth_stencil_state.Get(), 0);
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m_context->OMSetBlendState(m_software_cursor_blend_state.Get(), nullptr, 0xFFFFFFFFu);
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m_context->Draw(3, 0);
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}
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@ -44,6 +44,7 @@ private:
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void Render() override;
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void Render() override;
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void RenderDisplay();
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void RenderDisplay();
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void RenderSoftwareCursor();
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SDL_Window* m_window = nullptr;
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SDL_Window* m_window = nullptr;
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@ -57,6 +58,7 @@ private:
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ComPtr<ID3D11RasterizerState> m_display_rasterizer_state;
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ComPtr<ID3D11RasterizerState> m_display_rasterizer_state;
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ComPtr<ID3D11DepthStencilState> m_display_depth_stencil_state;
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ComPtr<ID3D11DepthStencilState> m_display_depth_stencil_state;
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ComPtr<ID3D11BlendState> m_display_blend_state;
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ComPtr<ID3D11BlendState> m_display_blend_state;
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ComPtr<ID3D11BlendState> m_software_cursor_blend_state;
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ComPtr<ID3D11VertexShader> m_display_vertex_shader;
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ComPtr<ID3D11VertexShader> m_display_vertex_shader;
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ComPtr<ID3D11PixelShader> m_display_pixel_shader;
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ComPtr<ID3D11PixelShader> m_display_pixel_shader;
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ComPtr<ID3D11SamplerState> m_point_sampler;
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ComPtr<ID3D11SamplerState> m_point_sampler;
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