Scale quads after rendering to a screen texture instead of scaling directly. Fixes discontinuities in room editor and menu edges.

This commit is contained in:
elasota
2020-04-25 16:35:34 -04:00
parent ea217285c0
commit 5bb6b074f0
11 changed files with 358 additions and 154 deletions

View File

@@ -52,6 +52,14 @@ const CompileJob kCompileJobs[] =
drawQuadDefs,
"PSMain",
"ps_4_0"
},
{
L"ShaderSrc\\ScaleQuadP.hlsl",
L"GpDisplayDriver_D3D11\\CompiledShaders\\ScaleQuadP_D3D11.cpp",
"g_scaleQuadP_D3D11",
drawQuadDefs,
"PSMain",
"ps_4_0"
}
};

View File

@@ -1,8 +1,8 @@
static unsigned char gs_shaderData[] = {
68, 88, 66, 67, 231, 194, 75, 38, 6, 25, 110, 45, 187, 225, 136,
211, 34, 239, 174, 118, 1, 0, 0, 0, 44, 6, 0, 0, 5, 0,
68, 88, 66, 67, 75, 29, 59, 91, 67, 226, 130, 211, 218, 1, 246,
35, 4, 77, 147, 90, 1, 0, 0, 0, 4, 3, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0, 224, 0, 0, 0, 56, 1, 0, 0, 108,
1, 0, 0, 176, 5, 0, 0, 82, 68, 69, 70, 164, 0, 0, 0,
1, 0, 0, 136, 2, 0, 0, 82, 68, 69, 70, 164, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 28, 0, 0,
0, 0, 4, 255, 255, 0, 137, 0, 0, 122, 0, 0, 0, 92, 0,
0, 0, 2, 0, 0, 0, 4, 0, 0, 0, 4, 0, 0, 0, 255,
@@ -23,88 +23,34 @@ static unsigned char gs_shaderData[] = {
78, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0, 0, 0, 32, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0,
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84, 0, 171, 171, 83, 72, 68, 82, 60, 4, 0, 0, 64, 0, 0,
0, 15, 1, 0, 0, 88, 24, 0, 4, 0, 112, 16, 0, 0, 0,
84, 0, 171, 171, 83, 72, 68, 82, 20, 1, 0, 0, 64, 0, 0,
0, 69, 0, 0, 0, 88, 24, 0, 4, 0, 112, 16, 0, 0, 0,
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0, 7, 242, 0, 16, 0, 2, 0, 0, 0, 70, 10, 16, 0, 2,
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226, 0, 16, 0, 1, 0, 0, 0, 2, 64, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 45, 0,
0, 7, 242, 0, 16, 0, 1, 0, 0, 0, 70, 14, 16, 0, 1,
0, 0, 0, 70, 126, 16, 0, 1, 0, 0, 0, 56, 0, 0, 7,
114, 0, 16, 0, 1, 0, 0, 0, 6, 0, 16, 0, 0, 0, 0,
0, 70, 2, 16, 0, 1, 0, 0, 0, 54, 0, 0, 8, 226, 0,
16, 0, 3, 0, 0, 0, 2, 64, 0, 0, 0, 0, 0, 0, 0,
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242, 0, 16, 0, 3, 0, 0, 0, 70, 14, 16, 0, 3, 0, 0,
0, 70, 126, 16, 0, 1, 0, 0, 0, 0, 0, 0, 11, 194, 0,
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0, 0, 128, 63, 0, 0, 128, 63, 50, 0, 0, 9, 114, 0, 16,
0, 1, 0, 0, 0, 166, 10, 16, 0, 0, 0, 0, 0, 70, 2,
16, 0, 3, 0, 0, 0, 70, 2, 16, 0, 1, 0, 0, 0, 56,
0, 0, 7, 114, 0, 16, 0, 1, 0, 0, 0, 86, 5, 16, 0,
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0, 16, 0, 2, 0, 0, 0, 2, 64, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 45, 0, 0,
7, 242, 0, 16, 0, 2, 0, 0, 0, 70, 14, 16, 0, 2, 0,
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0, 16, 0, 0, 0, 0, 0, 166, 10, 16, 0, 0, 0, 0, 0,
70, 2, 16, 0, 2, 0, 0, 0, 70, 2, 16, 0, 3, 0, 0,
0, 50, 0, 0, 9, 114, 32, 16, 0, 0, 0, 0, 0, 246, 15,
16, 0, 0, 0, 0, 0, 70, 2, 16, 0, 0, 0, 0, 0, 70,
2, 16, 0, 1, 0, 0, 0, 54, 0, 0, 5, 130, 32, 16, 0,
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0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
};
namespace GpBinarizedShaders

View File

@@ -1,49 +1,46 @@
static unsigned char gs_shaderData[] = {
68, 88, 66, 67, 181, 133, 124, 121, 179, 141, 64, 216, 166, 21, 153,
10, 33, 21, 80, 169, 1, 0, 0, 0, 152, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0, 224, 0, 0, 0, 56, 1, 0, 0, 108,
1, 0, 0, 28, 2, 0, 0, 82, 68, 69, 70, 164, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 28, 0, 0,
0, 0, 4, 255, 255, 0, 137, 0, 0, 122, 0, 0, 0, 92, 0,
0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0,
107, 0, 0, 0, 2, 0, 0, 0, 5, 0, 0, 0, 4, 0, 0,
0, 255, 255, 255, 255, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0,
0, 0, 115, 117, 114, 102, 97, 99, 101, 83, 97, 109, 112, 108, 101,
114, 0, 115, 117, 114, 102, 97, 99, 101, 84, 101, 120, 116, 117, 114,
101, 0, 77, 105, 99, 114, 111, 115, 111, 102, 116, 32, 40, 82, 41,
32, 72, 76, 83, 76, 32, 83, 104, 97, 100, 101, 114, 32, 67, 111,
109, 112, 105, 108, 101, 114, 32, 49, 48, 46, 49, 0, 171, 171, 73,
83, 71, 78, 80, 0, 0, 0, 2, 0, 0, 0, 8, 0, 0, 0,
56, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0,
0, 0, 0, 0, 0, 15, 0, 0, 0, 68, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 1, 0, 0, 0, 3,
3, 0, 0, 83, 86, 95, 80, 79, 83, 73, 84, 73, 79, 78, 0,
84, 69, 88, 67, 79, 79, 82, 68, 0, 171, 171, 171, 79, 83, 71,
78, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0, 0, 0, 32, 0,
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0, 0, 0, 15, 0, 0, 0, 83, 86, 95, 84, 65, 82, 71, 69,
84, 0, 171, 171, 83, 72, 68, 82, 168, 0, 0, 0, 64, 0, 0,
0, 42, 0, 0, 0, 90, 0, 0, 3, 0, 96, 16, 0, 0, 0,
68, 88, 66, 67, 196, 70, 6, 103, 19, 68, 64, 241, 205, 255, 73,
188, 120, 217, 29, 231, 1, 0, 0, 0, 116, 2, 0, 0, 5, 0,
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1, 0, 0, 248, 1, 0, 0, 82, 68, 69, 70, 116, 0, 0, 0,
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0, 0, 2, 0, 0, 0, 5, 0, 0, 0, 4, 0, 0, 0, 255,
255, 255, 255, 0, 0, 0, 0, 1, 0, 0, 0, 9, 0, 0, 0,
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80, 0, 0, 0, 2, 0, 0, 0, 8, 0, 0, 0, 56, 0, 0,
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0, 0, 15, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 3, 0, 0, 0, 1, 0, 0, 0, 3, 3, 0, 0,
83, 86, 95, 80, 79, 83, 73, 84, 73, 79, 78, 0, 84, 69, 88,
67, 79, 79, 82, 68, 0, 171, 171, 171, 79, 83, 71, 78, 44, 0,
0, 0, 1, 0, 0, 0, 8, 0, 0, 0, 32, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0,
15, 0, 0, 0, 83, 86, 95, 84, 65, 82, 71, 69, 84, 0, 171,
171, 83, 72, 68, 82, 180, 0, 0, 0, 64, 0, 0, 0, 45, 0,
0, 0, 88, 24, 0, 4, 0, 112, 16, 0, 0, 0, 0, 0, 85,
85, 0, 0, 98, 16, 0, 3, 50, 16, 16, 0, 1, 0, 0, 0,
101, 0, 0, 3, 242, 32, 16, 0, 0, 0, 0, 0, 104, 0, 0,
2, 1, 0, 0, 0, 69, 0, 0, 9, 242, 0, 16, 0, 0, 0,
0, 0, 70, 16, 16, 0, 1, 0, 0, 0, 70, 126, 16, 0, 0,
0, 0, 0, 0, 96, 16, 0, 0, 0, 0, 0, 54, 0, 0, 5,
18, 32, 16, 0, 0, 0, 0, 0, 10, 0, 16, 0, 0, 0, 0,
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16, 0, 1, 0, 0, 0, 54, 0, 0, 5, 130, 32, 16, 0, 0,
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83, 84, 65, 84, 116, 0, 0, 0, 5, 0, 0, 0, 1, 0, 0,
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0, 0, 70, 16, 16, 0, 1, 0, 0, 0, 54, 0, 0, 8, 194,
0, 16, 0, 0, 0, 0, 0, 2, 64, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 45, 0, 0,
7, 242, 0, 16, 0, 0, 0, 0, 0, 70, 14, 16, 0, 0, 0,
0, 0, 70, 126, 16, 0, 0, 0, 0, 0, 54, 0, 0, 5, 114,
32, 16, 0, 0, 0, 0, 0, 70, 2, 16, 0, 0, 0, 0, 0,
54, 0, 0, 5, 130, 32, 16, 0, 0, 0, 0, 0, 1, 64, 0,
0, 0, 0, 128, 63, 62, 0, 0, 1, 83, 84, 65, 84, 116, 0,
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};
namespace GpBinarizedShaders

View File

@@ -0,0 +1,93 @@
static unsigned char gs_shaderData[] = {
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219, 209, 198, 219, 152, 1, 0, 0, 0, 252, 4, 0, 0, 5, 0,
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0, 0, 14, 32, 0, 7, 50, 0, 16, 0, 0, 0, 0, 0, 70,
0, 16, 0, 1, 0, 0, 0, 70, 0, 16, 0, 0, 0, 0, 0,
54, 0, 0, 5, 66, 0, 16, 0, 2, 0, 0, 0, 1, 64, 0,
0, 0, 0, 0, 0, 54, 0, 0, 5, 194, 0, 16, 0, 3, 0,
0, 0, 86, 9, 16, 0, 2, 0, 0, 0, 45, 0, 0, 7, 242,
0, 16, 0, 1, 0, 0, 0, 70, 15, 16, 0, 3, 0, 0, 0,
70, 126, 16, 0, 0, 0, 0, 0, 45, 0, 0, 7, 242, 0, 16,
0, 4, 0, 0, 0, 134, 15, 16, 0, 3, 0, 0, 0, 70, 126,
16, 0, 0, 0, 0, 0, 54, 0, 0, 5, 130, 0, 16, 0, 2,
0, 0, 0, 26, 0, 16, 0, 3, 0, 0, 0, 45, 0, 0, 7,
242, 0, 16, 0, 3, 0, 0, 0, 198, 10, 16, 0, 2, 0, 0,
0, 70, 126, 16, 0, 0, 0, 0, 0, 45, 0, 0, 7, 242, 0,
16, 0, 2, 0, 0, 0, 70, 10, 16, 0, 2, 0, 0, 0, 70,
126, 16, 0, 0, 0, 0, 0, 56, 0, 0, 7, 114, 0, 16, 0,
4, 0, 0, 0, 6, 0, 16, 0, 0, 0, 0, 0, 70, 2, 16,
0, 4, 0, 0, 0, 56, 0, 0, 7, 114, 0, 16, 0, 1, 0,
0, 0, 6, 0, 16, 0, 0, 0, 0, 0, 70, 2, 16, 0, 1,
0, 0, 0, 0, 0, 0, 11, 82, 0, 16, 0, 0, 0, 0, 0,
6, 1, 16, 128, 65, 0, 0, 0, 0, 0, 0, 0, 2, 64, 0,
0, 0, 0, 128, 63, 0, 0, 0, 0, 0, 0, 128, 63, 0, 0,
0, 0, 50, 0, 0, 9, 114, 0, 16, 0, 1, 0, 0, 0, 6,
0, 16, 0, 0, 0, 0, 0, 70, 2, 16, 0, 3, 0, 0, 0,
70, 2, 16, 0, 1, 0, 0, 0, 56, 0, 0, 7, 114, 0, 16,
0, 1, 0, 0, 0, 86, 5, 16, 0, 0, 0, 0, 0, 70, 2,
16, 0, 1, 0, 0, 0, 50, 0, 0, 9, 178, 0, 16, 0, 0,
0, 0, 0, 6, 0, 16, 0, 0, 0, 0, 0, 70, 8, 16, 0,
2, 0, 0, 0, 70, 8, 16, 0, 4, 0, 0, 0, 50, 0, 0,
9, 114, 32, 16, 0, 0, 0, 0, 0, 166, 10, 16, 0, 0, 0,
0, 0, 70, 3, 16, 0, 0, 0, 0, 0, 70, 2, 16, 0, 1,
0, 0, 0, 54, 0, 0, 5, 130, 32, 16, 0, 0, 0, 0, 0,
1, 64, 0, 0, 0, 0, 128, 63, 62, 0, 0, 1, 83, 84, 65,
84, 116, 0, 0, 0, 28, 0, 0, 0, 5, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0, 17, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 4,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0,
};
namespace GpBinarizedShaders
{
const unsigned char *g_scaleQuadP_D3D11[2] = { gs_shaderData, gs_shaderData + sizeof(gs_shaderData) };
};

View File

@@ -23,6 +23,7 @@ namespace GpBinarizedShaders
extern const unsigned char *g_drawQuadV_D3D11[2];
extern const unsigned char *g_drawQuadPaletteP_D3D11[2];
extern const unsigned char *g_drawQuadRGBP_D3D11[2];
extern const unsigned char *g_scaleQuadP_D3D11[2];
extern const unsigned char *g_drawQuad15BitP_D3D11[2];
}
@@ -200,7 +201,7 @@ bool GpDisplayDriverD3D11::DetachSwapChain()
return true;
}
bool GpDisplayDriverD3D11::InitBackBuffer()
bool GpDisplayDriverD3D11::InitBackBuffer(uint32_t virtualWidth, uint32_t virtualHeight)
{
m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<LPVOID*>(m_backBufferTexture.GetMutablePtr()));
@@ -213,16 +214,61 @@ bool GpDisplayDriverD3D11::InitBackBuffer()
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
rtvDesc.Texture2D.MipSlice = 0;
m_backBufferRTV = nullptr;
if (m_device->CreateRenderTargetView(m_backBufferTexture, &rtvDesc, m_backBufferRTV.GetMutablePtr()) != S_OK)
return false;
}
DXGI_FORMAT vbbFormat = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
{
D3D11_TEXTURE2D_DESC vbbTextureDesc;
vbbTextureDesc.Width = static_cast<UINT>(virtualWidth);
vbbTextureDesc.Height = static_cast<UINT>(virtualHeight);
vbbTextureDesc.MipLevels = 1;
vbbTextureDesc.ArraySize = 1;
vbbTextureDesc.Format = vbbFormat;
vbbTextureDesc.SampleDesc.Count = 1;
vbbTextureDesc.SampleDesc.Quality = 0;
vbbTextureDesc.Usage = D3D11_USAGE_DEFAULT;
vbbTextureDesc.BindFlags = (D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET);
vbbTextureDesc.CPUAccessFlags = 0;
vbbTextureDesc.MiscFlags = 0;
m_virtualScreenTexture = nullptr;
if (m_device->CreateTexture2D(&vbbTextureDesc, nullptr, m_virtualScreenTexture.GetMutablePtr()) != S_OK)
return false;
}
{
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
rtvDesc.Format = vbbFormat;
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
rtvDesc.Texture2D.MipSlice = 0;
m_virtualScreenTextureRTV = nullptr;
if (m_device->CreateRenderTargetView(m_virtualScreenTexture, &rtvDesc, m_virtualScreenTextureRTV.GetMutablePtr()) != S_OK)
return false;
}
{
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = vbbFormat;
srvDesc.ViewDimension = D3D_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = 1;
srvDesc.Texture2D.MostDetailedMip = 0;
m_virtualScreenTextureSRV = nullptr;
if (m_device->CreateShaderResourceView(m_virtualScreenTexture, &srvDesc, m_virtualScreenTextureSRV.GetMutablePtr()) != S_OK)
return false;
}
return true;
}
bool GpDisplayDriverD3D11::InitResources()
bool GpDisplayDriverD3D11::InitResources(uint32_t virtualWidth, uint32_t virtualHeight)
{
if (!InitBackBuffer())
if (!InitBackBuffer(virtualWidth, virtualHeight))
return false;
// Quad vertex constant buffer
@@ -291,11 +337,13 @@ bool GpDisplayDriverD3D11::InitResources()
const GpShaderCodeBlob drawQuadPalettePBlob = GetBinarizedShader(GpBinarizedShaders::g_drawQuadPaletteP_D3D11);
const GpShaderCodeBlob drawQuadRGBPBlob = GetBinarizedShader(GpBinarizedShaders::g_drawQuadRGBP_D3D11);
const GpShaderCodeBlob drawQuad15BitPBlob = GetBinarizedShader(GpBinarizedShaders::g_drawQuad15BitP_D3D11);
const GpShaderCodeBlob scaleQuadPBlob = GetBinarizedShader(GpBinarizedShaders::g_scaleQuadP_D3D11);
m_device->CreateVertexShader(drawQuadVBlob.m_data, drawQuadVBlob.m_size, nullptr, m_drawQuadVertexShader.GetMutablePtr());
m_device->CreatePixelShader(drawQuadPalettePBlob.m_data, drawQuadPalettePBlob.m_size, nullptr, m_drawQuadPalettePixelShader.GetMutablePtr());
m_device->CreatePixelShader(drawQuadRGBPBlob.m_data, drawQuadRGBPBlob.m_size, nullptr, m_drawQuadRGBPixelShader.GetMutablePtr());
m_device->CreatePixelShader(drawQuad15BitPBlob.m_data, drawQuad15BitPBlob.m_size, nullptr, m_drawQuad15BitPixelShader.GetMutablePtr());
m_device->CreatePixelShader(scaleQuadPBlob.m_data, scaleQuadPBlob.m_size, nullptr, m_scaleQuadPixelShader.GetMutablePtr());
// Quad input layout
{
@@ -403,17 +451,18 @@ GpDisplayDriverTickStatus_t GpDisplayDriverD3D11::PresentFrameAndSync()
{
SynchronizeCursors();
m_deviceContext->ClearRenderTargetView(m_backBufferRTV, m_bgColor);
m_deviceContext->ClearRenderTargetView(m_virtualScreenTextureRTV, m_bgColor);
ID3D11RenderTargetView *const rtv = m_backBufferRTV;
m_deviceContext->OMSetRenderTargets(1, &rtv, nullptr);
//ID3D11RenderTargetView *const rtv = m_backBufferRTV;
ID3D11RenderTargetView *const vsRTV = m_virtualScreenTextureRTV;
m_deviceContext->OMSetRenderTargets(1, &vsRTV, nullptr);
{
D3D11_VIEWPORT viewport;
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = static_cast<FLOAT>(m_windowWidthPhysical);
viewport.Height = static_cast<FLOAT>(m_windowHeightPhysical);
viewport.Width = static_cast<FLOAT>(m_windowWidthVirtual);
viewport.Height = static_cast<FLOAT>(m_windowHeightVirtual);
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
@@ -422,6 +471,8 @@ GpDisplayDriverTickStatus_t GpDisplayDriverD3D11::PresentFrameAndSync()
m_properties.m_renderFunc(m_properties.m_renderFuncContext);
ScaleVirtualScreen();
DXGI_PRESENT_PARAMETERS presentParams;
ZeroMemory(&presentParams, sizeof(presentParams));
@@ -539,6 +590,84 @@ GpDisplayDriverTickStatus_t GpDisplayDriverD3D11::PresentFrameAndSync()
return GpDisplayDriverTickStatuses::kOK;
}
void GpDisplayDriverD3D11::ScaleVirtualScreen()
{
{
D3D11_VIEWPORT viewport;
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = static_cast<FLOAT>(m_windowWidthPhysical);
viewport.Height = static_cast<FLOAT>(m_windowHeightPhysical);
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
m_deviceContext->RSSetViewports(1, &viewport);
}
ID3D11Buffer *vbPtr = m_quadVertexBuffer;
UINT vbStride = sizeof(float) * 2;
UINT zero = 0;
ID3D11RenderTargetView *const rtv = m_backBufferRTV;
m_deviceContext->OMSetRenderTargets(1, &rtv, nullptr);
//m_deviceContext->OMSetDepthStencilState(m_drawQuadDepthStencilState, 0);
{
const float twoDivWidth = 2.0f / static_cast<float>(m_windowWidthPhysical);
const float negativeTwoDivHeight = -2.0f / static_cast<float>(m_windowHeightPhysical);
DrawQuadVertexConstants constantsData;
constantsData.m_ndcOriginX = -1.0f;
constantsData.m_ndcOriginY = 1.0f;
constantsData.m_ndcWidth = static_cast<float>(m_windowWidthPhysical) * twoDivWidth;
constantsData.m_ndcHeight = static_cast<float>(m_windowHeightPhysical) * negativeTwoDivHeight;
constantsData.m_surfaceDimensionX = static_cast<float>(m_windowWidthVirtual);
constantsData.m_surfaceDimensionY = static_cast<float>(m_windowHeightVirtual);
D3D11_MAPPED_SUBRESOURCE mappedConstants;
if (m_deviceContext->Map(m_drawQuadVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedConstants) == S_OK)
{
memcpy(mappedConstants.pData, &constantsData, sizeof(constantsData));
m_deviceContext->Unmap(m_drawQuadVertexConstantBuffer, 0);
}
}
m_deviceContext->IASetVertexBuffers(0, 1, &vbPtr, &vbStride, &zero);
m_deviceContext->IASetIndexBuffer(m_quadIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
m_deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_deviceContext->IASetInputLayout(m_drawQuadInputLayout);
ID3D11Buffer *vsConstants = m_drawQuadVertexConstantBuffer;
m_deviceContext->VSSetShader(m_drawQuadVertexShader, nullptr, 0);
m_deviceContext->VSSetConstantBuffers(0, 1, &vsConstants);
ID3D11SamplerState *samplerStates[] =
{
m_nearestNeighborSamplerState,
};
m_deviceContext->PSSetSamplers(0, sizeof(samplerStates) / sizeof(samplerStates[0]), samplerStates);
ID3D11ShaderResourceView *psResourceViews[] =
{
m_virtualScreenTextureSRV,
};
m_deviceContext->PSSetShader(m_scaleQuadPixelShader, nullptr, 0);
m_deviceContext->PSSetShaderResources(0, sizeof(psResourceViews) / sizeof(psResourceViews[0]), psResourceViews);
m_deviceContext->DrawIndexed(6, 0, 0);
ID3D11ShaderResourceView *unbindPSResourceViews[] =
{
0,
};
m_deviceContext->PSSetShaderResources(0, sizeof(unbindPSResourceViews) / sizeof(unbindPSResourceViews[0]), unbindPSResourceViews);
}
void GpDisplayDriverD3D11::SynchronizeCursors()
{
HCURSOR replacementCursor = nullptr;
@@ -745,7 +874,7 @@ void GpDisplayDriverD3D11::Run()
StartD3DForWindow(m_osGlobals->m_hwnd, m_swapChain, m_device, m_deviceContext);
InitResources();
InitResources(m_windowWidthVirtual, m_windowHeightVirtual);
LARGE_INTEGER lastTimestamp;
memset(&lastTimestamp, 0, sizeof(lastTimestamp));
@@ -809,7 +938,7 @@ void GpDisplayDriverD3D11::Run()
bool resizedOK = ResizeD3DWindow(m_osGlobals->m_hwnd, m_windowWidthPhysical, m_windowHeightPhysical, desiredWidth, desiredHeight, windowStyle, menus);
resizedOK = resizedOK && DetachSwapChain();
resizedOK = resizedOK && ResizeSwapChain(m_swapChain, m_windowWidthPhysical, m_windowHeightPhysical);
resizedOK = resizedOK && InitBackBuffer();
resizedOK = resizedOK && InitBackBuffer(virtualWidth, virtualHeight);
if (!resizedOK)
break; // Critical video driver error, exit

View File

@@ -75,9 +75,10 @@ private:
~GpDisplayDriverD3D11();
bool DetachSwapChain();
bool InitBackBuffer();
bool InitResources();
bool InitBackBuffer(uint32_t virtualWidth, uint32_t virtualHeight);
bool InitResources(uint32_t virtualWidth, uint32_t virtualHeight);
GpDisplayDriverTickStatus_t PresentFrameAndSync();
void ScaleVirtualScreen();
void SynchronizeCursors();
void ChangeToCursor(HCURSOR cursor);
@@ -96,6 +97,7 @@ private:
GpComPtr<ID3D11PixelShader> m_drawQuadPalettePixelShader;
GpComPtr<ID3D11PixelShader> m_drawQuad15BitPixelShader;
GpComPtr<ID3D11PixelShader> m_drawQuadRGBPixelShader;
GpComPtr<ID3D11PixelShader> m_scaleQuadPixelShader;
GpComPtr<ID3D11Buffer> m_drawQuadVertexConstantBuffer;
GpComPtr<ID3D11DepthStencilState> m_drawQuadDepthStencilState;
GpComPtr<ID3D11SamplerState> m_nearestNeighborSamplerState;
@@ -105,6 +107,10 @@ private:
GpComPtr<ID3D11Texture2D> m_backBufferTexture;
GpComPtr<ID3D11RenderTargetView> m_backBufferRTV;
GpComPtr<ID3D11Texture2D> m_virtualScreenTexture;
GpComPtr<ID3D11RenderTargetView> m_virtualScreenTextureRTV;
GpComPtr<ID3D11ShaderResourceView> m_virtualScreenTextureSRV;
GpRingBuffer<CompactedPresentHistoryItem, 60> m_presentHistory;
GpDisplayDriverProperties m_properties;

View File

@@ -127,6 +127,7 @@
<ClCompile Include="CompiledShaders\DrawQuadPaletteP_D3D11.cpp" />
<ClCompile Include="CompiledShaders\DrawQuadRGBP_D3D11.cpp" />
<ClCompile Include="CompiledShaders\DrawQuadV_D3D11.cpp" />
<ClCompile Include="CompiledShaders\ScaleQuadP_D3D11.cpp" />
<ClCompile Include="GpDisplayDriverD3D11.cpp" />
<ClCompile Include="GpDisplayDriverFactoryD3D11.cpp" />
<ClCompile Include="GpDisplayDriverSurfaceD3D11.cpp" />

View File

@@ -39,6 +39,9 @@
<ClCompile Include="CompiledShaders\DrawQuadV_D3D11.cpp">
<Filter>Source Files\CompiledShaders</Filter>
</ClCompile>
<ClCompile Include="CompiledShaders\ScaleQuadP_D3D11.cpp">
<Filter>Source Files\CompiledShaders</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="GpDisplayDriverD3D11.h">

View File

@@ -17,28 +17,8 @@ float3 SamplePixel(int2 texCoord)
SDrawQuadPixelOutput PSMain(SDrawQuadPixelInput input)
{
float dx = ddx(input.texCoord.x);
float dy = ddy(input.texCoord.y);
float2 pixelTopLeftCoord = max(0.0, input.texCoord.xy - float2(dx, dy) * 0.5);
float2 pixelBottomRightCoord = pixelTopLeftCoord + min(float2(1.0, 1.0), float2(dx, dy));
int2 topLeftCoordInteger = int2(floor(pixelTopLeftCoord));
int2 bottomRightCoordInteger = int2(floor(pixelBottomRightCoord));
float2 interpolators = saturate((pixelBottomRightCoord - float2(bottomRightCoordInteger)) / float2(dx, dy));
float3 topLeftColor = SamplePixel(topLeftCoordInteger);
float3 topRightColor = SamplePixel(int2(bottomRightCoordInteger.x, topLeftCoordInteger.y));
float3 bottomLeftColor = SamplePixel(int2(topLeftCoordInteger.x, bottomRightCoordInteger.y));
float3 bottomRightColor = SamplePixel(bottomRightCoordInteger);
float3 topColor = (1.0 - interpolators.x) * topLeftColor + interpolators.x * topRightColor;
float3 bottomColor = (1.0 - interpolators.x) * bottomLeftColor + interpolators.x * bottomRightColor;
float3 interpolatedColor = (1.0 - interpolators.y) * topColor + interpolators.y * bottomColor;
SDrawQuadPixelOutput result;
result.color = float4(interpolatedColor, 1.0);
result.color = float4(SamplePixel(int2(floor(input.texCoord.xy))), 1.0);
return result;
}

View File

@@ -1,7 +1,7 @@
#include "DrawQuad.h"
SamplerState surfaceSampler : register(s0);
Texture2D<float> surfaceTexture : register(t0);
Texture2D<float3> surfaceTexture : register(t0);
struct SDrawQuadPixelOutput
{
@@ -10,9 +10,9 @@ struct SDrawQuadPixelOutput
SDrawQuadPixelOutput PSMain(SDrawQuadPixelInput input)
{
float surfaceColor = surfaceTexture.Sample(surfaceSampler, input.texCoord.xy).r;
float3 surfaceColor = surfaceTexture.Load(int3(input.texCoord.xy, 0)).rgb;
SDrawQuadPixelOutput result;
result.color = float4(surfaceColor, input.texCoord.x, input.texCoord.y, 1.0);
result.color = float4(surfaceColor, 1.0);
return result;
}

41
ShaderSrc/ScaleQuadP.hlsl Normal file
View File

@@ -0,0 +1,41 @@
#include "DrawQuad.h"
SamplerState surfaceSampler : register(s0);
Texture2D<float3> surfaceTexture : register(t0);
struct SDrawQuadPixelOutput
{
float4 color : SV_TARGET;
};
float3 SamplePixel(int2 coord)
{
return surfaceTexture.Load(int3(coord, 0)).rgb;
}
SDrawQuadPixelOutput PSMain(SDrawQuadPixelInput input)
{
float dx = ddx(input.texCoord.x);
float dy = ddy(input.texCoord.y);
float2 pixelTopLeftCoord = max(0.0, input.texCoord.xy - float2(dx, dy) * 0.5);
float2 pixelBottomRightCoord = pixelTopLeftCoord + min(float2(1.0, 1.0), float2(dx, dy));
int2 topLeftCoordInteger = int2(floor(pixelTopLeftCoord));
int2 bottomRightCoordInteger = int2(floor(pixelBottomRightCoord));
float2 interpolators = saturate((pixelBottomRightCoord - float2(bottomRightCoordInteger)) / float2(dx, dy));
float3 topLeftColor = SamplePixel(topLeftCoordInteger);
float3 topRightColor = SamplePixel(int2(bottomRightCoordInteger.x, topLeftCoordInteger.y));
float3 bottomLeftColor = SamplePixel(int2(topLeftCoordInteger.x, bottomRightCoordInteger.y));
float3 bottomRightColor = SamplePixel(bottomRightCoordInteger);
float3 topColor = (1.0 - interpolators.x) * topLeftColor + interpolators.x * topRightColor;
float3 bottomColor = (1.0 - interpolators.x) * bottomLeftColor + interpolators.x * bottomRightColor;
float3 interpolatedColor = (1.0 - interpolators.y) * topColor + interpolators.y * bottomColor;
SDrawQuadPixelOutput result;
result.color = float4(interpolatedColor, 1.0);
return result;
}