forked from aly/qstbak
174 lines
5 KiB
C#
174 lines
5 KiB
C#
using System;
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using System.Numerics;
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using System.Runtime.InteropServices;
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using TerraFX.Interop.DirectX;
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namespace Auspex.Rendering.Direct3D;
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internal sealed class ClipZoneShader : IDisposable
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{
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public struct Constants
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{
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public Vector2 ViewportSize;
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}
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public struct Instance
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{
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public Vector2 Min;
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public Vector2 Max;
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}
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private readonly FrameRenderContext _ctx;
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private readonly GpuBuffer<Instance> _buffer;
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private GpuBuffer<Instance>.Builder? _builder;
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private unsafe ID3D11Buffer* _constantBuffer;
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private unsafe ID3D11InputLayout* _il;
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private unsafe ID3D11VertexShader* _vs;
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private unsafe ID3D11PixelShader* _ps;
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public bool HasPending => _builder != null;
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public unsafe ClipZoneShader(FrameRenderContext ctx, int maxRects)
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{
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_ctx = ctx;
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_buffer = new GpuBuffer<Instance>("ClipZone", ctx, maxRects, 1u, dynamic: true);
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ReadOnlySpan<byte> source = "cbuffer Constants : register(b0)\n{\n float2 viewportSize;\n};\n\nstruct Rect\n{\n float2 rmin : RECTMIN;\n float2 rmax : RECTMAX;\n};\n\nstruct VSOutput\n{\n float4 pos : SV_POSITION;\n};\n\nVSOutput vs(in Rect r, uint vid : SV_VertexID)\n{\n VSOutput o;\n float2 px = float2(\n (vid & 1) ? r.rmax.x : r.rmin.x,\n (vid & 2) ? r.rmax.y : r.rmin.y);\n float2 ndc = float2(\n px.x / viewportSize.x * 2.0 - 1.0,\n 1.0 - px.y / viewportSize.y * 2.0);\n o.pos = float4(ndc, 0, 1);\n return o;\n}\n\nvoid ps(VSOutput input)\n{\n}"u8;
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TriangleFillShader.CompileShader(source, "vs"u8, "vs_5_0"u8, out var blob, "ClipZone VS");
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TriangleFillShader.CompileShader(source, "ps"u8, "ps_5_0"u8, out var blob2, "ClipZone PS");
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ID3D11VertexShader* vs = default(ID3D11VertexShader*);
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Marshal.ThrowExceptionForHR(ctx.Device->CreateVertexShader(blob->GetBufferPointer(), blob->GetBufferSize(), null, &vs));
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_vs = vs;
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ID3D11PixelShader* ps = default(ID3D11PixelShader*);
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Marshal.ThrowExceptionForHR(ctx.Device->CreatePixelShader(blob2->GetBufferPointer(), blob2->GetBufferSize(), null, &ps));
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_ps = ps;
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D3D11_BUFFER_DESC d3D11_BUFFER_DESC = new D3D11_BUFFER_DESC
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{
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ByteWidth = 16u,
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Usage = D3D11_USAGE.D3D11_USAGE_DEFAULT,
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BindFlags = 4u
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};
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ID3D11Buffer* constantBuffer = default(ID3D11Buffer*);
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Marshal.ThrowExceptionForHR(ctx.Device->CreateBuffer(&d3D11_BUFFER_DESC, null, &constantBuffer));
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_constantBuffer = constantBuffer;
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fixed (byte* semanticName = "RECTMIN"u8)
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{
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fixed (byte* semanticName2 = "RECTMAX"u8)
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{
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D3D11_INPUT_ELEMENT_DESC* ptr = stackalloc D3D11_INPUT_ELEMENT_DESC[2];
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*ptr = new D3D11_INPUT_ELEMENT_DESC
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{
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SemanticName = (sbyte*)semanticName,
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SemanticIndex = 0u,
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Format = DXGI_FORMAT.DXGI_FORMAT_R32G32_FLOAT,
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AlignedByteOffset = uint.MaxValue,
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InputSlot = 0u,
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InputSlotClass = D3D11_INPUT_CLASSIFICATION.D3D11_INPUT_PER_INSTANCE_DATA,
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InstanceDataStepRate = 1u
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};
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ptr[1] = new D3D11_INPUT_ELEMENT_DESC
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{
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SemanticName = (sbyte*)semanticName2,
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SemanticIndex = 0u,
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Format = DXGI_FORMAT.DXGI_FORMAT_R32G32_FLOAT,
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AlignedByteOffset = uint.MaxValue,
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InputSlot = 0u,
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InputSlotClass = D3D11_INPUT_CLASSIFICATION.D3D11_INPUT_PER_INSTANCE_DATA,
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InstanceDataStepRate = 1u
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};
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ID3D11InputLayout* il = default(ID3D11InputLayout*);
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Marshal.ThrowExceptionForHR(ctx.Device->CreateInputLayout(ptr, 2u, blob->GetBufferPointer(), blob->GetBufferSize(), &il));
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_il = il;
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}
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}
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blob->Release();
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blob2->Release();
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}
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public unsafe void Dispose()
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{
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_builder?.Dispose();
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_buffer.Dispose();
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if (_constantBuffer != null)
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{
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_constantBuffer->Release();
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_constantBuffer = null;
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}
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if (_il != null)
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{
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_il->Release();
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_il = null;
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}
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if (_vs != null)
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{
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_vs->Release();
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_vs = null;
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}
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if (_ps != null)
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{
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_ps->Release();
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_ps = null;
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}
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GC.SuppressFinalize(this);
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}
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public unsafe void UpdateConstants(Constants consts)
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{
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_ctx.Context->UpdateSubresource((ID3D11Resource*)_constantBuffer, 0u, null, &consts, 0u, 0u);
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}
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public void Add(Vector2 min, Vector2 max)
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{
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if (_builder == null)
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{
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_builder = _buffer.Map(_ctx);
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}
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Instance item = new Instance
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{
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Min = min,
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Max = max
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};
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_builder.Add(ref item);
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}
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public unsafe void Flush()
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{
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if (_builder != null)
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{
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_builder.Dispose();
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_builder = null;
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Bind();
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ID3D11Buffer* buffer = _buffer.Buffer;
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uint elementSize = (uint)_buffer.ElementSize;
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uint num = 0u;
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_ctx.Context->IASetVertexBuffers(0u, 1u, &buffer, &elementSize, &num);
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_ctx.Context->DrawInstanced(4u, (uint)_buffer.CurElements, 0u, 0u);
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}
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}
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public void Discard()
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{
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if (_builder != null)
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{
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_builder.Dispose();
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_builder = null;
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}
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}
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private unsafe void Bind()
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{
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_ctx.Context->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY.D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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_ctx.Context->IASetInputLayout(_il);
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_ctx.Context->VSSetShader(_vs, null, 0u);
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ID3D11Buffer* constantBuffer = _constantBuffer;
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_ctx.Context->VSSetConstantBuffers(0u, 1u, &constantBuffer);
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_ctx.Context->PSSetShader(_ps, null, 0u);
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_ctx.Context->GSSetShader(null, null, 0u);
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}
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}
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