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| 1 | +using System.Buffers; |
| 2 | +using System.Diagnostics.CodeAnalysis; |
| 3 | +using System.Numerics; |
| 4 | +using System.Reflection; |
| 5 | + |
| 6 | +using Dalamud.Utility; |
| 7 | + |
| 8 | +using ImGuiNET; |
| 9 | + |
| 10 | +using TerraFX.Interop.DirectX; |
| 11 | +using TerraFX.Interop.Windows; |
| 12 | + |
| 13 | +namespace Dalamud.ImGuiScene.Helpers; |
| 14 | + |
| 15 | +/// <summary> |
| 16 | +/// Helper class for drawing simple rectangles. |
| 17 | +/// </summary> |
| 18 | +[SuppressMessage( |
| 19 | + "StyleCop.CSharp.LayoutRules", |
| 20 | + "SA1519:Braces should not be omitted from multi-line child statement", |
| 21 | + Justification = "Multiple fixed/using scopes")] |
| 22 | +internal sealed unsafe class D3D11RectangleDrawer : IDisposable |
| 23 | +{ |
| 24 | + private ComPtr<ID3D11SamplerState> sampler; |
| 25 | + private ComPtr<ID3D11VertexShader> vertexShader; |
| 26 | + private ComPtr<ID3D11PixelShader> pixelShader; |
| 27 | + private ComPtr<ID3D11InputLayout> inputLayout; |
| 28 | + private ComPtr<ID3D11Buffer> vertexConstantBuffer; |
| 29 | + private ComPtr<ID3D11BlendState> blendState; |
| 30 | + private ComPtr<ID3D11BlendState> blendStateForStrippingAlpha; |
| 31 | + private ComPtr<ID3D11RasterizerState> rasterizerState; |
| 32 | + private ComPtr<ID3D11Buffer> vertexBufferFill; |
| 33 | + private ComPtr<ID3D11Buffer> vertexBufferMutable; |
| 34 | + private ComPtr<ID3D11Buffer> indexBuffer; |
| 35 | + |
| 36 | + /// <summary>Finalizes an instance of the <see cref="D3D11RectangleDrawer"/> class.</summary> |
| 37 | + ~D3D11RectangleDrawer() => this.Dispose(); |
| 38 | + |
| 39 | + /// <inheritdoc/> |
| 40 | + public void Dispose() |
| 41 | + { |
| 42 | + this.sampler.Reset(); |
| 43 | + this.vertexShader.Reset(); |
| 44 | + this.pixelShader.Reset(); |
| 45 | + this.inputLayout.Reset(); |
| 46 | + this.vertexConstantBuffer.Reset(); |
| 47 | + this.blendState.Reset(); |
| 48 | + this.blendStateForStrippingAlpha.Reset(); |
| 49 | + this.rasterizerState.Reset(); |
| 50 | + this.vertexBufferFill.Reset(); |
| 51 | + this.vertexBufferMutable.Reset(); |
| 52 | + this.indexBuffer.Reset(); |
| 53 | + GC.SuppressFinalize(this); |
| 54 | + } |
| 55 | + |
| 56 | + /// <summary>Sets up this instance of <see cref="D3D11RectangleDrawer"/>.</summary> |
| 57 | + /// <param name="device">The device.</param> |
| 58 | + /// <typeparam name="T">ID3D11Device.</typeparam> |
| 59 | + public void Setup<T>(T* device) where T : unmanaged, ID3D11Device.Interface |
| 60 | + { |
| 61 | + var assembly = Assembly.GetExecutingAssembly(); |
| 62 | + |
| 63 | + // Create the vertex shader |
| 64 | + if (this.vertexShader.IsEmpty() || this.inputLayout.IsEmpty()) |
| 65 | + { |
| 66 | + using var stream = assembly.GetManifestResourceStream("imgui-vertex.hlsl.bytes")!; |
| 67 | + var array = ArrayPool<byte>.Shared.Rent((int)stream.Length); |
| 68 | + stream.ReadExactly(array, 0, (int)stream.Length); |
| 69 | + fixed (byte* pArray = array) |
| 70 | + fixed (ID3D11VertexShader** ppShader = &this.vertexShader.GetPinnableReference()) |
| 71 | + fixed (ID3D11InputLayout** ppInputLayout = &this.inputLayout.GetPinnableReference()) |
| 72 | + fixed (void* pszPosition = "POSITION"u8) |
| 73 | + fixed (void* pszTexCoord = "TEXCOORD"u8) |
| 74 | + fixed (void* pszColor = "COLOR"u8) |
| 75 | + { |
| 76 | + device->CreateVertexShader(pArray, (nuint)stream.Length, null, ppShader).ThrowOnError(); |
| 77 | + |
| 78 | + var ied = stackalloc D3D11_INPUT_ELEMENT_DESC[] |
| 79 | + { |
| 80 | + new() |
| 81 | + { |
| 82 | + SemanticName = (sbyte*)pszPosition, |
| 83 | + Format = DXGI_FORMAT.DXGI_FORMAT_R32G32_FLOAT, |
| 84 | + AlignedByteOffset = uint.MaxValue, |
| 85 | + }, |
| 86 | + new() |
| 87 | + { |
| 88 | + SemanticName = (sbyte*)pszTexCoord, |
| 89 | + Format = DXGI_FORMAT.DXGI_FORMAT_R32G32_FLOAT, |
| 90 | + AlignedByteOffset = uint.MaxValue, |
| 91 | + }, |
| 92 | + new() |
| 93 | + { |
| 94 | + SemanticName = (sbyte*)pszColor, |
| 95 | + Format = DXGI_FORMAT.DXGI_FORMAT_R8G8B8A8_UNORM, |
| 96 | + AlignedByteOffset = uint.MaxValue, |
| 97 | + }, |
| 98 | + }; |
| 99 | + device->CreateInputLayout(ied, 3, pArray, (nuint)stream.Length, ppInputLayout).ThrowOnError(); |
| 100 | + } |
| 101 | + |
| 102 | + ArrayPool<byte>.Shared.Return(array); |
| 103 | + } |
| 104 | + |
| 105 | + // Create the constant buffer |
| 106 | + if (this.vertexConstantBuffer.IsEmpty()) |
| 107 | + { |
| 108 | + var bufferDesc = new D3D11_BUFFER_DESC( |
| 109 | + (uint)sizeof(Matrix4x4), |
| 110 | + (uint)D3D11_BIND_FLAG.D3D11_BIND_CONSTANT_BUFFER, |
| 111 | + D3D11_USAGE.D3D11_USAGE_IMMUTABLE); |
| 112 | + var data = Matrix4x4.Identity; |
| 113 | + var subr = new D3D11_SUBRESOURCE_DATA { pSysMem = &data }; |
| 114 | + fixed (ID3D11Buffer** ppBuffer = &this.vertexConstantBuffer.GetPinnableReference()) |
| 115 | + device->CreateBuffer(&bufferDesc, &subr, ppBuffer).ThrowOnError(); |
| 116 | + } |
| 117 | + |
| 118 | + // Create the pixel shader |
| 119 | + if (this.pixelShader.IsEmpty()) |
| 120 | + { |
| 121 | + using var stream = assembly.GetManifestResourceStream("imgui-frag.hlsl.bytes")!; |
| 122 | + var array = ArrayPool<byte>.Shared.Rent((int)stream.Length); |
| 123 | + stream.ReadExactly(array, 0, (int)stream.Length); |
| 124 | + fixed (byte* pArray = array) |
| 125 | + fixed (ID3D11PixelShader** ppShader = &this.pixelShader.GetPinnableReference()) |
| 126 | + device->CreatePixelShader(pArray, (nuint)stream.Length, null, ppShader).ThrowOnError(); |
| 127 | + |
| 128 | + ArrayPool<byte>.Shared.Return(array); |
| 129 | + } |
| 130 | + |
| 131 | + // Create the blending setup |
| 132 | + if (this.blendState.IsEmpty()) |
| 133 | + { |
| 134 | + var blendStateDesc = new D3D11_BLEND_DESC |
| 135 | + { |
| 136 | + RenderTarget = |
| 137 | + { |
| 138 | + e0 = |
| 139 | + { |
| 140 | + BlendEnable = true, |
| 141 | + SrcBlend = D3D11_BLEND.D3D11_BLEND_SRC_ALPHA, |
| 142 | + DestBlend = D3D11_BLEND.D3D11_BLEND_INV_SRC_ALPHA, |
| 143 | + BlendOp = D3D11_BLEND_OP.D3D11_BLEND_OP_ADD, |
| 144 | + SrcBlendAlpha = D3D11_BLEND.D3D11_BLEND_INV_SRC_ALPHA, |
| 145 | + DestBlendAlpha = D3D11_BLEND.D3D11_BLEND_ZERO, |
| 146 | + BlendOpAlpha = D3D11_BLEND_OP.D3D11_BLEND_OP_ADD, |
| 147 | + RenderTargetWriteMask = (byte)D3D11_COLOR_WRITE_ENABLE.D3D11_COLOR_WRITE_ENABLE_ALL, |
| 148 | + }, |
| 149 | + }, |
| 150 | + }; |
| 151 | + fixed (ID3D11BlendState** ppBlendState = &this.blendState.GetPinnableReference()) |
| 152 | + device->CreateBlendState(&blendStateDesc, ppBlendState).ThrowOnError(); |
| 153 | + } |
| 154 | + |
| 155 | + if (this.blendStateForStrippingAlpha.IsEmpty()) |
| 156 | + { |
| 157 | + var blendStateDesc = new D3D11_BLEND_DESC |
| 158 | + { |
| 159 | + RenderTarget = |
| 160 | + { |
| 161 | + e0 = |
| 162 | + { |
| 163 | + BlendEnable = true, |
| 164 | + SrcBlend = D3D11_BLEND.D3D11_BLEND_ZERO, |
| 165 | + DestBlend = D3D11_BLEND.D3D11_BLEND_ONE, |
| 166 | + BlendOp = D3D11_BLEND_OP.D3D11_BLEND_OP_ADD, |
| 167 | + SrcBlendAlpha = D3D11_BLEND.D3D11_BLEND_ONE, |
| 168 | + DestBlendAlpha = D3D11_BLEND.D3D11_BLEND_ZERO, |
| 169 | + BlendOpAlpha = D3D11_BLEND_OP.D3D11_BLEND_OP_ADD, |
| 170 | + RenderTargetWriteMask = (byte)D3D11_COLOR_WRITE_ENABLE.D3D11_COLOR_WRITE_ENABLE_ALPHA, |
| 171 | + }, |
| 172 | + }, |
| 173 | + }; |
| 174 | + fixed (ID3D11BlendState** ppBlendState = &this.blendStateForStrippingAlpha.GetPinnableReference()) |
| 175 | + device->CreateBlendState(&blendStateDesc, ppBlendState).ThrowOnError(); |
| 176 | + } |
| 177 | + |
| 178 | + // Create the rasterizer state |
| 179 | + if (this.rasterizerState.IsEmpty()) |
| 180 | + { |
| 181 | + var rasterizerDesc = new D3D11_RASTERIZER_DESC |
| 182 | + { |
| 183 | + FillMode = D3D11_FILL_MODE.D3D11_FILL_SOLID, |
| 184 | + CullMode = D3D11_CULL_MODE.D3D11_CULL_NONE, |
| 185 | + }; |
| 186 | + fixed (ID3D11RasterizerState** ppRasterizerState = &this.rasterizerState.GetPinnableReference()) |
| 187 | + device->CreateRasterizerState(&rasterizerDesc, ppRasterizerState).ThrowOnError(); |
| 188 | + } |
| 189 | + |
| 190 | + // Create the font sampler |
| 191 | + if (this.sampler.IsEmpty()) |
| 192 | + { |
| 193 | + var samplerDesc = new D3D11_SAMPLER_DESC( |
| 194 | + D3D11_FILTER.D3D11_FILTER_MIN_MAG_MIP_LINEAR, |
| 195 | + D3D11_TEXTURE_ADDRESS_MODE.D3D11_TEXTURE_ADDRESS_WRAP, |
| 196 | + D3D11_TEXTURE_ADDRESS_MODE.D3D11_TEXTURE_ADDRESS_WRAP, |
| 197 | + D3D11_TEXTURE_ADDRESS_MODE.D3D11_TEXTURE_ADDRESS_WRAP, |
| 198 | + 0f, |
| 199 | + 0, |
| 200 | + D3D11_COMPARISON_FUNC.D3D11_COMPARISON_ALWAYS, |
| 201 | + null, |
| 202 | + 0, |
| 203 | + 0); |
| 204 | + fixed (ID3D11SamplerState** ppSampler = &this.sampler.GetPinnableReference()) |
| 205 | + device->CreateSamplerState(&samplerDesc, ppSampler).ThrowOnError(); |
| 206 | + } |
| 207 | + |
| 208 | + if (this.vertexBufferFill.IsEmpty()) |
| 209 | + { |
| 210 | + var data = stackalloc ImDrawVert[] |
| 211 | + { |
| 212 | + new() { col = uint.MaxValue, pos = new(-1, 1), uv = new(0, 0) }, |
| 213 | + new() { col = uint.MaxValue, pos = new(-1, -1), uv = new(0, 1) }, |
| 214 | + new() { col = uint.MaxValue, pos = new(1, 1), uv = new(1, 0) }, |
| 215 | + new() { col = uint.MaxValue, pos = new(1, -1), uv = new(1, 1) }, |
| 216 | + }; |
| 217 | + var desc = new D3D11_BUFFER_DESC( |
| 218 | + (uint)(sizeof(ImDrawVert) * 4), |
| 219 | + (uint)D3D11_BIND_FLAG.D3D11_BIND_VERTEX_BUFFER, |
| 220 | + D3D11_USAGE.D3D11_USAGE_IMMUTABLE); |
| 221 | + var subr = new D3D11_SUBRESOURCE_DATA { pSysMem = data }; |
| 222 | + var buffer = default(ID3D11Buffer*); |
| 223 | + device->CreateBuffer(&desc, &subr, &buffer).ThrowOnError(); |
| 224 | + this.vertexBufferFill.Attach(buffer); |
| 225 | + } |
| 226 | + |
| 227 | + if (this.vertexBufferMutable.IsEmpty()) |
| 228 | + { |
| 229 | + var desc = new D3D11_BUFFER_DESC( |
| 230 | + (uint)(sizeof(ImDrawVert) * 4), |
| 231 | + (uint)D3D11_BIND_FLAG.D3D11_BIND_VERTEX_BUFFER, |
| 232 | + D3D11_USAGE.D3D11_USAGE_DYNAMIC, |
| 233 | + (uint)D3D11_CPU_ACCESS_FLAG.D3D11_CPU_ACCESS_WRITE); |
| 234 | + var buffer = default(ID3D11Buffer*); |
| 235 | + device->CreateBuffer(&desc, null, &buffer).ThrowOnError(); |
| 236 | + this.vertexBufferMutable.Attach(buffer); |
| 237 | + } |
| 238 | + |
| 239 | + if (this.indexBuffer.IsEmpty()) |
| 240 | + { |
| 241 | + var data = stackalloc ushort[] { 0, 1, 2, 1, 2, 3 }; |
| 242 | + var desc = new D3D11_BUFFER_DESC( |
| 243 | + sizeof(ushort) * 6, |
| 244 | + (uint)D3D11_BIND_FLAG.D3D11_BIND_INDEX_BUFFER, |
| 245 | + D3D11_USAGE.D3D11_USAGE_IMMUTABLE); |
| 246 | + var subr = new D3D11_SUBRESOURCE_DATA { pSysMem = data }; |
| 247 | + var buffer = default(ID3D11Buffer*); |
| 248 | + device->CreateBuffer(&desc, &subr, &buffer).ThrowOnError(); |
| 249 | + this.indexBuffer.Attach(buffer); |
| 250 | + } |
| 251 | + } |
| 252 | + |
| 253 | + /// <summary>Draws the given shader resource view to the current render target.</summary> |
| 254 | + /// <param name="ctx">An instance of <see cref="ID3D11DeviceContext"/>.</param> |
| 255 | + /// <param name="rtv">The render target view.</param> |
| 256 | + /// <param name="targetUv0">The left top coordinates relative to the size of the target texture.</param> |
| 257 | + /// <param name="targetUv1">The right bottom coordinates relative to the size of the target texture.</param> |
| 258 | + /// <param name="srv">The shader resource view.</param> |
| 259 | + /// <param name="sourceUv0">The left top coordinates relative to the size of the source texture.</param> |
| 260 | + /// <param name="sourceUv1">The right bottom coordinates relative to the size of the source texture.</param> |
| 261 | + /// <param name="copyAlphaOnly">Whether to only copy the alpha channel.</param> |
| 262 | + /// <remarks>This function does not throw.</remarks> |
| 263 | + public void Draw( |
| 264 | + ID3D11DeviceContext* ctx, |
| 265 | + ID3D11RenderTargetView* rtv, |
| 266 | + Vector2 targetUv0, |
| 267 | + Vector2 targetUv1, |
| 268 | + ID3D11ShaderResourceView* srv, |
| 269 | + Vector2 sourceUv0, |
| 270 | + Vector2 sourceUv1, |
| 271 | + bool copyAlphaOnly) |
| 272 | + { |
| 273 | + using var rtvRes = default(ComPtr<ID3D11Resource>); |
| 274 | + rtv->GetResource(rtvRes.GetAddressOf()); |
| 275 | + |
| 276 | + using var rtvTex = default(ComPtr<ID3D11Texture2D>); |
| 277 | + if (rtvRes.As(&rtvTex).FAILED) |
| 278 | + return; |
| 279 | + |
| 280 | + D3D11_TEXTURE2D_DESC texDesc; |
| 281 | + rtvTex.Get()->GetDesc(&texDesc); |
| 282 | + |
| 283 | + ID3D11Buffer* buffer; |
| 284 | + if (sourceUv0 == Vector2.Zero && sourceUv1 == Vector2.One) |
| 285 | + { |
| 286 | + buffer = this.vertexBufferFill.Get(); |
| 287 | + } |
| 288 | + else |
| 289 | + { |
| 290 | + buffer = this.vertexBufferMutable.Get(); |
| 291 | + var mapped = default(D3D11_MAPPED_SUBRESOURCE); |
| 292 | + if (ctx->Map((ID3D11Resource*)buffer, 0, D3D11_MAP.D3D11_MAP_WRITE_DISCARD, 0u, &mapped).FAILED) |
| 293 | + return; |
| 294 | + _ = new Span<ImDrawVert>(mapped.pData, 4) |
| 295 | + { |
| 296 | + [0] = new() |
| 297 | + { |
| 298 | + col = uint.MaxValue, |
| 299 | + pos = new(-1 + (2 * targetUv0.X), 1 - (2 * targetUv0.Y)), |
| 300 | + uv = sourceUv0, |
| 301 | + }, |
| 302 | + [1] = new() |
| 303 | + { |
| 304 | + col = uint.MaxValue, |
| 305 | + pos = new(-1 + (2 * targetUv0.X), 1 - (2 * targetUv1.Y)), |
| 306 | + uv = new(sourceUv0.X, sourceUv1.Y), |
| 307 | + }, |
| 308 | + [2] = new() |
| 309 | + { |
| 310 | + col = uint.MaxValue, |
| 311 | + pos = new(-1 + (2 * targetUv1.X), 1 - (2 * targetUv0.Y)), |
| 312 | + uv = new(sourceUv1.X, sourceUv0.Y), |
| 313 | + }, |
| 314 | + [3] = new() |
| 315 | + { |
| 316 | + col = uint.MaxValue, |
| 317 | + pos = new(-1 + (2 * targetUv1.X), 1 - (2 * targetUv1.Y)), |
| 318 | + uv = sourceUv1, |
| 319 | + }, |
| 320 | + }; |
| 321 | + ctx->Unmap((ID3D11Resource*)buffer, 0u); |
| 322 | + } |
| 323 | + |
| 324 | + var stride = (uint)sizeof(ImDrawVert); |
| 325 | + var offset = 0u; |
| 326 | + |
| 327 | + ctx->IASetInputLayout(this.inputLayout); |
| 328 | + ctx->IASetVertexBuffers(0, 1, &buffer, &stride, &offset); |
| 329 | + ctx->IASetIndexBuffer(this.indexBuffer, DXGI_FORMAT.DXGI_FORMAT_R16_UINT, 0); |
| 330 | + ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY.D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); |
| 331 | + |
| 332 | + var viewport = new D3D11_VIEWPORT(0, 0, texDesc.Width, texDesc.Height); |
| 333 | + ctx->RSSetState(this.rasterizerState); |
| 334 | + ctx->RSSetViewports(1, &viewport); |
| 335 | + |
| 336 | + var blendColor = default(Vector4); |
| 337 | + ctx->OMSetRenderTargets(1, &rtv, null); |
| 338 | + if (copyAlphaOnly) |
| 339 | + ctx->OMSetBlendState(this.blendStateForStrippingAlpha, (float*)&blendColor, 0xffffffff); |
| 340 | + else |
| 341 | + ctx->OMSetBlendState(this.blendState, (float*)&blendColor, 0xffffffff); |
| 342 | + ctx->OMSetDepthStencilState(null, 0); |
| 343 | + |
| 344 | + ctx->VSSetShader(this.vertexShader.Get(), null, 0); |
| 345 | + buffer = this.vertexConstantBuffer.Get(); |
| 346 | + ctx->VSSetConstantBuffers(0, 1, &buffer); |
| 347 | + |
| 348 | + ctx->PSSetShader(this.pixelShader, null, 0); |
| 349 | + var simp = this.sampler.Get(); |
| 350 | + ctx->PSSetSamplers(0, 1, &simp); |
| 351 | + ctx->PSSetShaderResources(0, 1, &srv); |
| 352 | + |
| 353 | + ctx->GSSetShader(null, null, 0); |
| 354 | + ctx->HSSetShader(null, null, 0); |
| 355 | + ctx->DSSetShader(null, null, 0); |
| 356 | + ctx->CSSetShader(null, null, 0); |
| 357 | + ctx->DrawIndexed(6, 0, 0); |
| 358 | + |
| 359 | + var ppn = default(ID3D11ShaderResourceView*); |
| 360 | + ctx->PSSetShaderResources(0, 1, &ppn); |
| 361 | + |
| 362 | + ctx->OMSetRenderTargets(0, null, null); |
| 363 | + } |
| 364 | +} |
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