rpcsx/rpcs3/Emu/RSX/D3D12/D3D12Overlay.cpp
2015-10-03 18:25:27 +02:00

218 lines
7.6 KiB
C++

#include "stdafx.h"
#if defined(DX12_SUPPORT)
#include "D3D12GSRender.h"
#include <d2d1_3.h>
#include <dwrite_3.h>
#include <d3d11on12.h>
#include <dxgi1_4.h>
// D2D
ComPtr<ID3D11Device> d3d11Device;
ComPtr<ID3D11DeviceContext> m_d3d11DeviceContext;
ComPtr<ID3D11On12Device> m_d3d11On12Device;
ComPtr<ID3D12Device> m_d3d12Device;
ComPtr<IDWriteFactory> m_dWriteFactory;
ComPtr<ID2D1Factory3> m_d2dFactory;
ComPtr<ID2D1Device2> m_d2dDevice;
ComPtr<ID2D1DeviceContext2> m_d2dDeviceContext;
ComPtr<ID3D11Resource> m_wrappedBackBuffers[2];
ComPtr<ID2D1Bitmap1> m_d2dRenderTargets[2];
ComPtr<IDWriteTextFormat> m_textFormat;
ComPtr<ID2D1SolidColorBrush> m_textBrush;
#pragma comment (lib, "d2d1.lib")
#pragma comment (lib, "dwrite.lib")
extern PFN_D3D11ON12_CREATE_DEVICE wrapD3D11On12CreateDevice;
void D3D12GSRender::InitD2DStructures()
{
wrapD3D11On12CreateDevice(
m_device.Get(),
D3D11_CREATE_DEVICE_BGRA_SUPPORT,
nullptr,
0,
reinterpret_cast<IUnknown**>(m_commandQueueGraphic.GetAddressOf()),
1,
0,
&d3d11Device,
&m_d3d11DeviceContext,
nullptr
);
d3d11Device.As(&m_d3d11On12Device);
D2D1_DEVICE_CONTEXT_OPTIONS deviceOptions = D2D1_DEVICE_CONTEXT_OPTIONS_NONE;
D2D1_FACTORY_OPTIONS d2dFactoryOptions = {};
D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, __uuidof(ID2D1Factory3), &d2dFactoryOptions, &m_d2dFactory);
Microsoft::WRL::ComPtr<IDXGIDevice> dxgiDevice;
m_d3d11On12Device.As(&dxgiDevice);
m_d2dFactory->CreateDevice(dxgiDevice.Get(), &m_d2dDevice);
m_d2dDevice->CreateDeviceContext(deviceOptions, &m_d2dDeviceContext);
DWriteCreateFactory(DWRITE_FACTORY_TYPE_SHARED, __uuidof(IDWriteFactory), &m_dWriteFactory);
float dpiX;
float dpiY;
m_d2dFactory->GetDesktopDpi(&dpiX, &dpiY);
D2D1_BITMAP_PROPERTIES1 bitmapProperties = D2D1::BitmapProperties1(
D2D1_BITMAP_OPTIONS_TARGET | D2D1_BITMAP_OPTIONS_CANNOT_DRAW,
D2D1::PixelFormat(DXGI_FORMAT_UNKNOWN, D2D1_ALPHA_MODE_PREMULTIPLIED),
dpiX,
dpiY
);
for (unsigned i = 0; i < 2; i++)
{
D3D11_RESOURCE_FLAGS d3d11Flags = { D3D11_BIND_RENDER_TARGET };
m_d3d11On12Device->CreateWrappedResource(
m_backBuffer[i].Get(),
&d3d11Flags,
D3D12_RESOURCE_STATE_RENDER_TARGET,
D3D12_RESOURCE_STATE_PRESENT,
IID_PPV_ARGS(&m_wrappedBackBuffers[i])
);
// Create a render target for D2D to draw directly to this back buffer.
Microsoft::WRL::ComPtr<IDXGISurface> surface;
m_wrappedBackBuffers[i].As(&surface);
m_d2dDeviceContext->CreateBitmapFromDxgiSurface(
surface.Get(),
&bitmapProperties,
&m_d2dRenderTargets[i]
);
}
m_d2dDeviceContext->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::DarkGreen), &m_textBrush);
m_dWriteFactory->CreateTextFormat(
L"Verdana",
NULL,
DWRITE_FONT_WEIGHT_BOLD,
DWRITE_FONT_STYLE_NORMAL,
DWRITE_FONT_STRETCH_NORMAL,
14,
L"en-us",
&m_textFormat
);
m_textFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_LEADING);
m_textFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_NEAR);
}
void D3D12GSRender::ReleaseD2DStructures()
{
d3d11Device.Reset();
m_d3d11DeviceContext.Reset();
m_d3d11On12Device.Reset();
m_d3d12Device.Reset();
m_dWriteFactory.Reset();
m_d2dFactory.Reset();
m_d2dDevice.Reset();
m_d2dDeviceContext.Reset();
m_wrappedBackBuffers[0].Reset();
m_d2dRenderTargets[0].Reset();
m_wrappedBackBuffers[1].Reset();
m_d2dRenderTargets[1].Reset();
m_textFormat.Reset();
m_textBrush.Reset();
}
void D3D12GSRender::renderOverlay()
{
D2D1_SIZE_F rtSize = m_d2dRenderTargets[m_swapChain->GetCurrentBackBufferIndex()]->GetSize();
std::wstring duration = L"Draw duration : " + std::to_wstring(m_timers.m_drawCallDuration) + L" us";
float vtxIdxPercent = (float)m_timers.m_vertexIndexDuration / (float)m_timers.m_drawCallDuration;
std::wstring vertexIndexDuration = L"Vtx/Idx upload : " + std::to_wstring(m_timers.m_vertexIndexDuration) + L" us (" + std::to_wstring(100.f * vtxIdxPercent) + L" %)";
std::wstring size = L"Upload size : " + std::to_wstring(m_timers.m_bufferUploadSize) + L" Bytes";
float texPercent = (float)m_timers.m_textureDuration / (float)m_timers.m_drawCallDuration;
std::wstring texDuration = L"Textures : " + std::to_wstring(m_timers.m_textureDuration) + L" us (" + std::to_wstring(100.f * texPercent) + L" %)";
float programPercent = (float)m_timers.m_programLoadDuration / (float)m_timers.m_drawCallDuration;
std::wstring programDuration = L"Program : " + std::to_wstring(m_timers.m_programLoadDuration) + L" us (" + std::to_wstring(100.f * programPercent) + L" %)";
float constantsPercent = (float)m_timers.m_constantsDuration / (float)m_timers.m_drawCallDuration;
std::wstring constantDuration = L"Constants : " + std::to_wstring(m_timers.m_constantsDuration) + L" us (" + std::to_wstring(100.f * constantsPercent) + L" %)";
float rttPercent = (float)m_timers.m_rttDuration / (float)m_timers.m_drawCallDuration;
std::wstring rttDuration = L"RTT : " + std::to_wstring(m_timers.m_rttDuration) + L" us (" + std::to_wstring(100.f * rttPercent) + L" %)";
std::wstring flipDuration = L"Flip : " + std::to_wstring(m_timers.m_flipDuration) + L" us";
std::wstring count = L"Draw count : " + std::to_wstring(m_timers.m_drawCallCount);
// Acquire our wrapped render target resource for the current back buffer.
m_d3d11On12Device->AcquireWrappedResources(m_wrappedBackBuffers[m_swapChain->GetCurrentBackBufferIndex()].GetAddressOf(), 1);
// Render text directly to the back buffer.
m_d2dDeviceContext->SetTarget(m_d2dRenderTargets[m_swapChain->GetCurrentBackBufferIndex()].Get());
m_d2dDeviceContext->BeginDraw();
m_d2dDeviceContext->SetTransform(D2D1::Matrix3x2F::Identity());
m_d2dDeviceContext->DrawTextW(
duration.c_str(),
(UINT32)duration.size(),
m_textFormat.Get(),
&D2D1::RectF(0, 0, rtSize.width, rtSize.height),
m_textBrush.Get()
);
m_d2dDeviceContext->DrawTextW(
count.c_str(),
(UINT32)count.size(),
m_textFormat.Get(),
&D2D1::RectF(0, 14, rtSize.width, rtSize.height),
m_textBrush.Get()
);
m_d2dDeviceContext->DrawTextW(
rttDuration.c_str(),
(UINT32)rttDuration.size(),
m_textFormat.Get(),
&D2D1::RectF(0, 28, rtSize.width, rtSize.height),
m_textBrush.Get()
);
m_d2dDeviceContext->DrawTextW(
vertexIndexDuration.c_str(),
(UINT32)vertexIndexDuration.size(),
m_textFormat.Get(),
&D2D1::RectF(0, 42, rtSize.width, rtSize.height),
m_textBrush.Get()
);
m_d2dDeviceContext->DrawTextW(
size.c_str(),
(UINT32)size.size(),
m_textFormat.Get(),
&D2D1::RectF(0, 56, rtSize.width, rtSize.height),
m_textBrush.Get()
);
m_d2dDeviceContext->DrawTextW(
programDuration.c_str(),
(UINT32)programDuration.size(),
m_textFormat.Get(),
&D2D1::RectF(0, 70, rtSize.width, rtSize.height),
m_textBrush.Get()
);
m_d2dDeviceContext->DrawTextW(
constantDuration.c_str(),
(UINT32)constantDuration.size(),
m_textFormat.Get(),
&D2D1::RectF(0, 86, rtSize.width, rtSize.height),
m_textBrush.Get()
);
m_d2dDeviceContext->DrawTextW(
texDuration.c_str(),
(UINT32)texDuration.size(),
m_textFormat.Get(),
&D2D1::RectF(0, 98, rtSize.width, rtSize.height),
m_textBrush.Get()
);
m_d2dDeviceContext->DrawTextW(
flipDuration.c_str(),
(UINT32)flipDuration.size(),
m_textFormat.Get(),
&D2D1::RectF(0, 112, rtSize.width, rtSize.height),
m_textBrush.Get()
);
m_d2dDeviceContext->EndDraw();
// Release our wrapped render target resource. Releasing
// transitions the back buffer resource to the state specified
// as the OutState when the wrapped resource was created.
m_d3d11On12Device->ReleaseWrappedResources(m_wrappedBackBuffers[m_swapChain->GetCurrentBackBufferIndex()].GetAddressOf(), 1);
// Flush to submit the 11 command list to the shared command queue.
m_d3d11DeviceContext->Flush();
}
#endif