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https://github.com/BanjoRecomp/BanjoRecomp
synced 2026-06-03 01:58:53 -04:00
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@@ -0,0 +1,654 @@
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#ifdef _WIN32
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#define _CRT_SECURE_NO_WARNINGS
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#define WIN32_LEAN_AND_MEAN
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#endif
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#include <fstream>
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#include <filesystem>
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#include <concurrentqueue.h>
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#include "rt64_render_hooks.h"
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#include "rt64_render_interface_builders.h"
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#include "rt64_texture_cache.h"
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#include "RmlUi/Core/RenderInterfaceCompatibility.h"
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#include "ui_renderer.h"
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#include "InterfaceVS.hlsl.spirv.h"
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#include "InterfacePS.hlsl.spirv.h"
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#ifdef _WIN32
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# include "InterfaceVS.hlsl.dxil.h"
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# include "InterfacePS.hlsl.dxil.h"
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#endif
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#ifdef _WIN32
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# define GET_SHADER_BLOB(name, format) \
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((format) == RT64::RenderShaderFormat::SPIRV ? name##BlobSPIRV : \
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(format) == RT64::RenderShaderFormat::DXIL ? name##BlobDXIL : nullptr)
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# define GET_SHADER_SIZE(name, format) \
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((format) == RT64::RenderShaderFormat::SPIRV ? std::size(name##BlobSPIRV) : \
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(format) == RT64::RenderShaderFormat::DXIL ? std::size(name##BlobDXIL) : 0)
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#else
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# define GET_SHADER_BLOB(name, format) \
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((format) == RT64::RenderShaderFormat::SPIRV ? name##BlobSPIRV : nullptr)
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# define GET_SHADER_SIZE(name, format) \
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((format) == RT64::RenderShaderFormat::SPIRV ? std::size(name##BlobSPIRV) : 0)
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#endif
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// TODO deduplicate from rt64_common.h
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void CalculateTextureRowWidthPadding(uint32_t rowPitch, uint32_t &rowWidth, uint32_t &rowPadding) {
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const int RowMultiple = 256;
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rowWidth = rowPitch;
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rowPadding = (rowWidth % RowMultiple) ? RowMultiple - (rowWidth % RowMultiple) : 0;
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rowWidth += rowPadding;
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}
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struct RmlPushConstants {
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Rml::Matrix4f transform;
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Rml::Vector2f translation;
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};
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struct TextureHandle {
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std::unique_ptr<RT64::RenderTexture> texture;
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std::unique_ptr<RT64::RenderDescriptorSet> set;
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bool transitioned = false;
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};
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template <typename T>
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T from_bytes_le(const char* input) {
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return *reinterpret_cast<const T*>(input);
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}
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typedef std::pair<std::string, std::vector<char>> ImageFromBytes;
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namespace recompui {
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class RmlRenderInterface_RT64_impl : public Rml::RenderInterfaceCompatibility {
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struct DynamicBuffer {
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std::unique_ptr<RT64::RenderBuffer> buffer_{};
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uint32_t size_ = 0;
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uint32_t bytes_used_ = 0;
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uint8_t* mapped_data_ = nullptr;
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RT64::RenderBufferFlags flags_ = RT64::RenderBufferFlag::NONE;
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};
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static constexpr uint32_t per_frame_descriptor_set = 0;
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static constexpr uint32_t per_draw_descriptor_set = 1;
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static constexpr uint32_t initial_upload_buffer_size = 1024 * 1024;
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static constexpr uint32_t initial_vertex_buffer_size = 512 * sizeof(Rml::Vertex);
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static constexpr uint32_t initial_index_buffer_size = 1024 * sizeof(int);
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static constexpr RT64::RenderFormat RmlTextureFormat = RT64::RenderFormat::R8G8B8A8_UNORM;
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static constexpr RT64::RenderFormat RmlTextureFormatBgra = RT64::RenderFormat::B8G8R8A8_UNORM;
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static constexpr RT64::RenderFormat SwapChainFormat = RT64::RenderFormat::B8G8R8A8_UNORM;
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static constexpr uint32_t RmlTextureFormatBytesPerPixel = RenderFormatSize(RmlTextureFormat);
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static_assert(RenderFormatSize(RmlTextureFormatBgra) == RmlTextureFormatBytesPerPixel);
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RT64::RenderInterface* interface_;
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RT64::RenderDevice* device_;
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int scissor_x_ = 0;
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int scissor_y_ = 0;
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int scissor_width_ = 0;
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int scissor_height_ = 0;
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int window_width_ = 0;
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int window_height_ = 0;
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RT64::RenderMultisampling multisampling_ = RT64::RenderMultisampling();
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Rml::Matrix4f projection_mtx_ = Rml::Matrix4f::Identity();
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Rml::Matrix4f transform_ = Rml::Matrix4f::Identity();
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Rml::Matrix4f mvp_ = Rml::Matrix4f::Identity();
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std::unordered_map<Rml::TextureHandle, TextureHandle> textures_{};
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Rml::TextureHandle texture_count_ = 2; // Start at 1 to reserve texture 0 as the 1x1 pixel white texture
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DynamicBuffer upload_buffer_;
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DynamicBuffer vertex_buffer_;
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DynamicBuffer index_buffer_;
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std::unique_ptr<RT64::RenderSampler> nearestSampler_{};
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std::unique_ptr<RT64::RenderSampler> linearSampler_{};
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std::unique_ptr<RT64::RenderShader> vertex_shader_{};
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std::unique_ptr<RT64::RenderShader> pixel_shader_{};
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std::unique_ptr<RT64::RenderDescriptorSet> sampler_set_{};
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std::unique_ptr<RT64::RenderDescriptorSetBuilder> texture_set_builder_{};
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std::unique_ptr<RT64::RenderPipelineLayout> layout_{};
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std::unique_ptr<RT64::RenderPipeline> pipeline_{};
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std::unique_ptr<RT64::RenderPipeline> pipeline_ms_{};
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std::unique_ptr<RT64::RenderTexture> screen_texture_ms_{};
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std::unique_ptr<RT64::RenderTexture> screen_texture_{};
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std::unique_ptr<RT64::RenderFramebuffer> screen_framebuffer_{};
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std::unique_ptr<RT64::RenderDescriptorSet> screen_descriptor_set_{};
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std::unique_ptr<RT64::RenderBuffer> screen_vertex_buffer_{};
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std::unique_ptr<RT64::RenderCommandQueue> copy_command_queue_{};
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std::unique_ptr<RT64::RenderCommandList> copy_command_list_{};
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std::unique_ptr<RT64::RenderBuffer> copy_buffer_{};
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std::unique_ptr<RT64::RenderCommandFence> copy_command_fence_;
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uint64_t copy_buffer_size_ = 0;
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uint64_t screen_vertex_buffer_size_ = 0;
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uint32_t gTexture_descriptor_index;
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RT64::RenderInputSlot vertex_slot_{ 0, sizeof(Rml::Vertex) };
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RT64::RenderCommandList* list_ = nullptr;
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bool scissor_enabled_ = false;
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std::vector<std::unique_ptr<RT64::RenderBuffer>> stale_buffers_{};
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moodycamel::ConcurrentQueue<ImageFromBytes> image_from_bytes_queue;
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std::unordered_map<std::string, std::vector<char>> image_from_bytes_map;
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public:
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RmlRenderInterface_RT64_impl(RT64::RenderInterface* interface, RT64::RenderDevice* device) {
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interface_ = interface;
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device_ = device;
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// Enable 4X MSAA if supported by the device.
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const RT64::RenderSampleCounts desired_sample_count = RT64::RenderSampleCount::COUNT_8;
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if (device_->getSampleCountsSupported(SwapChainFormat) & desired_sample_count) {
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multisampling_.sampleCount = desired_sample_count;
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}
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vertex_buffer_.flags_ = RT64::RenderBufferFlag::VERTEX;
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index_buffer_.flags_ = RT64::RenderBufferFlag::INDEX;
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// Create the texture upload buffer, vertex buffer and index buffer
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resize_dynamic_buffer(upload_buffer_, initial_upload_buffer_size, false);
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resize_dynamic_buffer(vertex_buffer_, initial_vertex_buffer_size, false);
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resize_dynamic_buffer(index_buffer_, initial_index_buffer_size, false);
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// Describe the vertex format
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std::vector<RT64::RenderInputElement> vertex_elements{};
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vertex_elements.emplace_back(RT64::RenderInputElement{ "POSITION", 0, 0, RT64::RenderFormat::R32G32_FLOAT, 0, offsetof(Rml::Vertex, position) });
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vertex_elements.emplace_back(RT64::RenderInputElement{ "COLOR", 0, 1, RT64::RenderFormat::R8G8B8A8_UNORM, 0, offsetof(Rml::Vertex, colour) });
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vertex_elements.emplace_back(RT64::RenderInputElement{ "TEXCOORD", 0, 2, RT64::RenderFormat::R32G32_FLOAT, 0, offsetof(Rml::Vertex, tex_coord) });
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// Create a nearest sampler and a linear sampler
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RT64::RenderSamplerDesc samplerDesc;
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samplerDesc.minFilter = RT64::RenderFilter::NEAREST;
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samplerDesc.magFilter = RT64::RenderFilter::NEAREST;
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samplerDesc.addressU = RT64::RenderTextureAddressMode::CLAMP;
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samplerDesc.addressV = RT64::RenderTextureAddressMode::CLAMP;
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samplerDesc.addressW = RT64::RenderTextureAddressMode::CLAMP;
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nearestSampler_ = device_->createSampler(samplerDesc);
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samplerDesc.minFilter = RT64::RenderFilter::LINEAR;
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samplerDesc.magFilter = RT64::RenderFilter::LINEAR;
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linearSampler_ = device_->createSampler(samplerDesc);
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// Create the shaders
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RT64::RenderShaderFormat shaderFormat = interface_->getCapabilities().shaderFormat;
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vertex_shader_ = device_->createShader(GET_SHADER_BLOB(InterfaceVS, shaderFormat), GET_SHADER_SIZE(InterfaceVS, shaderFormat), "VSMain", shaderFormat);
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pixel_shader_ = device_->createShader(GET_SHADER_BLOB(InterfacePS, shaderFormat), GET_SHADER_SIZE(InterfacePS, shaderFormat), "PSMain", shaderFormat);
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// Create the descriptor set that contains the sampler
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RT64::RenderDescriptorSetBuilder sampler_set_builder{};
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sampler_set_builder.begin();
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sampler_set_builder.addImmutableSampler(1, linearSampler_.get());
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sampler_set_builder.addConstantBuffer(3, 1); // Workaround D3D12 crash due to an empty RT64 descriptor set
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sampler_set_builder.end();
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sampler_set_ = sampler_set_builder.create(device_);
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// Create a builder for the descriptor sets that will contain textures
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texture_set_builder_ = std::make_unique<RT64::RenderDescriptorSetBuilder>();
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texture_set_builder_->begin();
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gTexture_descriptor_index = texture_set_builder_->addTexture(2);
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texture_set_builder_->end();
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// Create the pipeline layout
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RT64::RenderPipelineLayoutBuilder layout_builder{};
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layout_builder.begin(false, true);
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layout_builder.addPushConstant(0, 0, sizeof(RmlPushConstants), RT64::RenderShaderStageFlag::VERTEX);
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// Add the descriptor set for descriptors changed once per frame.
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layout_builder.addDescriptorSet(sampler_set_builder);
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// Add the descriptor set for descriptors changed once per draw.
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layout_builder.addDescriptorSet(*texture_set_builder_);
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layout_builder.end();
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layout_ = layout_builder.create(device_);
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// Create the pipeline description
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RT64::RenderGraphicsPipelineDesc pipeline_desc{};
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pipeline_desc.renderTargetBlend[0] = RT64::RenderBlendDesc::AlphaBlend();
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pipeline_desc.renderTargetFormat[0] = SwapChainFormat; // TODO: Use whatever format the swap chain was created with.
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pipeline_desc.renderTargetCount = 1;
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pipeline_desc.cullMode = RT64::RenderCullMode::NONE;
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pipeline_desc.inputSlots = &vertex_slot_;
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pipeline_desc.inputSlotsCount = 1;
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pipeline_desc.inputElements = vertex_elements.data();
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pipeline_desc.inputElementsCount = uint32_t(vertex_elements.size());
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pipeline_desc.pipelineLayout = layout_.get();
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pipeline_desc.primitiveTopology = RT64::RenderPrimitiveTopology::TRIANGLE_LIST;
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pipeline_desc.vertexShader = vertex_shader_.get();
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pipeline_desc.pixelShader = pixel_shader_.get();
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pipeline_ = device_->createGraphicsPipeline(pipeline_desc);
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if (multisampling_.sampleCount > 1) {
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pipeline_desc.multisampling = multisampling_;
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pipeline_ms_ = device_->createGraphicsPipeline(pipeline_desc);
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// Create the descriptor set for the screen drawer.
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RT64::RenderDescriptorRange screen_descriptor_range(RT64::RenderDescriptorRangeType::TEXTURE, 2, 1);
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screen_descriptor_set_ = device_->createDescriptorSet(RT64::RenderDescriptorSetDesc(&screen_descriptor_range, 1));
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// Create vertex buffer for the screen drawer (full-screen triangle).
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screen_vertex_buffer_size_ = sizeof(Rml::Vertex) * 3;
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screen_vertex_buffer_ = device_->createBuffer(RT64::RenderBufferDesc::VertexBuffer(screen_vertex_buffer_size_, RT64::RenderHeapType::UPLOAD));
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Rml::Vertex *vertices = (Rml::Vertex *)(screen_vertex_buffer_->map());
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const Rml::ColourbPremultiplied white(255, 255, 255, 255);
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vertices[0] = Rml::Vertex{ Rml::Vector2f(-1.0f, 1.0f), white, Rml::Vector2f(0.0f, 0.0f) };
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vertices[1] = Rml::Vertex{ Rml::Vector2f(-1.0f, -3.0f), white, Rml::Vector2f(0.0f, 2.0f) };
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vertices[2] = Rml::Vertex{ Rml::Vector2f(3.0f, 1.0f), white, Rml::Vector2f(2.0f, 0.0f) };
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screen_vertex_buffer_->unmap();
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}
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copy_command_queue_ = device->createCommandQueue(RT64::RenderCommandListType::COPY);
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copy_command_list_ = device->createCommandList(RT64::RenderCommandListType::COPY);
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copy_command_fence_ = device->createCommandFence();
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}
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void reset_dynamic_buffer(DynamicBuffer &dynamic_buffer) {
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assert(dynamic_buffer.mapped_data_ == nullptr);
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dynamic_buffer.bytes_used_ = 0;
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dynamic_buffer.mapped_data_ = reinterpret_cast<uint8_t*>(dynamic_buffer.buffer_->map());
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}
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void end_dynamic_buffer(DynamicBuffer &dynamic_buffer) {
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assert(dynamic_buffer.mapped_data_ != nullptr);
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dynamic_buffer.buffer_->unmap();
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dynamic_buffer.mapped_data_ = nullptr;
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}
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void resize_dynamic_buffer(DynamicBuffer &dynamic_buffer, uint32_t new_size, bool map = true) {
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// Unmap the buffer if it's mapped
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if (dynamic_buffer.mapped_data_ != nullptr) {
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dynamic_buffer.buffer_->unmap();
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}
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// If there's already a buffer, move it into the stale buffers so it persists until the start of next frame.
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if (dynamic_buffer.buffer_ != nullptr) {
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stale_buffers_.emplace_back(std::move(dynamic_buffer.buffer_));
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}
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// Create the new buffer, update the size and map it.
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dynamic_buffer.buffer_ = device_->createBuffer(RT64::RenderBufferDesc::UploadBuffer(new_size, dynamic_buffer.flags_));
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dynamic_buffer.size_ = new_size;
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dynamic_buffer.bytes_used_ = 0;
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if (map) {
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dynamic_buffer.mapped_data_ = reinterpret_cast<uint8_t*>(dynamic_buffer.buffer_->map());
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}
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}
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uint32_t allocate_dynamic_data(DynamicBuffer &dynamic_buffer, uint32_t num_bytes) {
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// Check if there's enough remaining room in the buffer to allocate the requested bytes.
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uint32_t total_bytes = num_bytes + dynamic_buffer.bytes_used_;
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if (total_bytes > dynamic_buffer.size_) {
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// There isn't, so mark the current buffer as stale and allocate a new one with 50% more space than the required amount.
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resize_dynamic_buffer(dynamic_buffer, total_bytes + total_bytes / 2);
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}
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// Record the current end of the buffer to return.
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uint32_t offset = dynamic_buffer.bytes_used_;
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// Bump the buffer's end forward by the number of bytes allocated.
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dynamic_buffer.bytes_used_ += num_bytes;
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return offset;
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}
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uint32_t allocate_dynamic_data_aligned(DynamicBuffer &dynamic_buffer, uint32_t num_bytes, uint32_t alignment) {
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// Check if there's enough remaining room in the buffer to allocate the requested bytes.
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uint32_t total_bytes = num_bytes + dynamic_buffer.bytes_used_;
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// Determine the amount of padding needed to meet the target alignment.
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uint32_t padding_bytes = ((dynamic_buffer.bytes_used_ + alignment - 1) / alignment) * alignment - dynamic_buffer.bytes_used_;
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// If there isn't enough room to allocate the required bytes plus the padding then resize the buffer and allocate from the start of the new one.
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if (total_bytes + padding_bytes > dynamic_buffer.size_) {
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resize_dynamic_buffer(dynamic_buffer, total_bytes + total_bytes / 2);
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dynamic_buffer.bytes_used_ += num_bytes;
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return 0;
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}
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// Otherwise allocate the padding and required bytes and offset the allocated position by the padding size.
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return allocate_dynamic_data(dynamic_buffer, padding_bytes + num_bytes) + padding_bytes;
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}
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void RenderGeometry(Rml::Vertex* vertices, int num_vertices, int* indices, int num_indices, Rml::TextureHandle texture, const Rml::Vector2f& translation) override {
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if (!textures_.contains(texture)) {
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if (texture == 0) {
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Rml::byte white_pixel[] = { 255, 255, 255, 255 };
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create_texture(0, white_pixel, Rml::Vector2i{ 1, 1 });
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}
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else if (texture == 1) {
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Rml::byte transparent_pixel[] = { 0, 0, 0, 0 };
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create_texture(1, transparent_pixel, Rml::Vector2i{ 1, 1 });
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}
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else {
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assert(false && "Rendered without texture!");
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}
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}
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// Copy the vertex and index data into the mapped buffers.
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uint32_t vert_size_bytes = num_vertices * sizeof(*vertices);
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uint32_t index_size_bytes = num_indices * sizeof(*indices);
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uint32_t vertex_buffer_offset = allocate_dynamic_data(vertex_buffer_, vert_size_bytes);
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uint32_t index_buffer_offset = allocate_dynamic_data(index_buffer_, index_size_bytes);
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memcpy(vertex_buffer_.mapped_data_ + vertex_buffer_offset, vertices, vert_size_bytes);
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memcpy(index_buffer_.mapped_data_ + index_buffer_offset, indices, index_size_bytes);
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list_->setViewports(RT64::RenderViewport{ 0, 0, float(window_width_), float(window_height_) });
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if (scissor_enabled_) {
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list_->setScissors(RT64::RenderRect{
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scissor_x_,
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scissor_y_,
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(scissor_width_ + scissor_x_),
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(scissor_height_ + scissor_y_) });
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}
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else {
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list_->setScissors(RT64::RenderRect{ 0, 0, window_width_, window_height_ });
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}
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RT64::RenderIndexBufferView index_view{index_buffer_.buffer_->at(index_buffer_offset), index_size_bytes, RT64::RenderFormat::R32_UINT};
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list_->setIndexBuffer(&index_view);
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RT64::RenderVertexBufferView vertex_view{vertex_buffer_.buffer_->at(vertex_buffer_offset), vert_size_bytes};
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list_->setVertexBuffers(0, &vertex_view, 1, &vertex_slot_);
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TextureHandle &texture_handle = textures_.at(texture);
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if (!texture_handle.transitioned) {
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// Prepare the texture for being read from a pixel shader.
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list_->barriers(RT64::RenderBarrierStage::GRAPHICS, RT64::RenderTextureBarrier(texture_handle.texture.get(), RT64::RenderTextureLayout::SHADER_READ));
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texture_handle.transitioned = true;
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}
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list_->setGraphicsDescriptorSet(texture_handle.set.get(), 1);
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RmlPushConstants constants{
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.transform = mvp_,
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.translation = translation
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};
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list_->setGraphicsPushConstants(0, &constants);
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list_->drawIndexedInstanced(num_indices, 1, 0, 0, 0);
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}
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void EnableScissorRegion(bool enable) override {
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scissor_enabled_ = enable;
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}
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void SetScissorRegion(int x, int y, int width, int height) override {
|
||||
scissor_x_ = x;
|
||||
scissor_y_ = y;
|
||||
scissor_width_ = width;
|
||||
scissor_height_ = height;
|
||||
}
|
||||
|
||||
bool LoadTexture(Rml::TextureHandle& texture_handle, Rml::Vector2i& texture_dimensions, const Rml::String& source) override {
|
||||
flush_image_from_bytes_queue();
|
||||
|
||||
auto it = image_from_bytes_map.find(source);
|
||||
if (it == image_from_bytes_map.end()) {
|
||||
// Return a transparent texture if the image can't be found.
|
||||
texture_handle = 1;
|
||||
texture_dimensions.x = 1;
|
||||
texture_dimensions.y = 1;
|
||||
return true;
|
||||
}
|
||||
|
||||
// TODO: This data copy can be avoided when RT64::TextureCache::loadTextureFromBytes's function is updated to only take a pointer and size as the input.
|
||||
std::vector<uint8_t> data_copy(it->second.data(), it->second.data() + it->second.size());
|
||||
std::unique_ptr<RT64::RenderBuffer> texture_buffer;
|
||||
copy_command_list_->begin();
|
||||
RT64::Texture *texture = RT64::TextureCache::loadTextureFromBytes(device_, copy_command_list_.get(), data_copy, texture_buffer);
|
||||
copy_command_list_->end();
|
||||
copy_command_queue_->executeCommandLists(copy_command_list_.get(), copy_command_fence_.get());
|
||||
copy_command_queue_->waitForCommandFence(copy_command_fence_.get());
|
||||
|
||||
if (texture == nullptr) {
|
||||
return false;
|
||||
}
|
||||
|
||||
texture_handle = texture_count_++;
|
||||
texture_dimensions.x = texture->width;
|
||||
texture_dimensions.y = texture->height;
|
||||
|
||||
std::unique_ptr<RT64::RenderDescriptorSet> set = texture_set_builder_->create(device_);
|
||||
set->setTexture(gTexture_descriptor_index, texture->texture.get(), RT64::RenderTextureLayout::SHADER_READ);
|
||||
textures_.emplace(texture_handle, TextureHandle{ std::move(texture->texture), std::move(set), false });
|
||||
delete texture;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool GenerateTexture(Rml::TextureHandle& texture_handle, const Rml::byte* source, const Rml::Vector2i& source_dimensions) override {
|
||||
if (source_dimensions.x == 0 || source_dimensions.y == 0) {
|
||||
texture_handle = 0;
|
||||
return true;
|
||||
}
|
||||
|
||||
texture_handle = texture_count_++;
|
||||
return create_texture(texture_handle, source, source_dimensions);
|
||||
}
|
||||
|
||||
bool create_texture(Rml::TextureHandle texture_handle, const Rml::byte* source, const Rml::Vector2i& source_dimensions, bool flip_y = false, bool bgra = false) {
|
||||
std::unique_ptr<RT64::RenderTexture> texture =
|
||||
device_->createTexture(RT64::RenderTextureDesc::Texture2D(source_dimensions.x, source_dimensions.y, 1, bgra ? RmlTextureFormatBgra : RmlTextureFormat));
|
||||
|
||||
if (texture != nullptr) {
|
||||
uint32_t image_size_bytes = source_dimensions.x * source_dimensions.y * RmlTextureFormatBytesPerPixel;
|
||||
|
||||
// Calculate the texture padding for alignment purposes.
|
||||
uint32_t row_pitch = source_dimensions.x * RmlTextureFormatBytesPerPixel;
|
||||
uint32_t row_byte_width, row_byte_padding;
|
||||
CalculateTextureRowWidthPadding(row_pitch, row_byte_width, row_byte_padding);
|
||||
uint32_t row_width = row_byte_width / RmlTextureFormatBytesPerPixel;
|
||||
|
||||
// Calculate the real number of bytes to upload including padding.
|
||||
uint32_t uploaded_size_bytes = row_byte_width * source_dimensions.y;
|
||||
|
||||
// Allocate room in the upload buffer for the uploaded data.
|
||||
if (uploaded_size_bytes > copy_buffer_size_) {
|
||||
copy_buffer_size_ = (uploaded_size_bytes * 3) / 2;
|
||||
copy_buffer_ = device_->createBuffer(RT64::RenderBufferDesc::UploadBuffer(copy_buffer_size_));
|
||||
}
|
||||
|
||||
// Copy the source data into the upload buffer.
|
||||
uint8_t* dst_data = (uint8_t *)(copy_buffer_->map());
|
||||
if (row_byte_padding == 0) {
|
||||
// Copy row-by-row if the image is flipped.
|
||||
if (flip_y) {
|
||||
for (int row = 0; row < source_dimensions.y; row++) {
|
||||
memcpy(dst_data + row_byte_width * (source_dimensions.y - row - 1), source + row_byte_width * row, row_byte_width);
|
||||
}
|
||||
}
|
||||
// Directly copy if no padding is needed and the image isn't flipped.
|
||||
else {
|
||||
memcpy(dst_data, source, image_size_bytes);
|
||||
}
|
||||
}
|
||||
// Otherwise pad each row as necessary.
|
||||
else {
|
||||
const Rml::byte *src_data = flip_y ? source + row_pitch * (source_dimensions.y - 1) : source;
|
||||
uint32_t src_stride = flip_y ? -row_pitch : row_pitch;
|
||||
|
||||
for (int row = 0; row < source_dimensions.y; row++) {
|
||||
memcpy(dst_data, src_data, row_pitch);
|
||||
src_data += src_stride;
|
||||
dst_data += row_byte_width;
|
||||
}
|
||||
}
|
||||
|
||||
copy_buffer_->unmap();
|
||||
|
||||
// Reset the command list.
|
||||
copy_command_list_->begin();
|
||||
|
||||
// Prepare the texture to be a destination for copying.
|
||||
copy_command_list_->barriers(RT64::RenderBarrierStage::COPY, RT64::RenderTextureBarrier(texture.get(), RT64::RenderTextureLayout::COPY_DEST));
|
||||
|
||||
// Copy the upload buffer into the texture.
|
||||
copy_command_list_->copyTextureRegion(
|
||||
RT64::RenderTextureCopyLocation::Subresource(texture.get()),
|
||||
RT64::RenderTextureCopyLocation::PlacedFootprint(copy_buffer_.get(), RmlTextureFormat, source_dimensions.x, source_dimensions.y, 1, row_width));
|
||||
|
||||
// End the command list, execute it and wait.
|
||||
copy_command_list_->end();
|
||||
copy_command_queue_->executeCommandLists(copy_command_list_.get(), copy_command_fence_.get());
|
||||
copy_command_queue_->waitForCommandFence(copy_command_fence_.get());
|
||||
|
||||
// Create a descriptor set with this texture in it.
|
||||
std::unique_ptr<RT64::RenderDescriptorSet> set = texture_set_builder_->create(device_);
|
||||
|
||||
set->setTexture(gTexture_descriptor_index, texture.get(), RT64::RenderTextureLayout::SHADER_READ);
|
||||
|
||||
textures_.emplace(texture_handle, TextureHandle{ std::move(texture), std::move(set), false });
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void ReleaseTexture(Rml::TextureHandle texture) override {
|
||||
if (texture > 1) {
|
||||
// Textures #0 and #1 are reserved and should never be released.
|
||||
textures_.erase(texture);
|
||||
}
|
||||
}
|
||||
|
||||
void SetTransform(const Rml::Matrix4f* transform) override {
|
||||
transform_ = transform ? *transform : Rml::Matrix4f::Identity();
|
||||
recalculate_mvp();
|
||||
}
|
||||
|
||||
void recalculate_mvp() {
|
||||
mvp_ = projection_mtx_ * transform_;
|
||||
}
|
||||
|
||||
void start(RT64::RenderCommandList* list, int image_width, int image_height) {
|
||||
list_ = list;
|
||||
|
||||
if (multisampling_.sampleCount > 1) {
|
||||
if (window_width_ != image_width || window_height_ != image_height) {
|
||||
screen_framebuffer_.reset();
|
||||
screen_texture_ = device_->createTexture(RT64::RenderTextureDesc::ColorTarget(image_width, image_height, SwapChainFormat));
|
||||
screen_texture_ms_ = device_->createTexture(RT64::RenderTextureDesc::ColorTarget(image_width, image_height, SwapChainFormat, multisampling_));
|
||||
const RT64::RenderTexture *color_attachment = screen_texture_ms_.get();
|
||||
screen_framebuffer_ = device_->createFramebuffer(RT64::RenderFramebufferDesc(&color_attachment, 1));
|
||||
screen_descriptor_set_->setTexture(0, screen_texture_.get(), RT64::RenderTextureLayout::SHADER_READ);
|
||||
}
|
||||
|
||||
list_->setPipeline(pipeline_ms_.get());
|
||||
}
|
||||
else {
|
||||
list_->setPipeline(pipeline_.get());
|
||||
}
|
||||
|
||||
list_->setGraphicsPipelineLayout(layout_.get());
|
||||
// Bind the set for descriptors that don't change across draws
|
||||
list_->setGraphicsDescriptorSet(sampler_set_.get(), 0);
|
||||
|
||||
window_width_ = image_width;
|
||||
window_height_ = image_height;
|
||||
|
||||
projection_mtx_ = Rml::Matrix4f::ProjectOrtho(0.0f, float(image_width), float(image_height), 0.0f, -10000, 10000);
|
||||
recalculate_mvp();
|
||||
|
||||
// The following code assumes command lists aren't double buffered.
|
||||
// Clear out any stale buffers from the last command list.
|
||||
stale_buffers_.clear();
|
||||
|
||||
// Reset buffers.
|
||||
reset_dynamic_buffer(upload_buffer_);
|
||||
reset_dynamic_buffer(vertex_buffer_);
|
||||
reset_dynamic_buffer(index_buffer_);
|
||||
|
||||
// Set an internal texture as the render target if MSAA is enabled.
|
||||
if (multisampling_.sampleCount > 1) {
|
||||
list->barriers(RT64::RenderBarrierStage::GRAPHICS, RT64::RenderTextureBarrier(screen_texture_ms_.get(), RT64::RenderTextureLayout::COLOR_WRITE));
|
||||
list->setFramebuffer(screen_framebuffer_.get());
|
||||
list->clearColor(0, RT64::RenderColor(0.0f, 0.0f, 0.0f, 0.0f));
|
||||
}
|
||||
}
|
||||
|
||||
void end(RT64::RenderCommandList* list, RT64::RenderFramebuffer* framebuffer) {
|
||||
// Draw the texture were rendered the UI in to the swap chain framebuffer if MSAA is enabled.
|
||||
if (multisampling_.sampleCount > 1) {
|
||||
RT64::RenderTextureBarrier before_resolve_barriers[] = {
|
||||
RT64::RenderTextureBarrier(screen_texture_ms_.get(), RT64::RenderTextureLayout::RESOLVE_SOURCE),
|
||||
RT64::RenderTextureBarrier(screen_texture_.get(), RT64::RenderTextureLayout::RESOLVE_DEST)
|
||||
};
|
||||
|
||||
list->barriers(RT64::RenderBarrierStage::COPY, before_resolve_barriers, uint32_t(std::size(before_resolve_barriers)));
|
||||
list->resolveTexture(screen_texture_.get(), screen_texture_ms_.get());
|
||||
list->barriers(RT64::RenderBarrierStage::GRAPHICS, RT64::RenderTextureBarrier(screen_texture_.get(), RT64::RenderTextureLayout::SHADER_READ));
|
||||
list->setFramebuffer(framebuffer);
|
||||
list->setPipeline(pipeline_.get());
|
||||
list->setGraphicsPipelineLayout(layout_.get());
|
||||
list->setGraphicsDescriptorSet(sampler_set_.get(), 0);
|
||||
list->setGraphicsDescriptorSet(screen_descriptor_set_.get(), 1);
|
||||
RT64::RenderVertexBufferView vertex_view(screen_vertex_buffer_.get(), screen_vertex_buffer_size_);
|
||||
list->setVertexBuffers(0, &vertex_view, 1, &vertex_slot_);
|
||||
|
||||
RmlPushConstants constants{
|
||||
.transform = Rml::Matrix4f::Identity(),
|
||||
.translation = Rml::Vector2f(0.0f, 0.0f)
|
||||
};
|
||||
|
||||
list_->setGraphicsPushConstants(0, &constants);
|
||||
list->drawInstanced(3, 1, 0, 0);
|
||||
}
|
||||
|
||||
end_dynamic_buffer(upload_buffer_);
|
||||
end_dynamic_buffer(vertex_buffer_);
|
||||
end_dynamic_buffer(index_buffer_);
|
||||
|
||||
list_ = nullptr;
|
||||
}
|
||||
|
||||
void queue_image_from_bytes(const std::string &src, const std::vector<char> &bytes) {
|
||||
image_from_bytes_queue.enqueue(ImageFromBytes(src, bytes));
|
||||
}
|
||||
|
||||
void flush_image_from_bytes_queue() {
|
||||
ImageFromBytes image_from_bytes;
|
||||
while (image_from_bytes_queue.try_dequeue(image_from_bytes)) {
|
||||
image_from_bytes_map.emplace(image_from_bytes.first, std::move(image_from_bytes.second));
|
||||
}
|
||||
}
|
||||
};
|
||||
} // namespace recompui
|
||||
|
||||
recompui::RmlRenderInterface_RT64::RmlRenderInterface_RT64() = default;
|
||||
recompui::RmlRenderInterface_RT64::~RmlRenderInterface_RT64() = default;
|
||||
|
||||
void recompui::RmlRenderInterface_RT64::reset() {
|
||||
impl.reset();
|
||||
}
|
||||
|
||||
void recompui::RmlRenderInterface_RT64::init(RT64::RenderInterface* interface, RT64::RenderDevice* device) {
|
||||
impl = std::make_unique<RmlRenderInterface_RT64_impl>(interface, device);
|
||||
}
|
||||
|
||||
Rml::RenderInterface* recompui::RmlRenderInterface_RT64::get_rml_interface() {
|
||||
if (impl) {
|
||||
return impl->GetAdaptedInterface();
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
void recompui::RmlRenderInterface_RT64::start(RT64::RenderCommandList* list, int image_width, int image_height) {
|
||||
assert(static_cast<bool>(impl));
|
||||
|
||||
impl->start(list, image_width, image_height);
|
||||
}
|
||||
|
||||
void recompui::RmlRenderInterface_RT64::end(RT64::RenderCommandList* list, RT64::RenderFramebuffer* framebuffer) {
|
||||
assert(static_cast<bool>(impl));
|
||||
|
||||
impl->end(list, framebuffer);
|
||||
}
|
||||
|
||||
void recompui::RmlRenderInterface_RT64::queue_image_from_bytes(const std::string &src, const std::vector<char> &bytes) {
|
||||
assert(static_cast<bool>(impl));
|
||||
|
||||
impl->queue_image_from_bytes(src, bytes);
|
||||
}
|
||||
Reference in New Issue
Block a user