fix paths rendering

This commit is contained in:
Junkui Zhang 2025-07-16 11:24:55 +08:00
parent 723712e3cf
commit 5472c71f1a
2 changed files with 93 additions and 16 deletions

View file

@ -324,7 +324,11 @@ impl DirectXRenderer {
.map(|input| update_paths_pipeline_vertex(&mut self.pipelines.paths_pipeline, input));
update_buffer(
&self.devices.device_context,
&self.pipelines.paths_pipeline.vertex_buffer,
self.pipelines
.paths_pipeline
.vertex_buffer
.as_ref()
.unwrap(),
&vertices,
)?;
update_indirect_buffer_capacity(
@ -628,10 +632,11 @@ struct PathsPipelineState {
fragment: ID3D11PixelShader,
buffer: ID3D11Buffer,
buffer_size: usize,
vertex_buffer: ID3D11Buffer,
vertex_buffer: Option<ID3D11Buffer>,
vertex_buffer_size: usize,
indirect_draw_buffer: ID3D11Buffer,
indirect_buffer_size: usize,
input_layout: ID3D11InputLayout,
view: [Option<ID3D11ShaderResourceView>; 1],
vertex_view: [Option<ID3D11ShaderResourceView>; 1],
}
@ -663,7 +668,71 @@ impl PathsPipelineState {
let vertex_buffer =
create_buffer(device, std::mem::size_of::<PathVertex<ScaledPixels>>(), 32)?;
let vertex_view = create_buffer_view(device, &vertex_buffer)?;
let vertex_buffer = Some(vertex_buffer);
let indirect_draw_buffer = create_indirect_draw_buffer(device, 32)?;
// Create input layout
let input_layout = unsafe {
let (vertex, shader_blob) = {
let shader_blob = shader_resources::build_shader_blob("paths_vertex", "vs_5_0")?;
let bytes = unsafe {
std::slice::from_raw_parts(
shader_blob.GetBufferPointer() as *mut u8,
shader_blob.GetBufferSize(),
)
};
(create_vertex_shader(device, bytes)?, shader_blob)
};
let fragment = {
let shader_blob = shader_resources::build_shader_blob("paths_fragment", "ps_5_0")?;
let bytes = unsafe {
std::slice::from_raw_parts(
shader_blob.GetBufferPointer() as *mut u8,
shader_blob.GetBufferSize(),
)
};
create_fragment_shader(device, bytes)?
};
let shader_bytes = std::slice::from_raw_parts(
shader_blob.GetBufferPointer() as *const u8,
shader_blob.GetBufferSize(),
);
let mut layout = None;
device.CreateInputLayout(
&[
D3D11_INPUT_ELEMENT_DESC {
SemanticName: windows::core::s!("POSITION"),
SemanticIndex: 0,
Format: DXGI_FORMAT_R32G32_FLOAT,
InputSlot: 0,
AlignedByteOffset: 0,
InputSlotClass: D3D11_INPUT_PER_VERTEX_DATA,
InstanceDataStepRate: 0,
},
D3D11_INPUT_ELEMENT_DESC {
SemanticName: windows::core::s!("TEXCOORD"),
SemanticIndex: 0,
Format: DXGI_FORMAT_R32G32_FLOAT,
InputSlot: 0,
AlignedByteOffset: 8,
InputSlotClass: D3D11_INPUT_PER_VERTEX_DATA,
InstanceDataStepRate: 0,
},
D3D11_INPUT_ELEMENT_DESC {
SemanticName: windows::core::s!("TEXCOORD"),
SemanticIndex: 1,
Format: DXGI_FORMAT_R32G32_FLOAT,
InputSlot: 0,
AlignedByteOffset: 16,
InputSlotClass: D3D11_INPUT_PER_VERTEX_DATA,
InstanceDataStepRate: 0,
},
],
shader_bytes,
Some(&mut layout),
)?;
layout.unwrap()
};
Ok(Self {
vertex,
fragment,
@ -673,6 +742,7 @@ impl PathsPipelineState {
vertex_buffer_size: 32,
indirect_draw_buffer,
indirect_buffer_size: 32,
input_layout,
view,
vertex_view,
})
@ -965,11 +1035,11 @@ fn create_buffer_view(
Ok([view])
}
fn create_indirect_draw_buffer(device: &ID3D11Device, buffer_size: u32) -> Result<ID3D11Buffer> {
fn create_indirect_draw_buffer(device: &ID3D11Device, buffer_size: usize) -> Result<ID3D11Buffer> {
let desc = D3D11_BUFFER_DESC {
ByteWidth: std::mem::size_of::<DrawInstancedIndirectArgs>() as u32 * buffer_size,
ByteWidth: (std::mem::size_of::<DrawInstancedIndirectArgs>() * buffer_size) as u32,
Usage: D3D11_USAGE_DYNAMIC,
BindFlags: D3D11_BIND_INDEX_BUFFER.0 as u32,
BindFlags: D3D11_BIND_SHADER_RESOURCE.0 as u32,
CPUAccessFlags: D3D11_CPU_ACCESS_WRITE.0 as u32,
MiscFlags: D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS.0 as u32,
StructureByteStride: std::mem::size_of::<DrawInstancedIndirectArgs>() as u32,
@ -1076,7 +1146,7 @@ fn update_indirect_buffer_capacity(
return None;
}
let buffer_size = data_size.next_power_of_two();
let buffer = create_indirect_draw_buffer(device, data_size as u32).unwrap();
let buffer = create_indirect_draw_buffer(device, data_size).unwrap();
Some((buffer, buffer_size))
}
@ -1102,7 +1172,7 @@ fn update_paths_pipeline_vertex(
pipeline: &mut PathsPipelineState,
input: (ID3D11Buffer, usize, [Option<ID3D11ShaderResourceView>; 1]),
) {
pipeline.vertex_buffer = input.0;
pipeline.vertex_buffer = Some(input.0);
pipeline.vertex_buffer_size = input.1;
pipeline.vertex_view = input.2;
}
@ -1134,15 +1204,24 @@ fn prepare_indirect_draws(
topology: D3D_PRIMITIVE_TOPOLOGY,
) -> Result<()> {
unsafe {
device_context.VSSetShaderResources(1, Some(&pipeline.vertex_view));
device_context.VSSetShaderResources(2, Some(&pipeline.view));
device_context.PSSetShaderResources(2, Some(&pipeline.view));
device_context.VSSetShaderResources(1, Some(&pipeline.view));
device_context.PSSetShaderResources(1, Some(&pipeline.view));
device_context.IASetPrimitiveTopology(topology);
device_context.RSSetViewports(Some(viewport));
device_context.VSSetShader(&pipeline.vertex, None);
device_context.PSSetShader(&pipeline.fragment, None);
device_context.VSSetConstantBuffers(0, Some(global_params));
device_context.PSSetConstantBuffers(0, Some(global_params));
let stride = std::mem::size_of::<PathVertex<ScaledPixels>>() as u32;
let offset = 0u32;
device_context.IASetVertexBuffers(
0,
1,
Some(&pipeline.vertex_buffer),
Some(&stride),
Some(&offset),
);
device_context.IASetInputLayout(&pipeline.input_layout);
}
Ok(())
}

View file

@ -877,8 +877,8 @@ float4 shadow_fragment(ShadowFragmentInput input): SV_TARGET {
*/
struct PathVertex {
float2 xy_position;
Bounds content_mask;
float2 xy_position: POSITION;
Bounds content_mask: TEXCOORD;
};
struct PathSprite {
@ -903,11 +903,9 @@ struct PathFragmentInput {
nointerpolation float4 color1: COLOR2;
};
StructuredBuffer<PathVertex> path_vertices: register(t1);
StructuredBuffer<PathSprite> path_sprites: register(t2);
StructuredBuffer<PathSprite> path_sprites: register(t1);
PathVertexOutput paths_vertex(uint vertex_id: SV_VertexID, uint instance_id: SV_InstanceID) {
PathVertex v = path_vertices[vertex_id];
PathVertexOutput paths_vertex(PathVertex v, uint instance_id: SV_InstanceID) {
PathSprite sprite = path_sprites[instance_id];
PathVertexOutput output;