This commit is contained in:
Junkui Zhang 2025-07-29 14:24:43 +08:00
parent 62d1b7e36f
commit 64b3b050e3

View file

@ -79,7 +79,6 @@ struct DirectXRenderPipelines {
struct DirectXGlobalElements {
global_params_buffer: [Option<ID3D11Buffer>; 1],
sampler: [Option<ID3D11SamplerState>; 1],
blend_state: ID3D11BlendState,
}
#[repr(C)]
@ -171,11 +170,6 @@ impl DirectXRenderer {
self.devices
.device_context
.RSSetViewports(Some(&self.resources.viewport));
self.devices.device_context.OMSetBlendState(
&self.globals.blend_state,
None,
0xFFFFFFFF,
);
}
Ok(())
}
@ -653,30 +647,54 @@ impl DirectXResources {
impl DirectXRenderPipelines {
pub fn new(device: &ID3D11Device) -> Result<Self> {
let shadow_pipeline =
PipelineState::new(device, "shadow_pipeline", ShaderModule::Shadow, 4)?;
let quad_pipeline = PipelineState::new(device, "quad_pipeline", ShaderModule::Quad, 64)?;
let shadow_pipeline = PipelineState::new(
device,
"shadow_pipeline",
ShaderModule::Shadow,
4,
create_blend_state(device)?,
)?;
let quad_pipeline = PipelineState::new(
device,
"quad_pipeline",
ShaderModule::Quad,
64,
create_blend_state(device)?,
)?;
let path_rasterization_pipeline = PipelineState::new(
device,
"path_rasterization_pipeline",
ShaderModule::PathRasterization,
32,
create_blend_state_for_path_rasterization(device)?,
)?;
let path_sprite_pipeline = PipelineState::new(
device,
"path_sprite_pipeline",
ShaderModule::PathSprite,
4,
create_blend_state_for_path_sprite(device)?,
)?;
let underline_pipeline = PipelineState::new(
device,
"underline_pipeline",
ShaderModule::Underline,
4,
create_blend_state(device)?,
)?;
let path_sprite_pipeline =
PipelineState::new(device, "path_sprite_pipeline", ShaderModule::PathSprite, 1)?;
let underline_pipeline =
PipelineState::new(device, "underline_pipeline", ShaderModule::Underline, 4)?;
let mono_sprites = PipelineState::new(
device,
"monochrome_sprite_pipeline",
ShaderModule::MonochromeSprite,
512,
create_blend_state(device)?,
)?;
let poly_sprites = PipelineState::new(
device,
"polychrome_sprite_pipeline",
ShaderModule::PolychromeSprite,
16,
create_blend_state(device)?,
)?;
Ok(Self {
@ -748,12 +766,9 @@ impl DirectXGlobalElements {
[output]
};
let blend_state = create_blend_state(device)?;
Ok(Self {
global_params_buffer,
sampler,
blend_state,
})
}
}
@ -772,26 +787,17 @@ struct PipelineState<T> {
buffer: ID3D11Buffer,
buffer_size: usize,
view: [Option<ID3D11ShaderResourceView>; 1],
blend_state: ID3D11BlendState,
_marker: std::marker::PhantomData<T>,
}
// struct PathRasterizationPipelineState {
// vertex: ID3D11VertexShader,
// fragment: ID3D11PixelShader,
// buffer: ID3D11Buffer,
// buffer_size: usize,
// view: [Option<ID3D11ShaderResourceView>; 1],
// vertex_buffer: Option<ID3D11Buffer>,
// vertex_buffer_size: usize,
// input_layout: ID3D11InputLayout,
// }
impl<T> PipelineState<T> {
fn new(
device: &ID3D11Device,
label: &'static str,
shader_module: ShaderModule,
buffer_size: usize,
blend_state: ID3D11BlendState,
) -> Result<Self> {
let vertex = {
let raw_shader = RawShaderBytes::new(shader_module, ShaderTarget::Vertex)?;
@ -811,6 +817,7 @@ impl<T> PipelineState<T> {
buffer,
buffer_size,
view,
blend_state,
_marker: std::marker::PhantomData,
})
}
@ -855,6 +862,7 @@ impl<T> PipelineState<T> {
&self.vertex,
&self.fragment,
global_params,
&self.blend_state,
);
unsafe {
device_context.DrawInstanced(vertex_count, instance_count, 0, 0);
@ -879,6 +887,7 @@ impl<T> PipelineState<T> {
&self.vertex,
&self.fragment,
global_params,
&self.blend_state,
);
unsafe {
device_context.PSSetSamplers(0, Some(sampler));
@ -891,123 +900,6 @@ impl<T> PipelineState<T> {
}
}
// impl PathRasterizationPipelineState {
// fn new(device: &ID3D11Device) -> Result<Self> {
// let (vertex, vertex_shader) = {
// let raw_vertex_shader =
// RawShaderBytes::new(ShaderModule::PathRasterization, ShaderTarget::Vertex)?;
// (
// create_vertex_shader(device, raw_vertex_shader.as_bytes())?,
// raw_vertex_shader,
// )
// };
// let fragment = {
// let raw_shader =
// RawShaderBytes::new(ShaderModule::PathRasterization, ShaderTarget::Fragment)?;
// create_fragment_shader(device, raw_shader.as_bytes())?
// };
// let buffer = create_buffer(device, std::mem::size_of::<PathRasterizationSprite>(), 32)?;
// let view = create_buffer_view(device, &buffer)?;
// let vertex_buffer = Some(create_buffer(
// device,
// std::mem::size_of::<PathRasterizationSprite>(),
// 32,
// )?);
// Ok(Self {
// vertex,
// fragment,
// buffer,
// buffer_size: 32,
// view,
// vertex_buffer,
// vertex_buffer_size: 32,
// })
// }
// fn update_buffer(
// &mut self,
// device: &ID3D11Device,
// device_context: &ID3D11DeviceContext,
// sprites: &[PathRasterizationSprite],
// vertices_data: &[DirectXPathVertex],
// ) -> Result<()> {
// if self.buffer_size < sprites.len() {
// let new_buffer_size = sprites.len().next_power_of_two();
// log::info!(
// "Updating Paths Pipeline buffer size from {} to {}",
// self.buffer_size,
// new_buffer_size
// );
// let buffer = create_buffer(
// device,
// std::mem::size_of::<PathRasterizationSprite>(),
// new_buffer_size,
// )?;
// let view = create_buffer_view(device, &buffer)?;
// self.buffer = buffer;
// self.view = view;
// self.buffer_size = new_buffer_size;
// }
// update_buffer(device_context, &self.buffer, sprites)?;
// if self.vertex_buffer_size < vertices_data.len() {
// let new_vertex_buffer_size = vertices_data.len().next_power_of_two();
// log::info!(
// "Updating Paths Pipeline vertex buffer size from {} to {}",
// self.vertex_buffer_size,
// new_vertex_buffer_size
// );
// let vertex_buffer = create_buffer(
// device,
// std::mem::size_of::<DirectXPathVertex>(),
// new_vertex_buffer_size,
// )?;
// self.vertex_buffer = Some(vertex_buffer);
// self.vertex_buffer_size = new_vertex_buffer_size;
// }
// update_buffer(
// device_context,
// self.vertex_buffer.as_ref().unwrap(),
// vertices_data,
// )?;
// Ok(())
// }
// fn draw(
// &self,
// device_context: &ID3D11DeviceContext,
// vertex_count: u32,
// viewport: &[D3D11_VIEWPORT],
// global_params: &[Option<ID3D11Buffer>],
// ) -> Result<()> {
// set_pipeline_state(
// device_context,
// &self.view,
// D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
// viewport,
// &self.vertex,
// &self.fragment,
// global_params,
// );
// unsafe {
// const STRIDE: u32 = std::mem::size_of::<DirectXPathVertex>() as u32;
// const OFFSET: u32 = 0;
// device_context.IASetInputLayout(&self.input_layout);
// device_context.IASetVertexBuffers(
// 0,
// 1,
// Some(&self.vertex_buffer),
// Some(&STRIDE),
// Some(&OFFSET),
// );
// device_context.Draw(vertex_count, 0);
// }
// Ok(())
// }
// }
#[derive(Clone, Copy)]
#[repr(C)]
struct PathRasterizationSprite {
@ -1354,6 +1246,46 @@ fn create_blend_state(device: &ID3D11Device) -> Result<ID3D11BlendState> {
}
}
#[inline]
fn create_blend_state_for_path_rasterization(device: &ID3D11Device) -> Result<ID3D11BlendState> {
// If the feature level is set to greater than D3D_FEATURE_LEVEL_9_3, the display
// device performs the blend in linear space, which is ideal.
let mut desc = D3D11_BLEND_DESC::default();
desc.RenderTarget[0].BlendEnable = true.into();
desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
desc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL.0 as u8;
unsafe {
let mut state = None;
device.CreateBlendState(&desc, Some(&mut state))?;
Ok(state.unwrap())
}
}
#[inline]
fn create_blend_state_for_path_sprite(device: &ID3D11Device) -> Result<ID3D11BlendState> {
// If the feature level is set to greater than D3D_FEATURE_LEVEL_9_3, the display
// device performs the blend in linear space, which is ideal.
let mut desc = D3D11_BLEND_DESC::default();
desc.RenderTarget[0].BlendEnable = true.into();
desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
desc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ONE;
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL.0 as u8;
unsafe {
let mut state = None;
device.CreateBlendState(&desc, Some(&mut state))?;
Ok(state.unwrap())
}
}
#[inline]
fn create_vertex_shader(device: &ID3D11Device, bytes: &[u8]) -> Result<ID3D11VertexShader> {
unsafe {
@ -1425,6 +1357,7 @@ fn set_pipeline_state(
vertex_shader: &ID3D11VertexShader,
fragment_shader: &ID3D11PixelShader,
global_params: &[Option<ID3D11Buffer>],
blend_state: &ID3D11BlendState,
) {
unsafe {
device_context.VSSetShaderResources(1, Some(buffer_view));
@ -1435,6 +1368,7 @@ fn set_pipeline_state(
device_context.PSSetShader(fragment_shader, None);
device_context.VSSetConstantBuffers(0, Some(global_params));
device_context.PSSetConstantBuffers(0, Some(global_params));
device_context.OMSetBlendState(blend_state, None, 0xFFFFFFFF);
}
}