Fix path rendering - draw all paths w/ one regular draw call

This commit is contained in:
Max Brunsfeld 2025-07-15 15:49:30 -07:00
parent f16f07b36f
commit 83d942611f
2 changed files with 131 additions and 153 deletions

View file

@ -60,14 +60,6 @@ struct DirectXGlobalElements {
blend_state: ID3D11BlendState,
}
#[repr(C)]
struct DrawInstancedIndirectArgs {
vertex_count_per_instance: u32,
instance_count: u32,
start_vertex_location: u32,
start_instance_location: u32,
}
// #[cfg(not(feature = "enable-renderdoc"))]
// struct DirectComposition {
// comp_device: IDCompositionDevice,
@ -282,22 +274,12 @@ impl DirectXRenderer {
}
let mut vertices = Vec::new();
let mut sprites = Vec::with_capacity(paths.len());
let mut draw_indirect_commands = Vec::with_capacity(paths.len());
let mut start_vertex_location = 0;
for (i, path) in paths.iter().enumerate() {
draw_indirect_commands.push(DrawInstancedIndirectArgs {
vertex_count_per_instance: path.vertices.len() as u32,
instance_count: 1,
start_vertex_location,
start_instance_location: i as u32,
});
start_vertex_location += path.vertices.len() as u32;
vertices.extend(path.vertices.iter().map(|v| PathVertex {
for (i, path) in paths.iter().enumerate() {
vertices.extend(path.vertices.iter().map(|v| DirectXPathVertex {
xy_position: v.xy_position,
content_mask: ContentMask {
bounds: path.content_mask.bounds,
},
content_mask: path.content_mask.bounds,
sprite_index: i as u32,
}));
sprites.push(PathSprite {
@ -314,7 +296,7 @@ impl DirectXRenderer {
.map(|input| update_paths_pipeline_buffer(&mut self.pipelines.paths_pipeline, input));
update_buffer(
&self.devices.device_context,
&self.pipelines.paths_pipeline.buffer,
&self.pipelines.paths_pipeline.instance_buffer,
&sprites,
)?;
update_paths_vertex_capacity(
@ -328,32 +310,40 @@ impl DirectXRenderer {
&self.pipelines.paths_pipeline.vertex_buffer,
&vertices,
)?;
update_indirect_buffer_capacity(
&self.pipelines.paths_pipeline,
draw_indirect_commands.len(),
&self.devices.device,
)
.map(|input| update_paths_indirect_buffer(&mut self.pipelines.paths_pipeline, input));
update_buffer(
&self.devices.device_context,
&self.pipelines.paths_pipeline.indirect_draw_buffer,
&draw_indirect_commands,
)?;
prepare_indirect_draws(
&self.devices.device_context,
&self.pipelines.paths_pipeline,
&self.context.viewport,
&self.globals.global_params_buffer,
D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
)?;
for i in 0..paths.len() {
draw_indirect(
&self.devices.device_context,
&self.pipelines.paths_pipeline.indirect_draw_buffer,
(i * std::mem::size_of::<DrawInstancedIndirectArgs>()) as u32,
let device_context = &self.devices.device_context;
unsafe {
device_context.IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
device_context.VSSetShader(&self.pipelines.paths_pipeline.vertex, None);
device_context.PSSetShader(&self.pipelines.paths_pipeline.fragment, None);
device_context.VSSetConstantBuffers(0, Some(&self.globals.global_params_buffer));
device_context.PSSetConstantBuffers(0, Some(&self.globals.global_params_buffer));
device_context.VSSetShaderResources(
2,
Some(&[Some(self.pipelines.paths_pipeline.instance_view.clone())]),
);
device_context.PSSetShaderResources(
2,
Some(&[Some(self.pipelines.paths_pipeline.instance_view.clone())]),
);
device_context.PSSetSamplers(0, Some(&self.globals.sampler));
device_context.OMSetBlendState(&self.globals.blend_state, None, 0xffffffff);
let stride = std::mem::size_of::<DirectXPathVertex>() as u32;
let offset = 0u32;
device_context.IASetVertexBuffers(
0,
1,
Some([Some(self.pipelines.paths_pipeline.vertex_buffer.clone())].as_ptr()),
Some(&stride),
Some(&offset),
);
device_context.IASetInputLayout(&self.pipelines.paths_pipeline.input_layout);
}
unsafe {
device_context.Draw(vertices.len() as u32, 0);
}
Ok(())
}
@ -627,19 +617,18 @@ struct PipelineState {
struct PathsPipelineState {
vertex: ID3D11VertexShader,
fragment: ID3D11PixelShader,
buffer: ID3D11Buffer,
buffer_size: usize,
instance_buffer: ID3D11Buffer,
instance_buffer_size: usize,
vertex_buffer: ID3D11Buffer,
vertex_buffer_size: usize,
indirect_draw_buffer: ID3D11Buffer,
indirect_buffer_size: usize,
view: [Option<ID3D11ShaderResourceView>; 1],
vertex_view: [Option<ID3D11ShaderResourceView>; 1],
instance_view: ID3D11ShaderResourceView,
vertex_view: ID3D11ShaderResourceView,
input_layout: ID3D11InputLayout,
}
impl PathsPipelineState {
fn new(device: &ID3D11Device) -> Result<Self> {
let vertex = {
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(
@ -647,7 +636,7 @@ impl PathsPipelineState {
shader_blob.GetBufferSize(),
)
};
create_vertex_shader(device, bytes)?
(create_vertex_shader(device, bytes)?, shader_blob)
};
let fragment = {
let shader_blob = shader_resources::build_shader_blob("paths_fragment", "ps_5_0")?;
@ -659,23 +648,64 @@ impl PathsPipelineState {
};
create_fragment_shader(device, bytes)?
};
let buffer = create_buffer(device, std::mem::size_of::<PathSprite>(), 32)?;
let view = create_buffer_view(device, &buffer)?;
let vertex_buffer =
create_buffer(device, std::mem::size_of::<PathVertex<ScaledPixels>>(), 32)?;
let instance_buffer = create_buffer(device, std::mem::size_of::<PathSprite>(), 32)?;
let instance_view = create_buffer_view(device, &instance_buffer)?;
let vertex_buffer = create_buffer(device, std::mem::size_of::<DirectXPathVertex>(), 32)?;
let vertex_view = create_buffer_view(device, &vertex_buffer)?;
let indirect_draw_buffer = create_indirect_draw_buffer(device, 32)?;
// Create input layout
let input_layout = unsafe {
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_R32G32B32A32_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_R32_UINT,
InputSlot: 0,
AlignedByteOffset: 24,
InputSlotClass: D3D11_INPUT_PER_VERTEX_DATA,
InstanceDataStepRate: 0,
},
],
shader_bytes,
Some(&mut layout),
)?;
layout.unwrap()
};
Ok(Self {
vertex,
fragment,
buffer,
buffer_size: 32,
instance_buffer,
instance_buffer_size: 32,
vertex_buffer,
vertex_buffer_size: 32,
indirect_draw_buffer,
indirect_buffer_size: 32,
view,
instance_view,
vertex_view,
input_layout,
})
}
}
@ -687,6 +717,14 @@ struct PathSprite {
color: Background,
}
#[derive(Clone, Debug)]
#[repr(C)]
struct DirectXPathVertex {
xy_position: Point<ScaledPixels>,
content_mask: Bounds<ScaledPixels>,
sprite_index: u32,
}
fn get_dxgi_factory() -> Result<IDXGIFactory6> {
#[cfg(debug_assertions)]
let factory_flag = DXGI_CREATE_FACTORY_DEBUG;
@ -919,7 +957,7 @@ fn create_pipieline(
fragment,
buffer,
buffer_size,
view,
view: [Some(view)],
})
}
@ -960,24 +998,10 @@ fn create_buffer(
fn create_buffer_view(
device: &ID3D11Device,
buffer: &ID3D11Buffer,
) -> Result<[Option<ID3D11ShaderResourceView>; 1]> {
) -> Result<ID3D11ShaderResourceView> {
let mut view = None;
unsafe { device.CreateShaderResourceView(buffer, None, Some(&mut view)) }?;
Ok([view])
}
fn create_indirect_draw_buffer(device: &ID3D11Device, buffer_size: u32) -> Result<ID3D11Buffer> {
let desc = D3D11_BUFFER_DESC {
ByteWidth: std::mem::size_of::<DrawInstancedIndirectArgs>() as u32 * buffer_size,
Usage: D3D11_USAGE_DYNAMIC,
BindFlags: D3D11_BIND_INDEX_BUFFER.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,
};
let mut buffer = None;
unsafe { device.CreateBuffer(&desc, None, Some(&mut buffer)) }?;
Ok(buffer.unwrap())
Ok(view.unwrap())
}
fn update_global_params(
@ -1032,15 +1056,15 @@ fn update_buffer_capacity(
let buffer_size = data_size.next_power_of_two();
let buffer = create_buffer(device, element_size, buffer_size).unwrap();
let view = create_buffer_view(device, &buffer).unwrap();
Some((buffer, buffer_size, view))
Some((buffer, buffer_size, [Some(view)]))
}
fn update_paths_buffer_capacity(
pipeline: &PathsPipelineState,
data_size: usize,
device: &ID3D11Device,
) -> Option<(ID3D11Buffer, usize, [Option<ID3D11ShaderResourceView>; 1])> {
if pipeline.buffer_size >= data_size {
) -> Option<(ID3D11Buffer, usize, ID3D11ShaderResourceView)> {
if pipeline.instance_buffer_size >= data_size {
return None;
}
let buffer_size = data_size.next_power_of_two();
@ -1053,14 +1077,14 @@ fn update_paths_vertex_capacity(
pipeline: &PathsPipelineState,
vertex_size: usize,
device: &ID3D11Device,
) -> Option<(ID3D11Buffer, usize, [Option<ID3D11ShaderResourceView>; 1])> {
) -> Option<(ID3D11Buffer, usize, ID3D11ShaderResourceView)> {
if pipeline.vertex_buffer_size >= vertex_size {
return None;
}
let vertex_size = vertex_size.next_power_of_two();
let buffer = create_buffer(
device,
std::mem::size_of::<PathVertex<ScaledPixels>>(),
std::mem::size_of::<DirectXPathVertex>(),
vertex_size,
)
.unwrap();
@ -1068,19 +1092,6 @@ fn update_paths_vertex_capacity(
Some((buffer, vertex_size, view))
}
fn update_indirect_buffer_capacity(
pipeline: &PathsPipelineState,
data_size: usize,
device: &ID3D11Device,
) -> Option<(ID3D11Buffer, usize)> {
if pipeline.indirect_buffer_size >= data_size {
return None;
}
let buffer_size = data_size.next_power_of_two();
let buffer = create_indirect_draw_buffer(device, data_size as u32).unwrap();
Some((buffer, buffer_size))
}
fn update_pipeline(
pipeline: &mut PipelineState,
input: (ID3D11Buffer, usize, [Option<ID3D11ShaderResourceView>; 1]),
@ -1092,27 +1103,22 @@ fn update_pipeline(
fn update_paths_pipeline_buffer(
pipeline: &mut PathsPipelineState,
input: (ID3D11Buffer, usize, [Option<ID3D11ShaderResourceView>; 1]),
input: (ID3D11Buffer, usize, ID3D11ShaderResourceView),
) {
pipeline.buffer = input.0;
pipeline.buffer_size = input.1;
pipeline.view = input.2;
pipeline.instance_buffer = input.0;
pipeline.instance_buffer_size = input.1;
pipeline.instance_view = input.2;
}
fn update_paths_pipeline_vertex(
pipeline: &mut PathsPipelineState,
input: (ID3D11Buffer, usize, [Option<ID3D11ShaderResourceView>; 1]),
input: (ID3D11Buffer, usize, ID3D11ShaderResourceView),
) {
pipeline.vertex_buffer = input.0;
pipeline.vertex_buffer_size = input.1;
pipeline.vertex_view = input.2;
}
fn update_paths_indirect_buffer(pipeline: &mut PathsPipelineState, input: (ID3D11Buffer, usize)) {
pipeline.indirect_draw_buffer = input.0;
pipeline.indirect_buffer_size = input.1;
}
fn update_buffer<T>(
device_context: &ID3D11DeviceContext,
buffer: &ID3D11Buffer,
@ -1127,37 +1133,6 @@ fn update_buffer<T>(
Ok(())
}
fn prepare_indirect_draws(
device_context: &ID3D11DeviceContext,
pipeline: &PathsPipelineState,
viewport: &[D3D11_VIEWPORT],
global_params: &[Option<ID3D11Buffer>],
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.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));
}
Ok(())
}
fn draw_indirect(
device_context: &ID3D11DeviceContext,
indirect_draw_buffer: &ID3D11Buffer,
offset: u32,
) {
unsafe {
device_context.DrawInstancedIndirect(indirect_draw_buffer, offset);
}
}
fn draw_normal(
device_context: &ID3D11DeviceContext,
pipeline: &PipelineState,

View file

@ -256,7 +256,7 @@ float pick_corner_radius(float2 center_to_point, Corners corner_radii) {
}
}
float4 to_device_position_transformed(float2 unit_vertex, Bounds bounds,
float4 to_device_position_transformed(float2 unit_vertex, Bounds bounds,
TransformationMatrix transformation) {
float2 position = unit_vertex * bounds.size + bounds.origin;
float2 transformed = mul(position, transformation.rotation_scale) + transformation.translation;
@ -876,9 +876,10 @@ float4 shadow_fragment(ShadowFragmentInput input): SV_TARGET {
**
*/
struct PathVertex {
float2 xy_position;
Bounds content_mask;
struct PathVertexInput {
float2 xy_position: POSITION;
float4 content_mask: TEXCOORD0;
uint sprite_index: TEXCOORD1;
};
struct PathSprite {
@ -895,17 +896,19 @@ struct PathVertexOutput {
nointerpolation float4 color1: COLOR2;
};
StructuredBuffer<PathVertex> path_vertices: register(t1);
StructuredBuffer<PathSprite> path_sprites: register(t2);
PathVertexOutput paths_vertex(uint vertex_id: SV_VertexID, uint instance_id: SV_InstanceID) {
PathVertex v = path_vertices[vertex_id];
PathSprite sprite = path_sprites[instance_id];
PathVertexOutput paths_vertex(PathVertexInput input) {
PathSprite sprite = path_sprites[input.sprite_index];
Bounds content_mask;
content_mask.origin = input.content_mask.xy;
content_mask.size = input.content_mask.zw;
PathVertexOutput output;
output.position = to_device_position_impl(v.xy_position);
output.clip_distance = distance_from_clip_rect_impl(v.xy_position, v.content_mask);
output.sprite_id = instance_id;
output.position = to_device_position_impl(input.xy_position);
output.clip_distance = distance_from_clip_rect_impl(input.xy_position, content_mask);
output.sprite_id = input.sprite_index;
GradientColor gradient = prepare_gradient_color(
sprite.color.tag,
@ -925,7 +928,7 @@ float4 paths_fragment(PathVertexOutput input): SV_Target {
if (any(input.clip_distance < zero)) {
return zero;
}
PathSprite sprite = path_sprites[input.sprite_id];
Background background = sprite.color;
float4 color = gradient_color(background, input.position.xy, sprite.bounds,
@ -968,7 +971,7 @@ UnderlineVertexOutput underline_vertex(uint vertex_id: SV_VertexID, uint underli
float2 unit_vertex = float2(float(vertex_id & 1u), 0.5 * float(vertex_id & 2u));
Underline underline = underlines[underline_id];
float4 device_position = to_device_position(unit_vertex, underline.bounds);
float4 clip_distance = distance_from_clip_rect(unit_vertex, underline.bounds,
float4 clip_distance = distance_from_clip_rect(unit_vertex, underline.bounds,
underline.content_mask);
float4 color = hsla_to_rgba(underline.color);