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, 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"))] // #[cfg(not(feature = "enable-renderdoc"))]
// struct DirectComposition { // struct DirectComposition {
// comp_device: IDCompositionDevice, // comp_device: IDCompositionDevice,
@ -282,22 +274,12 @@ impl DirectXRenderer {
} }
let mut vertices = Vec::new(); let mut vertices = Vec::new();
let mut sprites = Vec::with_capacity(paths.len()); 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, xy_position: v.xy_position,
content_mask: ContentMask { content_mask: path.content_mask.bounds,
bounds: path.content_mask.bounds, sprite_index: i as u32,
},
})); }));
sprites.push(PathSprite { sprites.push(PathSprite {
@ -314,7 +296,7 @@ impl DirectXRenderer {
.map(|input| update_paths_pipeline_buffer(&mut self.pipelines.paths_pipeline, input)); .map(|input| update_paths_pipeline_buffer(&mut self.pipelines.paths_pipeline, input));
update_buffer( update_buffer(
&self.devices.device_context, &self.devices.device_context,
&self.pipelines.paths_pipeline.buffer, &self.pipelines.paths_pipeline.instance_buffer,
&sprites, &sprites,
)?; )?;
update_paths_vertex_capacity( update_paths_vertex_capacity(
@ -328,32 +310,40 @@ impl DirectXRenderer {
&self.pipelines.paths_pipeline.vertex_buffer, &self.pipelines.paths_pipeline.vertex_buffer,
&vertices, &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() { let device_context = &self.devices.device_context;
draw_indirect( unsafe {
&self.devices.device_context, device_context.IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
&self.pipelines.paths_pipeline.indirect_draw_buffer, device_context.VSSetShader(&self.pipelines.paths_pipeline.vertex, None);
(i * std::mem::size_of::<DrawInstancedIndirectArgs>()) as u32, 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(()) Ok(())
} }
@ -627,19 +617,18 @@ struct PipelineState {
struct PathsPipelineState { struct PathsPipelineState {
vertex: ID3D11VertexShader, vertex: ID3D11VertexShader,
fragment: ID3D11PixelShader, fragment: ID3D11PixelShader,
buffer: ID3D11Buffer, instance_buffer: ID3D11Buffer,
buffer_size: usize, instance_buffer_size: usize,
vertex_buffer: ID3D11Buffer, vertex_buffer: ID3D11Buffer,
vertex_buffer_size: usize, vertex_buffer_size: usize,
indirect_draw_buffer: ID3D11Buffer, instance_view: ID3D11ShaderResourceView,
indirect_buffer_size: usize, vertex_view: ID3D11ShaderResourceView,
view: [Option<ID3D11ShaderResourceView>; 1], input_layout: ID3D11InputLayout,
vertex_view: [Option<ID3D11ShaderResourceView>; 1],
} }
impl PathsPipelineState { impl PathsPipelineState {
fn new(device: &ID3D11Device) -> Result<Self> { 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 shader_blob = shader_resources::build_shader_blob("paths_vertex", "vs_5_0")?;
let bytes = unsafe { let bytes = unsafe {
std::slice::from_raw_parts( std::slice::from_raw_parts(
@ -647,7 +636,7 @@ impl PathsPipelineState {
shader_blob.GetBufferSize(), shader_blob.GetBufferSize(),
) )
}; };
create_vertex_shader(device, bytes)? (create_vertex_shader(device, bytes)?, shader_blob)
}; };
let fragment = { let fragment = {
let shader_blob = shader_resources::build_shader_blob("paths_fragment", "ps_5_0")?; let shader_blob = shader_resources::build_shader_blob("paths_fragment", "ps_5_0")?;
@ -659,23 +648,64 @@ impl PathsPipelineState {
}; };
create_fragment_shader(device, bytes)? create_fragment_shader(device, bytes)?
}; };
let buffer = create_buffer(device, std::mem::size_of::<PathSprite>(), 32)?; let instance_buffer = create_buffer(device, std::mem::size_of::<PathSprite>(), 32)?;
let view = create_buffer_view(device, &buffer)?; let instance_view = create_buffer_view(device, &instance_buffer)?;
let vertex_buffer = let vertex_buffer = create_buffer(device, std::mem::size_of::<DirectXPathVertex>(), 32)?;
create_buffer(device, std::mem::size_of::<PathVertex<ScaledPixels>>(), 32)?;
let vertex_view = create_buffer_view(device, &vertex_buffer)?; 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 { Ok(Self {
vertex, vertex,
fragment, fragment,
buffer, instance_buffer,
buffer_size: 32, instance_buffer_size: 32,
vertex_buffer, vertex_buffer,
vertex_buffer_size: 32, vertex_buffer_size: 32,
indirect_draw_buffer, instance_view,
indirect_buffer_size: 32,
view,
vertex_view, vertex_view,
input_layout,
}) })
} }
} }
@ -687,6 +717,14 @@ struct PathSprite {
color: Background, 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> { fn get_dxgi_factory() -> Result<IDXGIFactory6> {
#[cfg(debug_assertions)] #[cfg(debug_assertions)]
let factory_flag = DXGI_CREATE_FACTORY_DEBUG; let factory_flag = DXGI_CREATE_FACTORY_DEBUG;
@ -919,7 +957,7 @@ fn create_pipieline(
fragment, fragment,
buffer, buffer,
buffer_size, buffer_size,
view, view: [Some(view)],
}) })
} }
@ -960,24 +998,10 @@ fn create_buffer(
fn create_buffer_view( fn create_buffer_view(
device: &ID3D11Device, device: &ID3D11Device,
buffer: &ID3D11Buffer, buffer: &ID3D11Buffer,
) -> Result<[Option<ID3D11ShaderResourceView>; 1]> { ) -> Result<ID3D11ShaderResourceView> {
let mut view = None; let mut view = None;
unsafe { device.CreateShaderResourceView(buffer, None, Some(&mut view)) }?; unsafe { device.CreateShaderResourceView(buffer, None, Some(&mut view)) }?;
Ok([view]) Ok(view.unwrap())
}
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())
} }
fn update_global_params( fn update_global_params(
@ -1032,15 +1056,15 @@ fn update_buffer_capacity(
let buffer_size = data_size.next_power_of_two(); let buffer_size = data_size.next_power_of_two();
let buffer = create_buffer(device, element_size, buffer_size).unwrap(); let buffer = create_buffer(device, element_size, buffer_size).unwrap();
let view = create_buffer_view(device, &buffer).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( fn update_paths_buffer_capacity(
pipeline: &PathsPipelineState, pipeline: &PathsPipelineState,
data_size: usize, data_size: usize,
device: &ID3D11Device, device: &ID3D11Device,
) -> Option<(ID3D11Buffer, usize, [Option<ID3D11ShaderResourceView>; 1])> { ) -> Option<(ID3D11Buffer, usize, ID3D11ShaderResourceView)> {
if pipeline.buffer_size >= data_size { if pipeline.instance_buffer_size >= data_size {
return None; return None;
} }
let buffer_size = data_size.next_power_of_two(); let buffer_size = data_size.next_power_of_two();
@ -1053,14 +1077,14 @@ fn update_paths_vertex_capacity(
pipeline: &PathsPipelineState, pipeline: &PathsPipelineState,
vertex_size: usize, vertex_size: usize,
device: &ID3D11Device, device: &ID3D11Device,
) -> Option<(ID3D11Buffer, usize, [Option<ID3D11ShaderResourceView>; 1])> { ) -> Option<(ID3D11Buffer, usize, ID3D11ShaderResourceView)> {
if pipeline.vertex_buffer_size >= vertex_size { if pipeline.vertex_buffer_size >= vertex_size {
return None; return None;
} }
let vertex_size = vertex_size.next_power_of_two(); let vertex_size = vertex_size.next_power_of_two();
let buffer = create_buffer( let buffer = create_buffer(
device, device,
std::mem::size_of::<PathVertex<ScaledPixels>>(), std::mem::size_of::<DirectXPathVertex>(),
vertex_size, vertex_size,
) )
.unwrap(); .unwrap();
@ -1068,19 +1092,6 @@ fn update_paths_vertex_capacity(
Some((buffer, vertex_size, view)) 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( fn update_pipeline(
pipeline: &mut PipelineState, pipeline: &mut PipelineState,
input: (ID3D11Buffer, usize, [Option<ID3D11ShaderResourceView>; 1]), input: (ID3D11Buffer, usize, [Option<ID3D11ShaderResourceView>; 1]),
@ -1092,27 +1103,22 @@ fn update_pipeline(
fn update_paths_pipeline_buffer( fn update_paths_pipeline_buffer(
pipeline: &mut PathsPipelineState, pipeline: &mut PathsPipelineState,
input: (ID3D11Buffer, usize, [Option<ID3D11ShaderResourceView>; 1]), input: (ID3D11Buffer, usize, ID3D11ShaderResourceView),
) { ) {
pipeline.buffer = input.0; pipeline.instance_buffer = input.0;
pipeline.buffer_size = input.1; pipeline.instance_buffer_size = input.1;
pipeline.view = input.2; pipeline.instance_view = input.2;
} }
fn update_paths_pipeline_vertex( fn update_paths_pipeline_vertex(
pipeline: &mut PathsPipelineState, pipeline: &mut PathsPipelineState,
input: (ID3D11Buffer, usize, [Option<ID3D11ShaderResourceView>; 1]), input: (ID3D11Buffer, usize, ID3D11ShaderResourceView),
) { ) {
pipeline.vertex_buffer = input.0; pipeline.vertex_buffer = input.0;
pipeline.vertex_buffer_size = input.1; pipeline.vertex_buffer_size = input.1;
pipeline.vertex_view = input.2; 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>( fn update_buffer<T>(
device_context: &ID3D11DeviceContext, device_context: &ID3D11DeviceContext,
buffer: &ID3D11Buffer, buffer: &ID3D11Buffer,
@ -1127,37 +1133,6 @@ fn update_buffer<T>(
Ok(()) 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( fn draw_normal(
device_context: &ID3D11DeviceContext, device_context: &ID3D11DeviceContext,
pipeline: &PipelineState, pipeline: &PipelineState,

View file

@ -876,9 +876,10 @@ float4 shadow_fragment(ShadowFragmentInput input): SV_TARGET {
** **
*/ */
struct PathVertex { struct PathVertexInput {
float2 xy_position; float2 xy_position: POSITION;
Bounds content_mask; float4 content_mask: TEXCOORD0;
uint sprite_index: TEXCOORD1;
}; };
struct PathSprite { struct PathSprite {
@ -895,17 +896,19 @@ struct PathVertexOutput {
nointerpolation float4 color1: COLOR2; nointerpolation float4 color1: COLOR2;
}; };
StructuredBuffer<PathVertex> path_vertices: register(t1);
StructuredBuffer<PathSprite> path_sprites: register(t2); StructuredBuffer<PathSprite> path_sprites: register(t2);
PathVertexOutput paths_vertex(uint vertex_id: SV_VertexID, uint instance_id: SV_InstanceID) { PathVertexOutput paths_vertex(PathVertexInput input) {
PathVertex v = path_vertices[vertex_id]; PathSprite sprite = path_sprites[input.sprite_index];
PathSprite sprite = path_sprites[instance_id];
Bounds content_mask;
content_mask.origin = input.content_mask.xy;
content_mask.size = input.content_mask.zw;
PathVertexOutput output; PathVertexOutput output;
output.position = to_device_position_impl(v.xy_position); output.position = to_device_position_impl(input.xy_position);
output.clip_distance = distance_from_clip_rect_impl(v.xy_position, v.content_mask); output.clip_distance = distance_from_clip_rect_impl(input.xy_position, content_mask);
output.sprite_id = instance_id; output.sprite_id = input.sprite_index;
GradientColor gradient = prepare_gradient_color( GradientColor gradient = prepare_gradient_color(
sprite.color.tag, sprite.color.tag,