This commit is contained in:
Junkui Zhang 2025-07-13 20:17:01 +08:00
parent dbe2ce2464
commit c8ae5a3b11
2 changed files with 186 additions and 115 deletions

View file

@ -49,6 +49,7 @@ struct DirectXRenderPipelines {
shadow_pipeline: PipelineState,
quad_pipeline: PipelineState,
paths_pipeline: PipelineState,
paths_indirect_draw_buffer: ID3D11Buffer,
underline_pipeline: PipelineState,
mono_sprites: PipelineState,
poly_sprites: PipelineState,
@ -61,6 +62,14 @@ struct DirectXGlobalElements {
blend_state_for_pr: 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,
@ -122,6 +131,7 @@ impl DirectXRenderer {
[0.0, 0.0, 0.0, 0.0],
&self.globals.blend_state,
)?;
println!("--> Drawing scene");
for batch in scene.batches() {
match batch {
PrimitiveBatch::Shadows(shadows) => self.draw_shadows(shadows),
@ -273,41 +283,64 @@ impl DirectXRenderer {
if paths.is_empty() {
return Ok(());
}
println!("Drawing {} paths", paths.len());
let mut vertices = Vec::new();
let mut sprites = Vec::with_capacity(paths.len());
for path in paths {
let tile = &path_tiles[&path.id];
let texture_view = self.atlas.get_texture_view(tile.texture_id);
let origin = path.bounds.intersect(&path.content_mask.bounds).origin;
let sprites = [PathSprite {
bounds: Bounds {
origin: origin.map(|p| p.floor()),
size: tile.bounds.size.map(Into::into),
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 {
xy_position: v.xy_position,
content_mask: ContentMask {
bounds: path.content_mask.bounds,
},
}));
sprites.push(PathSprite {
bounds: path.bounds,
color: path.color,
tile: (*tile).clone(),
}];
update_buffer_capacity(
&self.pipelines.paths_pipeline,
std::mem::size_of::<PathSprite>(),
1,
&self.devices.device,
)
.map(|input| update_pipeline(&mut self.pipelines.paths_pipeline, input));
update_buffer(
});
}
update_buffer_capacity(
&self.pipelines.paths_pipeline,
std::mem::size_of::<PathSprite>(),
sprites.len(),
&self.devices.device,
)
.map(|input| update_pipeline(&mut self.pipelines.paths_pipeline, input));
update_buffer(
&self.devices.device_context,
&self.pipelines.paths_pipeline.buffer,
&sprites,
)?;
update_indirect_buffer(
&self.devices.device_context,
&self.pipelines.paths_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_TRIANGLESTRIP,
)?;
for i in 0..paths.len() {
draw_indirect(
&self.devices.device_context,
&self.pipelines.paths_pipeline.buffer,
&sprites,
)?;
draw_with_texture(
&self.devices.device_context,
&self.pipelines.paths_pipeline,
&texture_view,
&self.context.viewport,
&self.globals.global_params_buffer,
&self.globals.sampler,
1,
)?;
&self.pipelines.paths_indirect_draw_buffer,
(i * std::mem::size_of::<DrawInstancedIndirectArgs>()) as u32,
);
}
Ok(())
}
@ -484,11 +517,13 @@ impl DirectXRenderPipelines {
std::mem::size_of::<PolychromeSprite>(),
32,
)?;
let paths_indirect_draw_buffer = create_indirect_draw_buffer(device, 32)?;
Ok(Self {
shadow_pipeline,
quad_pipeline,
paths_pipeline,
paths_indirect_draw_buffer,
underline_pipeline,
mono_sprites,
poly_sprites,
@ -884,6 +919,27 @@ fn create_buffer_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_INDIRECT_DRAW.0 as u32,
// MiscFlags: D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS.0 as u32,
// ..Default::default()
// };
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(
device_context: &ID3D11DeviceContext,
buffer: &[Option<ID3D11Buffer>; 1],
@ -964,6 +1020,50 @@ fn update_buffer<T>(
Ok(())
}
fn update_indirect_buffer(
device_context: &ID3D11DeviceContext,
buffer: &ID3D11Buffer,
data: &[DrawInstancedIndirectArgs],
) -> Result<()> {
unsafe {
let mut dest = std::mem::zeroed();
device_context.Map(buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, Some(&mut dest))?;
std::ptr::copy_nonoverlapping(data.as_ptr(), dest.pData as _, data.len());
device_context.Unmap(buffer, 0);
}
Ok(())
}
fn prepare_indirect_draws(
device_context: &ID3D11DeviceContext,
pipeline: &PipelineState,
viewport: &[D3D11_VIEWPORT],
global_params: &[Option<ID3D11Buffer>],
topology: D3D_PRIMITIVE_TOPOLOGY,
) -> Result<()> {
unsafe {
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));
}
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,
@ -1026,6 +1126,7 @@ mod shader_resources {
use windows_core::{HSTRING, PCSTR};
pub(super) fn build_shader_blob(entry: &str, target: &str) -> Result<ID3DBlob> {
println!("Building shader: {}", entry);
unsafe {
let mut entry = entry.to_owned();
let mut target = target.to_owned();
@ -1039,6 +1140,11 @@ mod shader_resources {
target.push_str("\0");
let entry_point = PCSTR::from_raw(entry.as_ptr());
let target_cstr = PCSTR::from_raw(target.as_ptr());
println!(
"Compiling shader: {} with target: {}",
entry_point.display(),
target_cstr.display()
);
#[cfg(debug_assertions)]
let compile_flag = D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
#[cfg(not(debug_assertions))]
@ -1054,6 +1160,7 @@ mod shader_resources {
&mut compile_blob,
Some(&mut error_blob),
);
println!("Shader compile result: {:?}", ret);
if ret.is_err() {
let Some(error_blob) = error_blob else {
return Err(anyhow::anyhow!("{ret:?}"));
@ -1064,10 +1171,9 @@ mod shader_resources {
string_len,
string_len,
);
return Err(anyhow::anyhow!(
"Compile error: {}",
String::from_utf8_lossy(&error_string_encode)
));
let error_string = String::from_utf8_lossy(&error_string_encode);
println!("Shader compile error: {}", error_string);
return Err(anyhow::anyhow!("Compile error: {}", error_string));
}
Ok(compile_blob.unwrap())
}

View file

@ -81,28 +81,36 @@ struct TransformationMatrix {
static const float M_PI_F = 3.141592653f;
static const float3 GRAYSCALE_FACTORS = float3(0.2126f, 0.7152f, 0.0722f);
float4 to_device_position(float2 unit_vertex, Bounds bounds) {
float2 position = unit_vertex * bounds.size + bounds.origin;
float4 to_device_position_impl(float2 position) {
float2 device_position = position / global_viewport_size * float2(2.0, -2.0) + float2(-1.0, 1.0);
return float4(device_position, 0., 1.);
}
float4 distance_from_clip_rect(float2 unit_vertex, Bounds bounds, Bounds clip_bounds) {
float4 to_device_position(float2 unit_vertex, Bounds bounds) {
float2 position = unit_vertex * bounds.size + bounds.origin;
return to_device_position_impl(position);
}
float4 distance_from_clip_rect_impl(float2 position, Bounds clip_bounds) {
return float4(position.x - clip_bounds.origin.x,
clip_bounds.origin.x + clip_bounds.size.x - position.x,
position.y - clip_bounds.origin.y,
clip_bounds.origin.y + clip_bounds.size.y - position.y);
}
float4 distance_from_clip_rect(float2 unit_vertex, Bounds bounds, Bounds clip_bounds) {
float2 position = unit_vertex * bounds.size + bounds.origin;
return distance_from_clip_rect_impl(position, clip_bounds);
}
// Convert linear RGB to sRGB
float3 linear_to_srgb(float3 color) {
return pow(color, float3(2.2));
return pow(color, float3(2.2, 2.2, 2.2));
}
// Convert sRGB to linear RGB
float3 srgb_to_linear(float3 color) {
return pow(color, float3(1.0 / 2.2));
return pow(color, float3(1.0 / 2.2, 1.0 / 2.2, 1.0 / 2.2));
}
/// Hsla to linear RGBA conversion.
@ -268,23 +276,23 @@ float quad_sdf(float2 pt, Bounds bounds, Corners corner_radii) {
}
GradientColor prepare_gradient_color(uint tag, uint color_space, Hsla solid, Hsla color0, Hsla color1) {
GradientColor res;
GradientColor output;
if (tag == 0) {
res.solid = hsla_to_rgba(solid);
output.solid = hsla_to_rgba(solid);
} else if (tag == 1) {
res.color0 = hsla_to_rgba(color0);
res.color1 = hsla_to_rgba(color1);
output.color0 = hsla_to_rgba(color0);
output.color1 = hsla_to_rgba(color1);
// Prepare color space in vertex for avoid conversion
// in fragment shader for performance reasons
if (color_space == 1) {
// Oklab
res.color0 = srgb_to_oklab(res.color0);
res.color1 = srgb_to_oklab(res.color1);
output.color0 = srgb_to_oklab(output.color0);
output.color1 = srgb_to_oklab(output.color1);
}
}
return res;
return output;
}
float4 gradient_color(Background background,
@ -456,22 +464,21 @@ struct Quad {
struct QuadVertexOutput {
float4 position: SV_Position;
// float4 border_color: COLOR0;
float4 border_color: FLAT;
uint quad_id: FLAT;
float4 background_solid: FLAT;
float4 background_color0: FLAT;
float4 background_color1: FLAT;
nointerpolation float4 border_color: COLOR0;
nointerpolation uint quad_id: TEXCOORD0;
nointerpolation float4 background_solid: COLOR1;
nointerpolation float4 background_color0: COLOR2;
nointerpolation float4 background_color1: COLOR3;
float4 clip_distance: SV_ClipDistance;
};
struct QuadFragmentInput {
uint quad_id: FLAT;
nointerpolation uint quad_id: TEXCOORD0;
float4 position: SV_Position;
float4 border_color: FLAT;
float4 background_solid: FLAT;
float4 background_color0: FLAT;
float4 background_color1: FLAT;
nointerpolation float4 border_color: COLOR0;
nointerpolation float4 background_solid: COLOR1;
nointerpolation float4 background_color0: COLOR2;
nointerpolation float4 background_color1: COLOR3;
};
StructuredBuffer<Quad> quads: register(t1);
@ -566,55 +573,11 @@ float4 quad_fragment(QuadFragmentInput input): SV_Target {
return color * float4(1., 1., 1., saturate(0.5 - distance));
}
/*
**
** Path raster
**
*/
struct PathVertex {
float2 xy_position;
float2 st_position;
Bounds content_mask;
};
struct PathRasterizationOutput {
float4 position: SV_Position;
float2 st_position: TEXCOORD0;
float4 clip_distances: SV_ClipDistance;
};
struct PathRasterizationInput {
float4 position: SV_Position;
float2 st_position: TEXCOORD0;
};
StructuredBuffer<PathVertex> path_vertices: register(t1);
PathRasterizationOutput path_rasterization_vertex(uint vertex_id: SV_VertexID) {
PathVertex vertex = path_vertices[vertex_id];
PathRasterizationOutput output;
float2 device_position = vertex.xy_position / global_viewport_size * float2(2.0, -2.0) + float2(-1.0, 1.0);
float2 tl = vertex.xy_position - vertex.content_mask.origin;
float2 br = vertex.content_mask.origin + vertex.content_mask.size - vertex.xy_position;
output.position = float4(device_position, 0.0, 1.0);
output.st_position = vertex.st_position;
output.clip_distances = float4(tl.x, br.x, tl.y, br.y);
return output;
}
float4 path_rasterization_fragment(PathRasterizationInput input): SV_Target {
float2 dx = ddx(input.st_position);
float2 dy = ddy(input.st_position);
float2 gradient = float2((2. * input.st_position.x) * dx.x - dx.y,
(2. * input.st_position.x) * dy.x - dy.y);
float f = (input.st_position.x * input.st_position.x) - input.st_position.y;
float distance = f / length(gradient);
float alpha = saturate(0.5 - distance);
return float4(alpha, 0., 0., 1.);
}
/*
**
** Paths
@ -624,27 +587,27 @@ float4 path_rasterization_fragment(PathRasterizationInput input): SV_Target {
struct PathSprite {
Bounds bounds;
Background color;
AtlasTile tile;
};
struct PathVertexOutput {
float4 position: SV_Position;
float2 tile_position: POSITION1;
uint sprite_id: FLAT;
float4 solid_color: FLAT;
float4 color0: FLAT;
float4 color1: FLAT;
float4 clip_distance: SV_ClipDistance;
nointerpolation uint sprite_id: TEXCOORD0;
nointerpolation float4 solid_color: COLOR0;
nointerpolation float4 color0: COLOR1;
nointerpolation float4 color1: COLOR2;
};
StructuredBuffer<PathSprite> path_sprites: register(t1);
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) {
float2 unit_vertex = float2(float(vertex_id & 1u), 0.5 * float(vertex_id & 2u));
PathVertex v = path_vertices[vertex_id];
PathSprite sprite = path_sprites[instance_id];
// Don't apply content mask because it was already accounted for when rasterizing the path.
PathVertexOutput output;
output.position = to_device_position(unit_vertex, sprite.bounds);
output.tile_position = to_tile_position(unit_vertex, sprite.tile);
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;
GradientColor gradient = prepare_gradient_color(
@ -662,13 +625,15 @@ PathVertexOutput paths_vertex(uint vertex_id: SV_VertexID, uint instance_id: SV_
}
float4 paths_fragment(PathVertexOutput input): SV_Target {
float sample = t_sprite.Sample(s_sprite, input.tile_position).r;
float mask = 1.0 - abs(1.0 - sample % 2.0);
float4 zero = 0.0;
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,
input.solid_color, input.color0, input.color1);
color.a *= mask;
return color;
}