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d3d12: Add a d2d overlay to display debug text
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#include "stdafx.h" | ||
#if defined(DX12_SUPPORT) | ||
#include "D3D12GSRender.h" | ||
#include <d2d1_3.h> | ||
#include <dwrite_3.h> | ||
#include <d3d11on12.h> | ||
#include <dxgi1_4.h> | ||
|
||
// D2D | ||
ComPtr<ID3D11Device> d3d11Device; | ||
ComPtr<ID3D11DeviceContext> m_d3d11DeviceContext; | ||
ComPtr<ID3D11On12Device> m_d3d11On12Device; | ||
ComPtr<ID3D12Device> m_d3d12Device; | ||
ComPtr<IDWriteFactory> m_dWriteFactory; | ||
ComPtr<ID2D1Factory3> m_d2dFactory; | ||
ComPtr<ID2D1Device2> m_d2dDevice; | ||
ComPtr<ID2D1DeviceContext2> m_d2dDeviceContext; | ||
ComPtr<ID3D11Resource> m_wrappedBackBuffers[2]; | ||
ComPtr<ID2D1Bitmap1> m_d2dRenderTargets[2]; | ||
ComPtr<IDWriteTextFormat> m_textFormat; | ||
ComPtr<ID2D1SolidColorBrush> m_textBrush; | ||
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||
#pragma comment (lib, "d2d1.lib") | ||
#pragma comment (lib, "dwrite.lib") | ||
#pragma comment (lib, "d3d11.lib") | ||
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||
void D3D12GSRender::InitD2DStructures() | ||
{ | ||
D3D11On12CreateDevice( | ||
m_device.Get(), | ||
D3D11_CREATE_DEVICE_BGRA_SUPPORT, | ||
nullptr, | ||
0, | ||
reinterpret_cast<IUnknown**>(m_commandQueueGraphic.GetAddressOf()), | ||
1, | ||
0, | ||
&d3d11Device, | ||
&m_d3d11DeviceContext, | ||
nullptr | ||
); | ||
|
||
d3d11Device.As(&m_d3d11On12Device); | ||
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||
D2D1_DEVICE_CONTEXT_OPTIONS deviceOptions = D2D1_DEVICE_CONTEXT_OPTIONS_NONE; | ||
D2D1_FACTORY_OPTIONS d2dFactoryOptions = {}; | ||
D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, __uuidof(ID2D1Factory3), &d2dFactoryOptions, &m_d2dFactory); | ||
Microsoft::WRL::ComPtr<IDXGIDevice> dxgiDevice; | ||
m_d3d11On12Device.As(&dxgiDevice); | ||
m_d2dFactory->CreateDevice(dxgiDevice.Get(), &m_d2dDevice); | ||
m_d2dDevice->CreateDeviceContext(deviceOptions, &m_d2dDeviceContext); | ||
DWriteCreateFactory(DWRITE_FACTORY_TYPE_SHARED, __uuidof(IDWriteFactory), &m_dWriteFactory); | ||
|
||
float dpiX; | ||
float dpiY; | ||
m_d2dFactory->GetDesktopDpi(&dpiX, &dpiY); | ||
D2D1_BITMAP_PROPERTIES1 bitmapProperties = D2D1::BitmapProperties1( | ||
D2D1_BITMAP_OPTIONS_TARGET | D2D1_BITMAP_OPTIONS_CANNOT_DRAW, | ||
D2D1::PixelFormat(DXGI_FORMAT_UNKNOWN, D2D1_ALPHA_MODE_PREMULTIPLIED), | ||
dpiX, | ||
dpiY | ||
); | ||
|
||
for (unsigned i = 0; i < 2; i++) | ||
{ | ||
D3D11_RESOURCE_FLAGS d3d11Flags = { D3D11_BIND_RENDER_TARGET }; | ||
m_d3d11On12Device->CreateWrappedResource( | ||
m_backBuffer[i].Get(), | ||
&d3d11Flags, | ||
D3D12_RESOURCE_STATE_RENDER_TARGET, | ||
D3D12_RESOURCE_STATE_PRESENT, | ||
IID_PPV_ARGS(&m_wrappedBackBuffers[i]) | ||
); | ||
|
||
// Create a render target for D2D to draw directly to this back buffer. | ||
Microsoft::WRL::ComPtr<IDXGISurface> surface; | ||
m_wrappedBackBuffers[i].As(&surface); | ||
m_d2dDeviceContext->CreateBitmapFromDxgiSurface( | ||
surface.Get(), | ||
&bitmapProperties, | ||
&m_d2dRenderTargets[i] | ||
); | ||
} | ||
|
||
m_d2dDeviceContext->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::DarkGreen), &m_textBrush); | ||
m_dWriteFactory->CreateTextFormat( | ||
L"Verdana", | ||
NULL, | ||
DWRITE_FONT_WEIGHT_BOLD, | ||
DWRITE_FONT_STYLE_NORMAL, | ||
DWRITE_FONT_STRETCH_NORMAL, | ||
14, | ||
L"en-us", | ||
&m_textFormat | ||
); | ||
m_textFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_LEADING); | ||
m_textFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_NEAR); | ||
} | ||
|
||
void D3D12GSRender::ReleaseD2DStructures() | ||
{ | ||
d3d11Device.Reset(); | ||
m_d3d11DeviceContext.Reset(); | ||
m_d3d11On12Device.Reset(); | ||
m_d3d12Device.Reset(); | ||
m_dWriteFactory.Reset(); | ||
m_d2dFactory.Reset(); | ||
m_d2dDevice.Reset(); | ||
m_d2dDeviceContext.Reset(); | ||
m_wrappedBackBuffers[0].Reset(); | ||
m_d2dRenderTargets[0].Reset(); | ||
m_wrappedBackBuffers[1].Reset(); | ||
m_d2dRenderTargets[1].Reset(); | ||
m_textFormat.Reset(); | ||
m_textBrush.Reset(); | ||
} | ||
|
||
void D3D12GSRender::renderOverlay() | ||
{ | ||
D2D1_SIZE_F rtSize = m_d2dRenderTargets[m_swapChain->GetCurrentBackBufferIndex()]->GetSize(); | ||
std::wstring duration = L"Draw duration : " + std::to_wstring(m_timers.m_drawCallDuration) + L" ms"; | ||
std::wstring count = L"Draw count : " + std::to_wstring(m_timers.m_drawCallCount); | ||
|
||
// Acquire our wrapped render target resource for the current back buffer. | ||
m_d3d11On12Device->AcquireWrappedResources(m_wrappedBackBuffers[m_swapChain->GetCurrentBackBufferIndex()].GetAddressOf(), 1); | ||
|
||
// Render text directly to the back buffer. | ||
m_d2dDeviceContext->SetTarget(m_d2dRenderTargets[m_swapChain->GetCurrentBackBufferIndex()].Get()); | ||
m_d2dDeviceContext->BeginDraw(); | ||
m_d2dDeviceContext->SetTransform(D2D1::Matrix3x2F::Identity()); | ||
m_d2dDeviceContext->DrawTextW( | ||
duration.c_str(), | ||
duration.size(), | ||
m_textFormat.Get(), | ||
&D2D1::RectF(0, 0, rtSize.width, rtSize.height), | ||
m_textBrush.Get() | ||
); | ||
m_d2dDeviceContext->DrawTextW( | ||
count.c_str(), | ||
count.size(), | ||
m_textFormat.Get(), | ||
&D2D1::RectF(0, 14, rtSize.width, rtSize.height), | ||
m_textBrush.Get() | ||
); | ||
m_d2dDeviceContext->EndDraw(); | ||
|
||
// Release our wrapped render target resource. Releasing | ||
// transitions the back buffer resource to the state specified | ||
// as the OutState when the wrapped resource was created. | ||
m_d3d11On12Device->ReleaseWrappedResources(m_wrappedBackBuffers[m_swapChain->GetCurrentBackBufferIndex()].GetAddressOf(), 1); | ||
|
||
// Flush to submit the 11 command list to the shared command queue. | ||
m_d3d11DeviceContext->Flush(); | ||
} | ||
|
||
#endif |
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