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CoopAllTheThings/tools/mock_game/render_dx10.cpp
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113 lines
3.8 KiB
C++

// DX10 backend for the mock game. DX10 has no rect-clear (ClearView), so it composes the
// animated pattern (background + moving bar + top-left frame-counter block) into a CPU buffer
// each frame, uploads it into a scratch texture, and CopyResource's that into the swap-chain
// back buffer -- no shaders. It presents through a real D3D10 DXGI swap chain, so the capture
// hook sees a genuine D3D10 present.
#include "render_backend.hpp"
#include <vector>
#include <d3d10.h>
#include <dxgi.h>
#include <wrl/client.h>
using Microsoft::WRL::ComPtr;
namespace coop::mock {
namespace {
std::uint32_t pack(std::uint8_t r, std::uint8_t g, std::uint8_t b, std::uint8_t a = 255)
{
// R8G8B8A8_UNORM byte order: R in the low byte.
return static_cast<std::uint32_t>(r) | (static_cast<std::uint32_t>(g) << 8) | (static_cast<std::uint32_t>(b) << 16)
| (static_cast<std::uint32_t>(a) << 24);
}
class Dx10Backend : public RenderBackend {
public:
bool init(HWND hwnd, std::uint32_t width, std::uint32_t height) override
{
width_ = width;
height_ = height;
px_.resize(static_cast<std::size_t>(width) * height);
DXGI_SWAP_CHAIN_DESC desc = {};
desc.BufferDesc.Width = width;
desc.BufferDesc.Height = height;
desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // UNORM (not sRGB) so the frame code is exact
desc.BufferDesc.RefreshRate.Numerator = 60;
desc.BufferDesc.RefreshRate.Denominator = 1;
desc.SampleDesc.Count = 1;
desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
desc.BufferCount = 2;
desc.OutputWindow = hwnd;
desc.Windowed = TRUE;
desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; // blt model: GetBuffer(0) is the back buffer
if (FAILED(D3D10CreateDeviceAndSwapChain(nullptr, D3D10_DRIVER_TYPE_HARDWARE, nullptr, 0, D3D10_SDK_VERSION,
&desc, swap_.GetAddressOf(), device_.GetAddressOf()))) {
return false;
}
// Scratch texture matching the back buffer; we upload the CPU frame into it then
// CopyResource it into the back buffer (DX10 can't fill a sub-rect of an RTV directly).
D3D10_TEXTURE2D_DESC td = {};
td.Width = width;
td.Height = height;
td.MipLevels = 1;
td.ArraySize = 1;
td.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
td.SampleDesc.Count = 1;
td.Usage = D3D10_USAGE_DEFAULT;
td.BindFlags = D3D10_BIND_SHADER_RESOURCE;
return SUCCEEDED(device_->CreateTexture2D(&td, nullptr, scratch_.GetAddressOf()));
}
void render_and_present(std::uint32_t frame) override
{
const FramePattern p = frame_pattern(frame, width_);
const std::uint32_t bg = pack(p.bg_r, p.bg_g, p.bg_b);
const std::uint32_t whitepx = pack(255, 255, 255);
const std::uint32_t code = pack(p.code_r, p.code_g, p.code_b);
const std::uint32_t bx = p.bar_x; // moving vertical bar
for (std::uint32_t y = 0; y < height_; ++y) {
std::uint32_t* row = px_.data() + static_cast<std::size_t>(y) * width_;
for (std::uint32_t x = 0; x < width_; ++x) {
std::uint32_t c = bg;
if (x >= bx && x < bx + kBarWidth) {
c = whitepx;
}
if (x < kFrameBlock && y < kFrameBlock) {
c = code; // top-left frame-counter block
}
row[x] = c;
}
}
device_->UpdateSubresource(scratch_.Get(), 0, nullptr, px_.data(), static_cast<UINT>(width_ * 4), 0);
ComPtr<ID3D10Texture2D> back;
if (SUCCEEDED(swap_->GetBuffer(0, IID_PPV_ARGS(back.GetAddressOf())))) {
device_->CopyResource(back.Get(), scratch_.Get());
}
swap_->Present(0, 0); // uncapped (BLT model): the mock does nothing -> it must be fast
}
[[nodiscard]] const char* name() const override { return "dx10"; }
private:
std::uint32_t width_ = 0;
std::uint32_t height_ = 0;
std::vector<std::uint32_t> px_;
ComPtr<ID3D10Device> device_;
ComPtr<IDXGISwapChain> swap_;
ComPtr<ID3D10Texture2D> scratch_;
};
} // namespace
std::unique_ptr<RenderBackend> create_dx10_backend()
{
return std::make_unique<Dx10Backend>();
}
} // namespace coop::mock