@@ -58,7 +58,6 @@ struct DirectXGlobalElements {
global_params_buffer: [Option<ID3D11Buffer>; 1],
sampler: [Option<ID3D11SamplerState>; 1],
blend_state: ID3D11BlendState,
- blend_state_for_pr: ID3D11BlendState,
}
#[repr(C)]
@@ -601,13 +600,11 @@ impl DirectXGlobalElements {
};
let blend_state = create_blend_state(device)?;
- let blend_state_for_pr = create_blend_state_for_path_raster(device)?;
Ok(Self {
global_params_buffer,
sampler,
blend_state,
- blend_state_for_pr,
})
}
}
@@ -849,7 +846,7 @@ fn set_rasterizer_state(device: &ID3D11Device, device_context: &ID3D11DeviceCont
let desc = D3D11_RASTERIZER_DESC {
FillMode: D3D11_FILL_SOLID,
CullMode: D3D11_CULL_NONE,
- // CullMode: D3D11_CULL_BACK,
+ // FrontCounterClockwise: true.into(),
FrontCounterClockwise: false.into(),
DepthBias: 0,
DepthBiasClamp: 0.0,
@@ -888,25 +885,6 @@ fn create_blend_state(device: &ID3D11Device) -> Result<ID3D11BlendState> {
}
}
-fn create_blend_state_for_path_raster(device: &ID3D11Device) -> Result<ID3D11BlendState> {
- // If the feature level is set to greater than D3D_FEATURE_LEVEL_9_3, the display
- // device performs the blend in linear space, which is ideal.
- let mut desc = D3D11_BLEND_DESC::default();
- desc.RenderTarget[0].BlendEnable = true.into();
- desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
- desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
- desc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
- desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
- desc.RenderTarget[0].DestBlend = D3D11_BLEND_ONE;
- desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ONE;
- desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL.0 as u8;
- unsafe {
- let mut state = None;
- device.CreateBlendState(&desc, Some(&mut state))?;
- Ok(state.unwrap())
- }
-}
-
fn create_pipieline(
device: &ID3D11Device,
vertex_entry: &str,
@@ -989,13 +967,6 @@ fn create_buffer_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,
@@ -1173,20 +1144,6 @@ 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: &PathsPipelineState,
@@ -1314,7 +1271,6 @@ 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:?}"));
@@ -1325,8 +1281,8 @@ mod shader_resources {
string_len,
string_len,
);
- let error_string = String::from_utf8_lossy(&error_string_encode);
- println!("Shader compile error: {}", error_string);
+ let error_string = String::from_utf8_lossy(&error_string_encode).to_string();
+ log::error!("Shader compile error: {}", error_string);
return Err(anyhow::anyhow!("Compile error: {}", error_string));
}
Ok(compile_blob.unwrap())
@@ -461,9 +461,9 @@ struct Quad {
};
struct QuadVertexOutput {
+ nointerpolation uint quad_id: TEXCOORD0;
float4 position: SV_Position;
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;
@@ -512,9 +512,9 @@ float4 quad_fragment(QuadFragmentInput input): SV_Target {
input.background_solid, input.background_color0, input.background_color1);
bool unrounded = quad.corner_radii.top_left == 0.0 &&
- quad.corner_radii.bottom_left == 0.0 &&
- quad.corner_radii.top_right == 0.0 &&
- quad.corner_radii.bottom_right == 0.0;
+ quad.corner_radii.top_right == 0.0 &&
+ quad.corner_radii.bottom_left == 0.0 &&
+ quad.corner_radii.bottom_right == 0.0;
// Fast path when the quad is not rounded and doesn't have any border
if (quad.border_widths.top == 0.0 &&
@@ -796,26 +796,26 @@ float4 quad_fragment(QuadFragmentInput input): SV_Target {
**
*/
+struct Shadow {
+ uint order;
+ float blur_radius;
+ Bounds bounds;
+ Corners corner_radii;
+ Bounds content_mask;
+ Hsla color;
+};
+
struct ShadowVertexOutput {
+ nointerpolation uint shadow_id: TEXCOORD0;
float4 position: SV_Position;
nointerpolation float4 color: COLOR;
- nointerpolation uint shadow_id: TEXCOORD0;
float4 clip_distance: SV_ClipDistance;
};
struct ShadowFragmentInput {
- float4 position: SV_Position;
- float4 color: COLOR;
nointerpolation uint shadow_id: TEXCOORD0;
-};
-
-struct Shadow {
- uint order;
- float blur_radius;
- Bounds bounds;
- Corners corner_radii;
- Bounds content_mask;
- Hsla color;
+ float4 position: SV_Position;
+ nointerpolation float4 color: COLOR;
};
StructuredBuffer<Shadow> shadows: register(t1);
@@ -950,16 +950,16 @@ struct Underline {
};
struct UnderlineVertexOutput {
+ nointerpolation uint underline_id: TEXCOORD0;
float4 position: SV_Position;
nointerpolation float4 color: COLOR;
- nointerpolation uint underline_id: TEXCOORD0;
float4 clip_distance: SV_ClipDistance;
};
struct UnderlineFragmentInput {
+ nointerpolation uint underline_id: TEXCOORD0;
float4 position: SV_Position;
nointerpolation float4 color: COLOR;
- nointerpolation uint underline_id: TEXCOORD0;
};
StructuredBuffer<Underline> underlines: register(t1);
@@ -1075,16 +1075,16 @@ struct PolychromeSprite {
};
struct PolychromeSpriteVertexOutput {
+ nointerpolation uint sprite_id: TEXCOORD0;
float4 position: SV_Position;
float2 tile_position: POSITION;
- nointerpolation uint sprite_id: TEXCOORD0;
float4 clip_distance: SV_ClipDistance;
};
struct PolychromeSpriteFragmentInput {
+ nointerpolation uint sprite_id: TEXCOORD0;
float4 position: SV_Position;
float2 tile_position: POSITION;
- nointerpolation uint sprite_id: TEXCOORD0;
};
StructuredBuffer<PolychromeSprite> poly_sprites: register(t1);
@@ -1115,10 +1115,6 @@ float4 polychrome_sprite_fragment(PolychromeSpriteFragmentInput input): SV_Targe
float3 grayscale = dot(color.rgb, GRAYSCALE_FACTORS);
color = float4(grayscale, sample.a);
}
- // if ((sprite.grayscale & 0xFFu) != 0u) {
- // float3 grayscale = dot(color.rgb, GRAYSCALE_FACTORS);
- // color = float4(grayscale, sample.a);
- // }
color.a *= sprite.opacity * saturate(0.5 - distance);
return color;
}