librashader/test/capi-tests/librashader-capi-tests/dx11-example-2/code.cpp

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// Adapted from https://gist.github.com/d7samurai/abab8a580d0298cb2f34a44eec41d39d
//
// This example shows how librashader can be integrated into a more advanced renderer.
//
// Whereas the first example freed and recreated a texture every frame, this uses a persistent texture for better performance.
#pragma comment(lib, "user32")
#pragma comment(lib, "d3d11")
#pragma comment(lib, "d3dcompiler")
///////////////////////////////////////////////////////////////////////////////////////////////////
#include <d3d11_1.h>
#include <d3dcompiler.h>
#include <windows.h>
#define LIBRA_RUNTIME_D3D11
#include "../../../../include/librashader_ld.h"
///////////////////////////////////////////////////////////////////////////////////////////////////
#define TITLE "Minimal D3D11 pt3 by d7samurai"
///////////////////////////////////////////////////////////////////////////////////////////////////
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
LPSTR lpCmdLine, int nShowCmd) {
WNDCLASSA wndClass = {0, DefWindowProcA, 0, 0, 0, 0, 0, 0, 0, TITLE};
RegisterClassA(&wndClass);
HWND window =
CreateWindowExA(0, TITLE, TITLE, WS_POPUP | WS_MAXIMIZE | WS_VISIBLE, 0,
0, 0, 0, nullptr, nullptr, nullptr, nullptr);
///////////////////////////////////////////////////////////////////////////////////////////////
D3D_FEATURE_LEVEL featureLevels[] = {D3D_FEATURE_LEVEL_11_0};
ID3D11Device* baseDevice;
ID3D11DeviceContext* baseDeviceContext;
D3D11CreateDevice(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr,
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D3D11_CREATE_DEVICE_BGRA_SUPPORT | D3D11_CREATE_DEVICE_DEBUG, featureLevels,
ARRAYSIZE(featureLevels), D3D11_SDK_VERSION, &baseDevice,
nullptr, &baseDeviceContext);
///////////////////////////////////////////////////////////////////////////////////////////////
ID3D11Device1* device;
baseDevice->QueryInterface(__uuidof(ID3D11Device1),
reinterpret_cast<void**>(&device));
ID3D11DeviceContext1* deviceContext;
baseDeviceContext->QueryInterface(__uuidof(ID3D11DeviceContext1),
reinterpret_cast<void**>(&deviceContext));
ID3D11DeviceContext* deferredContext;
baseDevice->CreateDeferredContext(0, &deferredContext);
///////////////////////////////////////////////////////////////////////////////////////////////
auto libra = librashader_load_instance();
libra_shader_preset_t preset;
auto error = libra.preset_create(
"../../../slang-shaders/crt/crt-royale.slangp",
&preset);
libra_d3d11_filter_chain_t filter_chain;
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filter_chain_d3d11_opt_t opt = {
.force_no_mipmaps = false,
};
libra.d3d11_filter_chain_create(&preset, device, &opt, &filter_chain);
///////////////////////////////////////////////////////////////////////////////////////////////
IDXGIDevice1* dxgiDevice;
device->QueryInterface(__uuidof(IDXGIDevice1),
reinterpret_cast<void**>(&dxgiDevice));
IDXGIAdapter* dxgiAdapter;
dxgiDevice->GetAdapter(&dxgiAdapter);
IDXGIFactory2* dxgiFactory;
dxgiAdapter->GetParent(__uuidof(IDXGIFactory2),
reinterpret_cast<void**>(&dxgiFactory));
///////////////////////////////////////////////////////////////////////////////////////////////
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
swapChainDesc.Width = 0; // use window width
swapChainDesc.Height = 0; // use window height
swapChainDesc.Format =
DXGI_FORMAT_B8G8R8A8_UNORM; // can't specify _SRGB here when using
// DXGI_SWAP_EFFECT_FLIP_* ...
swapChainDesc.Stereo = FALSE;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.BufferCount = 2;
swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
swapChainDesc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
IDXGISwapChain1* swapChain;
dxgiFactory->CreateSwapChainForHwnd(device, window, &swapChainDesc, nullptr,
nullptr, &swapChain);
///////////////////////////////////////////////////////////////////////////////////////////////
ID3D11Texture2D* framebufferTexture;
ID3D11Texture2D* framebufferCopy;
swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D),
reinterpret_cast<void**>(&framebufferTexture));
D3D11_TEXTURE2D_DESC framebufferTextureDesc;
framebufferTexture->GetDesc(&framebufferTextureDesc);
framebufferTextureDesc.BindFlags =
D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
framebufferTextureDesc.CPUAccessFlags =
D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_READ;
device->CreateTexture2D(&framebufferTextureDesc, nullptr,
&framebufferCopy);
D3D11_RENDER_TARGET_VIEW_DESC framebufferDesc = {};
framebufferDesc.Format =
DXGI_FORMAT_B8G8R8A8_UNORM_SRGB; // ... so do this to get _SRGB
// swapchain
framebufferDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
ID3D11RenderTargetView* framebufferRTV;
device->CreateRenderTargetView(framebufferTexture, &framebufferDesc,
&framebufferRTV);
ID3D11ShaderResourceView* framebufferCopySRV;
device->CreateShaderResourceView(framebufferCopy, 0, &framebufferCopySRV);
///////////////////////////////////////////////////////////////////////////////////////////////
D3D11_TEXTURE2D_DESC framebufferDepthDesc;
framebufferTexture->GetDesc(
&framebufferDepthDesc); // copy from framebuffer properties
framebufferDepthDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
framebufferDepthDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
ID3D11Texture2D* framebufferDepthTexture;
device->CreateTexture2D(&framebufferDepthDesc, nullptr,
&framebufferDepthTexture);
ID3D11DepthStencilView* framebufferDSV;
device->CreateDepthStencilView(framebufferDepthTexture, nullptr,
&framebufferDSV);
///////////////////////////////////////////////////////////////////////////////////////////////
D3D11_TEXTURE2D_DESC shadowmapDepthDesc = {};
shadowmapDepthDesc.Width = 2048;
shadowmapDepthDesc.Height = 2048;
shadowmapDepthDesc.MipLevels = 1;
shadowmapDepthDesc.ArraySize = 1;
shadowmapDepthDesc.Format = DXGI_FORMAT_R32_TYPELESS;
shadowmapDepthDesc.SampleDesc.Count = 1;
shadowmapDepthDesc.Usage = D3D11_USAGE_DEFAULT;
shadowmapDepthDesc.BindFlags =
D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE;
ID3D11Texture2D* shadowmapDepthTexture;
device->CreateTexture2D(&shadowmapDepthDesc, nullptr,
&shadowmapDepthTexture);
D3D11_DEPTH_STENCIL_VIEW_DESC shadowmapDSVdesc = {};
shadowmapDSVdesc.Format = DXGI_FORMAT_D32_FLOAT;
shadowmapDSVdesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
ID3D11DepthStencilView* shadowmapDSV;
device->CreateDepthStencilView(shadowmapDepthTexture, &shadowmapDSVdesc,
&shadowmapDSV);
D3D11_SHADER_RESOURCE_VIEW_DESC shadowmapSRVdesc = {};
shadowmapSRVdesc.Format = DXGI_FORMAT_R32_FLOAT;
shadowmapSRVdesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
shadowmapSRVdesc.Texture2D.MipLevels = 1;
ID3D11ShaderResourceView* shadowmapSRV;
device->CreateShaderResourceView(shadowmapDepthTexture, &shadowmapSRVdesc,
&shadowmapSRV);
///////////////////////////////////////////////////////////////////////////////////////////////
struct float4 {
float x, y, z, w;
};
struct Constants {
float4 CameraProjection[4];
float4 LightProjection[4];
float4 LightRotation;
float4 ModelRotation;
float4 ModelTranslation;
float4 ShadowmapSize;
};
D3D11_BUFFER_DESC constantBufferDesc = {};
constantBufferDesc.ByteWidth =
sizeof(Constants) + 0xf &
0xfffffff0; // ensure constant buffer size is multiple of 16 bytes
constantBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
constantBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
constantBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
ID3D11Buffer* constantBuffer;
device->CreateBuffer(&constantBufferDesc, nullptr, &constantBuffer);
///////////////////////////////////////////////////////////////////////////////////////////////
float vertexData[] = {
-1, 1, -1, 0, 0, 1, 1, -1, 9.5f,
0, -0.58f, 0.58f, -1, 2, 2, 0.58f, 0.58f, -1,
7.5f, 2, -0.58f, 0.58f, -1, 0, 0, 0.58f, 0.58f,
-1, 0, 0, -0.58f, 0.58f, -0.58f, 0, 0, 0.58f,
0.58f, -0.58f, 0, 0}; // pos.x, pos.y, pos.z, tex.u, tex.v, ...
D3D11_BUFFER_DESC vertexBufferDesc = {};
vertexBufferDesc.ByteWidth = sizeof(vertexData);
vertexBufferDesc.Usage = D3D11_USAGE_IMMUTABLE;
vertexBufferDesc.BindFlags =
D3D11_BIND_SHADER_RESOURCE; // using regular shader resource as
// vertex buffer for manual vertex fetch
vertexBufferDesc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED;
vertexBufferDesc.StructureByteStride =
5 *
sizeof(
float); // 5 floats per vertex (float3 position, float2 texcoord)
D3D11_SUBRESOURCE_DATA vertexBufferData = {vertexData};
ID3D11Buffer* vertexBuffer;
device->CreateBuffer(&vertexBufferDesc, &vertexBufferData, &vertexBuffer);
D3D11_SHADER_RESOURCE_VIEW_DESC vertexBufferSRVdesc = {};
vertexBufferSRVdesc.Format = DXGI_FORMAT_UNKNOWN;
vertexBufferSRVdesc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
vertexBufferSRVdesc.Buffer.NumElements =
vertexBufferDesc.ByteWidth / vertexBufferDesc.StructureByteStride;
ID3D11ShaderResourceView* vertexBufferSRV;
device->CreateShaderResourceView(vertexBuffer, &vertexBufferSRVdesc,
&vertexBufferSRV);
///////////////////////////////////////////////////////////////////////////////////////////////
D3D11_DEPTH_STENCIL_DESC depthStencilDesc = {};
depthStencilDesc.DepthEnable = TRUE;
depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;
ID3D11DepthStencilState* depthStencilState;
device->CreateDepthStencilState(&depthStencilDesc, &depthStencilState);
///////////////////////////////////////////////////////////////////////////////////////////////
D3D11_RASTERIZER_DESC1 rasterizerDesc = {};
rasterizerDesc.FillMode = D3D11_FILL_SOLID;
rasterizerDesc.CullMode = D3D11_CULL_BACK;
ID3D11RasterizerState1* cullBackRS;
device->CreateRasterizerState1(&rasterizerDesc, &cullBackRS);
rasterizerDesc.CullMode = D3D11_CULL_FRONT;
ID3D11RasterizerState1* cullFrontRS;
device->CreateRasterizerState1(&rasterizerDesc, &cullFrontRS);
///////////////////////////////////////////////////////////////////////////////////////////////
ID3DBlob* framebufferVSBlob;
D3DCompileFromFile(L"shaders.hlsl", nullptr, nullptr, "framebuffer_vs",
"vs_5_0", 0, 0, &framebufferVSBlob, nullptr);
ID3D11VertexShader* framebufferVS;
device->CreateVertexShader(framebufferVSBlob->GetBufferPointer(),
framebufferVSBlob->GetBufferSize(), nullptr,
&framebufferVS);
///////////////////////////////////////////////////////////////////////////////////////////////
ID3DBlob* framebufferPSBlob;
D3DCompileFromFile(L"shaders.hlsl", nullptr, nullptr, "framebuffer_ps",
"ps_5_0", 0, 0, &framebufferPSBlob, nullptr);
ID3D11PixelShader* framebufferPS;
device->CreatePixelShader(framebufferPSBlob->GetBufferPointer(),
framebufferPSBlob->GetBufferSize(), nullptr,
&framebufferPS);
/////////////////////////////////////////////////////////////////////////////////////////////
ID3DBlob* shadowmapVSBlob;
D3DCompileFromFile(L"shaders.hlsl", nullptr, nullptr, "shadowmap_vs",
"vs_5_0", 0, 0, &shadowmapVSBlob, nullptr);
ID3D11VertexShader* shadowmapVS;
device->CreateVertexShader(shadowmapVSBlob->GetBufferPointer(),
shadowmapVSBlob->GetBufferSize(), nullptr,
&shadowmapVS);
///////////////////////////////////////////////////////////////////////////////////////////////
FLOAT framebufferClear[4] = {0.025f, 0.025f, 0.025f, 1};
D3D11_VIEWPORT framebufferVP = {
0,
0,
static_cast<float>(framebufferDepthDesc.Width),
static_cast<float>(framebufferDepthDesc.Height),
0,
1};
D3D11_VIEWPORT shadowmapVP = {0,
0,
static_cast<float>(shadowmapDepthDesc.Width),
static_cast<float>(shadowmapDepthDesc.Height),
0,
1};
ID3D11ShaderResourceView* nullSRV =
nullptr; // null srv used for unbinding resources
///////////////////////////////////////////////////////////////////////////////////////////////
Constants constants = {2.0f / (framebufferVP.Width / framebufferVP.Height),
0,
0,
0,
0,
2,
0,
0,
0,
0,
1.125f,
1,
0,
0,
-1.125f,
0, // camera projection matrix (perspective)
0.5f,
0,
0,
0,
0,
0.5f,
0,
0,
0,
0,
0.125f,
0,
0,
0,
-0.125f,
1}; // light projection matrix (orthographic)
constants.LightRotation = {0.8f, 0.6f, 0.0f};
constants.ModelRotation = {0.0f, 0.0f, 0.0f};
constants.ModelTranslation = {0.0f, 0.0f, 4.0f};
constants.ShadowmapSize = {shadowmapVP.Width, shadowmapVP.Height};
///////////////////////////////////////////////////////////////////////////////////////////////
size_t frameCount = 0;
while (true) {
MSG msg;
while (PeekMessageA(&msg, nullptr, 0, 0, PM_REMOVE)) {
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if (msg.message == WM_KEYDOWN) return 0;
DispatchMessageA(&msg);
}
///////////////////////////////////////////////////////////////////////////////////////////
constants.ModelRotation.x += 0.001f;
constants.ModelRotation.y += 0.005f;
constants.ModelRotation.z += 0.003f;
///////////////////////////////////////////////////////////////////////////////////////////
D3D11_MAPPED_SUBRESOURCE mappedSubresource;
deviceContext->Map(constantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0,
&mappedSubresource);
*reinterpret_cast<Constants*>(mappedSubresource.pData) = constants;
deviceContext->Unmap(constantBuffer, 0);
///////////////////////////////////////////////////////////////////////////////////////////
deviceContext->ClearDepthStencilView(shadowmapDSV, D3D11_CLEAR_DEPTH,
1.0f, 0);
deviceContext->OMSetRenderTargets(
0, nullptr, shadowmapDSV); // null rendertarget for depth only
deviceContext->OMSetDepthStencilState(depthStencilState, 0);
deviceContext->IASetPrimitiveTopology(
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); // using triangle strip
// this time
deviceContext->VSSetConstantBuffers(0, 1, &constantBuffer);
deviceContext->VSSetShaderResources(0, 1, &vertexBufferSRV);
deviceContext->VSSetShader(shadowmapVS, nullptr, 0);
deviceContext->RSSetViewports(1, &shadowmapVP);
deviceContext->RSSetState(cullFrontRS);
deviceContext->PSSetShader(nullptr, nullptr,
0); // null pixelshader for depth only
///////////////////////////////////////////////////////////////////////////////////////////
deviceContext->DrawInstanced(8, 24, 0,
0); // render shadowmap (light pov)
///////////////////////////////////////////////////////////////////////////////////////////
deviceContext->ClearRenderTargetView(framebufferRTV, framebufferClear);
deviceContext->ClearDepthStencilView(framebufferDSV, D3D11_CLEAR_DEPTH,
1.0f, 0);
deviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
deviceContext->VSSetShader(framebufferVS, nullptr, 0);
deviceContext->RSSetViewports(1, &framebufferVP);
deviceContext->RSSetState(cullBackRS);
deviceContext->PSSetShaderResources(1, 1, &shadowmapSRV);
deviceContext->PSSetShader(framebufferPS, nullptr, 0);
///////////////////////////////////////////////////////////////////////////////////////////
deviceContext->DrawInstanced(8, 24, 0,
0); // render framebuffer (camera pov)
///////////////////////////////////////////////////////////////////////////////////////////
deviceContext->PSSetShaderResources(
1, 1,
&nullSRV); // release shadowmap as srv to avoid srv/dsv conflict
///////////////////////////////////////////////////////////////////////////////////////////
deviceContext->CopyResource(framebufferCopy, framebufferTexture);
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libra_source_image_d3d11_t input = {framebufferCopySRV,
framebufferVP.Width,
framebufferVP.Height
};
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libra_viewport_t vp = {0, 0, framebufferVP.Width, framebufferVP.Height,};
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frame_d3d11_opt_t frame_opt = {.clear_history = false,
.frame_direction = -1};
libra.d3d11_filter_chain_frame(&filter_chain, deferredContext, frameCount, input,
vp,
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framebufferRTV, NULL, &frame_opt);
ID3D11CommandList* commandList;
deferredContext->FinishCommandList(false, &commandList);
deviceContext->ExecuteCommandList(commandList, true);
////////////////////////////////////////////////////////////////////////
swapChain->Present(1, 0);
frameCount += 1;
}
}