const WIDTH: i32 = 800; const HEIGHT: i32 = 600; const TITLE: &str = "librashader DirectX 11"; mod texture; use windows::{ core::*, Win32::Foundation::*, Win32::Graphics::Direct3D::Fxc::*, Win32::Graphics::Direct3D::*, Win32::Graphics::Direct3D11::*, Win32::Graphics::Dxgi::Common::*, Win32::Graphics::Dxgi::*, Win32::System::LibraryLoader::*, Win32::UI::WindowsAndMessaging::*, }; static VERTEX_SHADER: &[u8] = b" cbuffer cb : register(b0) { row_major float4x4 projectionMatrix : packoffset(c0); row_major float4x4 modelMatrix : packoffset(c4); row_major float4x4 viewMatrix : packoffset(c8); }; struct VertexInput { float3 inPos : POSITION; float3 inColor : COLOR; }; struct VertexOutput { float3 color : COLOR; float4 position : SV_Position; }; VertexOutput main(VertexInput vertexInput) { float3 inColor = vertexInput.inColor; float3 inPos = vertexInput.inPos; float3 outColor = inColor; float4 position = mul(float4(inPos, 1.0), mul(modelMatrix, mul(viewMatrix, projectionMatrix))); VertexOutput output; output.position = position; output.color = outColor; return output; }\0"; static PIXEL_SHADER: &[u8] = b" struct PixelInput { float3 color : COLOR; }; struct PixelOutput { float4 attachment0 : SV_Target0; }; PixelOutput main(PixelInput pixelInput) { float3 inColor = pixelInput.color; PixelOutput output; output.attachment0 = float4(inColor, 1.0f); return output; }\0"; use gfx_maths::Mat4; use std::mem::transmute; pub trait DXSample { fn bind_to_window(&mut self, hwnd: &HWND) -> Result<()>; fn update(&mut self) {} fn render(&mut self) -> Result<()> { Ok(()) } fn on_key_up(&mut self, _key: u8) {} fn on_key_down(&mut self, _key: u8) {} fn title(&self) -> String { TITLE.into() } fn window_size(&self) -> (i32, i32) { (WIDTH, HEIGHT) } fn resize(&mut self, w: u32, h: u32) -> Result<()>; } #[inline] pub fn loword(l: usize) -> u32 { (l & 0xffff) as u32 } #[inline] pub fn hiword(l: usize) -> u32 { ((l >> 16) & 0xffff) as u32 } fn run_sample(mut sample: S) -> Result<()> where S: DXSample, { let instance = unsafe { GetModuleHandleA(None)? }; let wc = WNDCLASSEXA { cbSize: std::mem::size_of::() as u32, style: CS_HREDRAW | CS_VREDRAW, lpfnWndProc: Some(wndproc::), hInstance: HINSTANCE::from(instance), hCursor: unsafe { LoadCursorW(None, IDC_ARROW)? }, lpszClassName: s!("RustWindowClass"), ..Default::default() }; let size = sample.window_size(); let atom = unsafe { RegisterClassExA(&wc) }; debug_assert_ne!(atom, 0); let mut window_rect = RECT { left: 0, top: 0, right: size.0, bottom: size.1, }; unsafe { AdjustWindowRect(&mut window_rect, WS_OVERLAPPEDWINDOW, false)? }; let mut title = sample.title(); title.push('\0'); let hwnd = unsafe { CreateWindowExA( WINDOW_EX_STYLE::default(), s!("RustWindowClass"), PCSTR(title.as_ptr()), WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, window_rect.right - window_rect.left, window_rect.bottom - window_rect.top, None, // no parent window None, // no menus instance, Some(&sample as *const _ as _), ) }; let hwnd = hwnd?; sample.bind_to_window(&hwnd).unwrap(); unsafe { ShowWindow(hwnd, SW_SHOW) }; loop { let mut message = MSG::default(); if unsafe { PeekMessageA(&mut message, None, 0, 0, PM_REMOVE) }.into() { unsafe { TranslateMessage(&message); DispatchMessageA(&message); } if message.message == WM_QUIT { break; } } } Ok(()) } fn sample_wndproc(sample: &mut S, message: u32, wparam: WPARAM) -> bool { match message { WM_KEYDOWN => { sample.on_key_down(wparam.0 as u8); true } WM_KEYUP => { sample.on_key_up(wparam.0 as u8); true } WM_PAINT => { sample.update(); sample.render().unwrap(); true } WM_SIZE => { sample.resize(loword(wparam.0), hiword(wparam.0)).unwrap(); true } _ => false, } } extern "system" fn wndproc( window: HWND, message: u32, wparam: WPARAM, lparam: LPARAM, ) -> LRESULT { match message { WM_CREATE => { unsafe { let create_struct: &CREATESTRUCTA = transmute(lparam); SetWindowLongPtrA(window, GWLP_USERDATA, create_struct.lpCreateParams as _); } LRESULT::default() } WM_DESTROY => { unsafe { PostQuitMessage(0) }; LRESULT::default() } _ => { let user_data = unsafe { GetWindowLongPtrA(window, GWLP_USERDATA) }; let sample = std::ptr::NonNull::::new(user_data as _); let handled = sample.map_or(false, |mut s| { sample_wndproc(unsafe { s.as_mut() }, message, wparam) }); if handled { LRESULT::default() } else { unsafe { DefWindowProcA(window, message, wparam, lparam) } } } } } #[repr(C)] struct Vertex { position: [f32; 3], color: [f32; 3], } #[repr(C)] #[derive(Default)] struct TriangleUniforms { projection_matrix: Mat4, model_matrix: Mat4, view_matrix: Mat4, } pub mod d3d11_hello_triangle { use super::*; use std::path::Path; use librashader_common::{FilterMode, ImageFormat, Size, Viewport, WrapMode}; use librashader_runtime::image::Image; use librashader_runtime_d3d11::options::FilterChainOptionsD3D11; use librashader_runtime_d3d11::FilterChainD3D11; use std::slice; use std::time::Instant; use texture::ExampleTexture; pub struct Sample { pub dxgi_factory: IDXGIFactory4, pub device: ID3D11Device, pub context: ID3D11DeviceContext, pub resources: Option, pub filter: FilterChainD3D11, pub lut: Option, } pub struct Resources { pub swapchain: IDXGISwapChain, pub depth_buffer: ID3D11Texture2D, pub depth_stencil_view: ID3D11DepthStencilView, pub triangle_vertices: ID3D11Buffer, pub triangle_indices: ID3D11Buffer, pub triangle_uniforms: ID3D11Buffer, pub vs: ID3D11VertexShader, pub ps: ID3D11PixelShader, pub input_layout: ID3D11InputLayout, pub frame_start: Instant, pub frame_end: Instant, pub elapsed: f32, triangle_uniform_values: TriangleUniforms, pub renderbuffer: ID3D11Texture2D, pub renderbufffer_rtv: ID3D11RenderTargetView, pub backbuffer: Option, pub backbuffer_rtv: Option, pub viewport: D3D11_VIEWPORT, pub shader_output: Option, pub frame_count: usize, pub deferred_context: ID3D11DeviceContext, } impl Sample { pub(crate) fn new( filter: impl AsRef, filter_options: Option<&FilterChainOptionsD3D11>, image: Option, ) -> Result { let (dxgi_factory, device, context) = create_device()?; let filter = unsafe { FilterChainD3D11::load_from_path(filter, &device, filter_options).unwrap() }; let lut = if let Some(image) = image { let lut = ExampleTexture::new( &device, &context, &image, D3D11_TEXTURE2D_DESC { Width: image.size.width, Height: image.size.height, MipLevels: 1, ArraySize: 0, Format: ImageFormat::R8G8B8A8Unorm.into(), SampleDesc: DXGI_SAMPLE_DESC { Count: 1, Quality: 0, }, Usage: D3D11_USAGE_DYNAMIC, BindFlags: D3D11_BIND_SHADER_RESOURCE.0 as u32, CPUAccessFlags: Default::default(), MiscFlags: Default::default(), }, FilterMode::Linear, WrapMode::ClampToEdge, ) .unwrap(); Some(lut.handle) } else { None }; Ok(Sample { filter, dxgi_factory, device, context, resources: None, lut, }) } } impl DXSample for Sample { fn bind_to_window(&mut self, hwnd: &HWND) -> Result<()> { let swapchain = create_swapchain(&self.dxgi_factory, &self.device, *hwnd)?; let (rtv, backbuffer) = create_rtv(&self.device, &swapchain)?; let (depth_buffer, depth_stencil_view) = create_depth_buffer(&self.device)?; let (triangle_vbo, triangle_indices) = create_triangle_buffers(&self.device)?; let triangle_uniforms = create_triangle_uniforms(&self.device).unwrap(); let vs_blob = compile_shader(VERTEX_SHADER, b"main\0", b"vs_5_0\0")?; let ps_blob = compile_shader(PIXEL_SHADER, b"main\0", b"ps_5_0\0")?; let vs_compiled = unsafe { // SAFETY: slice as valid for as long as vs_blob is alive. slice::from_raw_parts( vs_blob.GetBufferPointer().cast::(), vs_blob.GetBufferSize(), ) }; let vs = unsafe { let mut vso = None; self.device .CreateVertexShader(vs_compiled, None, Some(&mut vso))?; vso.unwrap() }; let ps = unsafe { let ps = slice::from_raw_parts( ps_blob.GetBufferPointer().cast::(), ps_blob.GetBufferSize(), ); let mut pso = None; self.device.CreatePixelShader(ps, None, Some(&mut pso))?; pso.unwrap() }; let (input_layout, stencil_state, raster_state) = create_pipeline_state(&self.device, vs_compiled)?; unsafe { self.context.OMSetDepthStencilState(&stencil_state, 1); self.context.RSSetState(&raster_state); } let (renderbuffer, render_rtv) = unsafe { let mut renderbuffer = None; let mut rtv = None; let mut desc = Default::default(); backbuffer.GetDesc(&mut desc); desc.BindFlags |= D3D11_BIND_SHADER_RESOURCE.0 as u32; self.device .CreateTexture2D(&desc, None, Some(&mut renderbuffer))?; let renderbuffer = renderbuffer.unwrap(); self.device .CreateRenderTargetView(&renderbuffer, None, Some(&mut rtv))?; (renderbuffer, rtv.unwrap()) }; let mut context = None; unsafe { self.device.CreateDeferredContext(0, Some(&mut context))? }; let context = context.expect("Could not create deferred context"); self.resources = Some(Resources { swapchain, backbuffer_rtv: Some(rtv), backbuffer: Some(backbuffer), depth_buffer, depth_stencil_view, triangle_vertices: triangle_vbo, triangle_indices, triangle_uniforms, vs, ps, input_layout, frame_end: Instant::now(), frame_start: Instant::now(), elapsed: 0f32, triangle_uniform_values: Default::default(), renderbuffer, renderbufffer_rtv: render_rtv, deferred_context: context, viewport: D3D11_VIEWPORT { TopLeftX: 0.0, TopLeftY: 0.0, Width: WIDTH as f32, Height: HEIGHT as f32, MinDepth: D3D11_MIN_DEPTH, MaxDepth: D3D11_MAX_DEPTH, }, shader_output: None, frame_count: 0usize, }); Ok(()) } fn resize(&mut self, _w: u32, _h: u32) -> Result<()> { unsafe { if let Some(resources) = self.resources.as_mut() { drop(resources.backbuffer_rtv.take()); drop(resources.backbuffer.take()); resources .swapchain .ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, DXGI_SWAP_CHAIN_FLAG(0)) .unwrap_or_else(|f| eprintln!("{f:?}")); let (rtv, backbuffer) = create_rtv(&self.device, &resources.swapchain)?; resources.backbuffer = Some(backbuffer); resources.backbuffer_rtv = Some(rtv); } } Ok(()) } fn render(&mut self) -> Result<()> { let Some(resources) = &mut self.resources else { return Ok(()); }; resources.frame_end = Instant::now(); let time = resources.frame_end - resources.frame_start; let time = time.as_secs() as f32 * 1000.0; // framelimit set to 60fps if time < (1000.0f32 / 60.0f32) { return Ok(()); } resources.elapsed += 0.0000001 * time; resources.elapsed %= 6.283_185_5_f32; // resources.triangle_uniform_values.model_matrix = Mat4::rotate(Quaternion::axis_angle(Vec3::new(0.0, 0.0, 1.0), resources.elapsed)); resources.triangle_uniform_values.model_matrix = Mat4::identity(); let buffer_number = 0; unsafe { let mut mapped_resource = Default::default(); self.context.Map( &resources.triangle_uniforms, 0, D3D11_MAP_WRITE_DISCARD, 0, Some(&mut mapped_resource), )?; std::ptr::copy_nonoverlapping( &resources.triangle_uniform_values, mapped_resource.pData.cast(), 1, ); self.context.Unmap(&resources.triangle_uniforms, 0); } unsafe { self.context.VSSetConstantBuffers( buffer_number, Some(&[Some(resources.triangle_uniforms.clone())]), ); self.context.OMSetRenderTargets( Some(&[Some(resources.renderbufffer_rtv.clone())]), &resources.depth_stencil_view, ); self.context.RSSetViewports(Some(&[resources.viewport])) } unsafe { let color = [0.3, 0.4, 0.6, 1.0]; self.context .ClearRenderTargetView(&resources.renderbufffer_rtv, &color); self.context.ClearDepthStencilView( &resources.depth_stencil_view, D3D11_CLEAR_DEPTH.0, 1.0, 0, ); self.context.IASetInputLayout(&resources.input_layout); } unsafe { self.context.VSSetShader(&resources.vs, None); self.context.PSSetShader(&resources.ps, None); let stride = std::mem::size_of::() as u32; let offset = 0; self.context.IASetVertexBuffers( 0, 1, Some(&Some(resources.triangle_vertices.clone())), Some(&stride), Some(&offset), ); self.context .IASetIndexBuffer(&resources.triangle_indices, DXGI_FORMAT_R32_UINT, 0); self.context .IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); } unsafe { self.context.DrawIndexed(3, 0, 0); self.context.OMSetRenderTargets(None, None); } unsafe { let input = if let Some(lut) = &self.lut { lut.clone() } else { resources.renderbuffer.clone() }; let mut tex2d_desc = Default::default(); input.GetDesc(&mut tex2d_desc); let mut backbuffer_desc = Default::default(); resources .backbuffer .as_ref() .unwrap() .GetDesc(&mut backbuffer_desc); let mut input_srv = None; self.device.CreateShaderResourceView( &input, Some(&D3D11_SHADER_RESOURCE_VIEW_DESC { Format: tex2d_desc.Format, ViewDimension: D3D_SRV_DIMENSION_TEXTURE2D, Anonymous: D3D11_SHADER_RESOURCE_VIEW_DESC_0 { Texture2D: D3D11_TEX2D_SRV { MostDetailedMip: 0, MipLevels: u32::MAX, }, }, }), Some(&mut input_srv), )?; let srv = input_srv.unwrap(); // eprintln!("w: {} h: {}", backbuffer_desc.Width, backbuffer_desc.Height); self.filter .frame( None, &srv, &Viewport { x: 0f32, y: 0f32, output: resources.backbuffer_rtv.as_ref().unwrap().clone(), mvp: None, }, resources.frame_count, None, ) .unwrap(); // let mut command_list = None; // resources // .deferred_context // .FinishCommandList(false, Some(&mut command_list))?; // let command_list = command_list.unwrap(); // self.context.ExecuteCommandList(&command_list, false); // self.context.CopyResource(&resources.backbuffer, &backup); } unsafe { resources .swapchain .Present(0, DXGI_PRESENT::default()) .ok()?; } resources.frame_count += 1; Ok(()) } } fn create_rtv( device: &ID3D11Device, swapchain: &IDXGISwapChain, ) -> Result<(ID3D11RenderTargetView, ID3D11Texture2D)> { unsafe { let backbuffer: ID3D11Texture2D = swapchain.GetBuffer(0)?; let mut rtv = None; device.CreateRenderTargetView(&backbuffer, None, Some(&mut rtv))?; Ok((rtv.unwrap(), backbuffer)) } } fn create_pipeline_state( device: &ID3D11Device, vs_blob: &[u8], ) -> Result<( ID3D11InputLayout, ID3D11DepthStencilState, ID3D11RasterizerState, )> { unsafe { let mut input_layout = None; device.CreateInputLayout( &[ D3D11_INPUT_ELEMENT_DESC { SemanticName: s!("POSITION"), SemanticIndex: 0, Format: DXGI_FORMAT_R32G32B32_FLOAT, InputSlot: 0, AlignedByteOffset: 0, InputSlotClass: D3D11_INPUT_PER_VERTEX_DATA, InstanceDataStepRate: 0, }, D3D11_INPUT_ELEMENT_DESC { SemanticName: s!("COLOR"), SemanticIndex: 0, Format: DXGI_FORMAT_R32G32B32_FLOAT, InputSlot: 0, AlignedByteOffset: D3D11_APPEND_ALIGNED_ELEMENT, InputSlotClass: D3D11_INPUT_PER_VERTEX_DATA, InstanceDataStepRate: 0, }, ], vs_blob, Some(&mut input_layout), )?; let input_layout = input_layout.unwrap(); let mut stencil_state = None; device.CreateDepthStencilState( &D3D11_DEPTH_STENCIL_DESC { DepthEnable: BOOL::from(true), DepthWriteMask: D3D11_DEPTH_WRITE_MASK_ALL, DepthFunc: D3D11_COMPARISON_LESS, StencilEnable: BOOL::from(true), StencilReadMask: 0xff, StencilWriteMask: 0xff, FrontFace: D3D11_DEPTH_STENCILOP_DESC { StencilFailOp: D3D11_STENCIL_OP_KEEP, StencilDepthFailOp: D3D11_STENCIL_OP_INCR, StencilPassOp: D3D11_STENCIL_OP_KEEP, StencilFunc: D3D11_COMPARISON_ALWAYS, }, BackFace: D3D11_DEPTH_STENCILOP_DESC { StencilFailOp: D3D11_STENCIL_OP_KEEP, StencilDepthFailOp: D3D11_STENCIL_OP_DECR, StencilPassOp: D3D11_STENCIL_OP_KEEP, StencilFunc: D3D11_COMPARISON_ALWAYS, }, }, Some(&mut stencil_state), )?; let stencil_state = stencil_state.unwrap(); let mut rasterizer_state = None; device.CreateRasterizerState( &D3D11_RASTERIZER_DESC { AntialiasedLineEnable: BOOL::from(false), CullMode: D3D11_CULL_NONE, DepthBias: 0, DepthBiasClamp: 0.0f32, DepthClipEnable: BOOL::from(true), FillMode: D3D11_FILL_SOLID, FrontCounterClockwise: BOOL::from(false), MultisampleEnable: BOOL::from(false), ScissorEnable: BOOL::from(false), SlopeScaledDepthBias: 0.0f32, }, Some(&mut rasterizer_state), )?; let rasterizer_state = rasterizer_state.unwrap(); Ok((input_layout, stencil_state, rasterizer_state)) } } fn create_depth_buffer( device: &ID3D11Device, ) -> Result<(ID3D11Texture2D, ID3D11DepthStencilView)> { unsafe { let mut buffer = None; device.CreateTexture2D( &D3D11_TEXTURE2D_DESC { Width: WIDTH as u32, Height: HEIGHT as u32, MipLevels: 1, ArraySize: 1, Format: DXGI_FORMAT_D24_UNORM_S8_UINT, SampleDesc: DXGI_SAMPLE_DESC { Count: 1, Quality: 0, }, Usage: D3D11_USAGE_DEFAULT, BindFlags: D3D11_BIND_DEPTH_STENCIL.0 as u32, CPUAccessFlags: Default::default(), MiscFlags: Default::default(), }, None, Some(&mut buffer), )?; let buffer = buffer.unwrap(); let mut view = None; device.CreateDepthStencilView( &buffer, Some(&D3D11_DEPTH_STENCIL_VIEW_DESC { Format: DXGI_FORMAT_D24_UNORM_S8_UINT, ViewDimension: D3D11_DSV_DIMENSION_TEXTURE2D, Anonymous: D3D11_DEPTH_STENCIL_VIEW_DESC_0 { Texture2D: D3D11_TEX2D_DSV { MipSlice: 0 }, }, ..Default::default() }), Some(&mut view), )?; let view = view.unwrap(); Ok((buffer, view)) } } fn create_triangle_uniforms(device: &ID3D11Device) -> Result { let mut buffer = None; unsafe { device.CreateBuffer( &D3D11_BUFFER_DESC { ByteWidth: (std::mem::size_of::()) as u32, Usage: D3D11_USAGE_DYNAMIC, BindFlags: D3D11_BIND_CONSTANT_BUFFER.0 as u32, CPUAccessFlags: D3D11_CPU_ACCESS_WRITE.0 as u32, MiscFlags: Default::default(), StructureByteStride: 0, }, None, Some(&mut buffer), )?; } Ok(buffer.unwrap()) } fn create_triangle_buffers(device: &ID3D11Device) -> Result<(ID3D11Buffer, ID3D11Buffer)> { let vertices = [ Vertex { position: [0.5f32, -0.5, 0.0], color: [1.0, 0.0, 0.0], }, Vertex { position: [-0.5, -0.5, 0.0], color: [0.0, 1.0, 0.0], }, Vertex { position: [0.0, 0.5, 0.0], color: [0.0, 0.0, 1.0], }, ]; let indices = [0, 1, 2]; unsafe { let mut vertex_buffer = None; device.CreateBuffer( &D3D11_BUFFER_DESC { ByteWidth: (std::mem::size_of::() * vertices.len()) as u32, Usage: D3D11_USAGE_DEFAULT, BindFlags: D3D11_BIND_VERTEX_BUFFER.0 as u32, CPUAccessFlags: Default::default(), MiscFlags: Default::default(), StructureByteStride: 0, }, Some(&D3D11_SUBRESOURCE_DATA { pSysMem: vertices.as_ptr().cast(), SysMemPitch: 0, SysMemSlicePitch: 0, }), Some(&mut vertex_buffer), )?; let mut index_buffer = None; device.CreateBuffer( &D3D11_BUFFER_DESC { ByteWidth: (std::mem::size_of::() * indices.len()) as u32, Usage: D3D11_USAGE_DEFAULT, BindFlags: D3D11_BIND_INDEX_BUFFER.0 as u32, CPUAccessFlags: Default::default(), MiscFlags: Default::default(), StructureByteStride: 0, }, Some(&D3D11_SUBRESOURCE_DATA { pSysMem: indices.as_ptr().cast(), SysMemPitch: 0, SysMemSlicePitch: 0, }), Some(&mut index_buffer), )?; Ok((vertex_buffer.unwrap(), index_buffer.unwrap())) } } fn create_device() -> Result<(IDXGIFactory4, ID3D11Device, ID3D11DeviceContext)> { let dxgi_factory: IDXGIFactory4 = unsafe { CreateDXGIFactory2(DXGI_CREATE_FACTORY_DEBUG) }?; let feature_levels = vec![D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_11_1]; let mut out_device = None; let mut out_context = None; let mut _out_feature_level = D3D_FEATURE_LEVEL_11_0; unsafe { D3D11CreateDevice( None, D3D_DRIVER_TYPE_HARDWARE, HMODULE::default(), D3D11_CREATE_DEVICE_DEBUG, Some(&feature_levels), D3D11_SDK_VERSION, Some(&mut out_device), Some(&mut _out_feature_level), Some(&mut out_context), ) }?; Ok((dxgi_factory, out_device.unwrap(), out_context.unwrap())) } fn create_swapchain( fac: &IDXGIFactory4, device: &ID3D11Device, hwnd: HWND, ) -> Result { let swapchain_desc = DXGI_SWAP_CHAIN_DESC { BufferDesc: DXGI_MODE_DESC { Width: WIDTH as u32, Height: HEIGHT as u32, RefreshRate: DXGI_RATIONAL { Numerator: 0, Denominator: 1, }, Format: DXGI_FORMAT_R8G8B8A8_UNORM, ScanlineOrdering: DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED, Scaling: DXGI_MODE_SCALING_UNSPECIFIED, }, SampleDesc: DXGI_SAMPLE_DESC { Count: 1, Quality: 0, }, BufferUsage: DXGI_USAGE_RENDER_TARGET_OUTPUT, BufferCount: 1, OutputWindow: hwnd, Windowed: BOOL(1), SwapEffect: DXGI_SWAP_EFFECT_DISCARD, Flags: 0, }; let mut swap_chain = None; unsafe { fac.CreateSwapChain(device, &swapchain_desc, &mut swap_chain) .ok()?; } Ok(swap_chain.expect("[dx11] swapchain creation failed.")) } fn compile_shader(source: &[u8], entry: &[u8], version: &[u8]) -> Result { unsafe { let mut blob = None; D3DCompile( source.as_ptr().cast(), source.len(), None, None, None, PCSTR(entry.as_ptr()), PCSTR(version.as_ptr()), D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION, 0, &mut blob, None, )?; Ok(blob.unwrap()) } } } pub fn main(sample: S) -> Result<()> { run_sample(sample)?; Ok(()) }