librashader/librashader-runtime-d3d11/tests/hello_triangle/mod.rs

922 lines
30 KiB
Rust

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<S>(mut sample: S) -> Result<()>
where
S: DXSample,
{
let instance = unsafe { GetModuleHandleA(None)? };
let wc = WNDCLASSEXA {
cbSize: std::mem::size_of::<WNDCLASSEXA>() as u32,
style: CS_HREDRAW | CS_VREDRAW,
lpfnWndProc: Some(wndproc::<S>),
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<S: DXSample>(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<S: DXSample>(
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::<S>::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, GetSize, 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<Resources>,
pub filter: FilterChainD3D11,
pub lut: Option<ID3D11Texture2D>,
}
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<ID3D11Texture2D>,
pub backbuffer_rtv: Option<ID3D11RenderTargetView>,
pub viewport: D3D11_VIEWPORT,
pub shader_output: Option<ID3D11Texture2D>,
pub frame_count: usize,
pub deferred_context: ID3D11DeviceContext,
}
impl Sample {
pub(crate) fn new(
filter: impl AsRef<Path>,
filter_options: Option<&FilterChainOptionsD3D11>,
image: Option<Image>,
) -> Result<Self> {
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::<u8>(),
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::<u8>(),
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::<Vertex>() 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);
let output = resources.backbuffer_rtv.as_ref().unwrap().clone();
let size: Size<u32> = output.size().unwrap();
self.filter
.frame(
None,
&srv,
&Viewport {
x: 100f32,
y: 100f32,
output,
mvp: None,
size: Size {
width: size.width - 200,
height: size.height - 200,
},
},
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<ID3D11Buffer> {
let mut buffer = None;
unsafe {
device.CreateBuffer(
&D3D11_BUFFER_DESC {
ByteWidth: (std::mem::size_of::<TriangleUniforms>()) 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::<Vertex>() * 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::<u32>() * 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<IDXGISwapChain> {
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<ID3DBlob> {
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<S: DXSample>(sample: S) -> Result<()> {
run_sample(sample)?;
Ok(())
}