843 lines
27 KiB
Rust
843 lines
27 KiB
Rust
const WIDTH: i32 = 800;
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const HEIGHT: i32 = 600;
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const TITLE: &str = "librashader DirectX 11";
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use windows::{
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core::*, Win32::Foundation::*, Win32::Graphics::Direct3D::Fxc::*, Win32::Graphics::Direct3D::*,
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Win32::Graphics::Direct3D11::*, Win32::Graphics::Dxgi::Common::*, Win32::Graphics::Dxgi::*,
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Win32::System::LibraryLoader::*, Win32::UI::WindowsAndMessaging::*,
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};
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static VERTEX_SHADER: &[u8] = b"
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cbuffer cb : register(b0)
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{
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row_major float4x4 projectionMatrix : packoffset(c0);
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row_major float4x4 modelMatrix : packoffset(c4);
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row_major float4x4 viewMatrix : packoffset(c8);
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};
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struct VertexInput
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{
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float3 inPos : POSITION;
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float3 inColor : COLOR;
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};
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struct VertexOutput
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{
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float3 color : COLOR;
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float4 position : SV_Position;
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};
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VertexOutput main(VertexInput vertexInput)
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{
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float3 inColor = vertexInput.inColor;
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float3 inPos = vertexInput.inPos;
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float3 outColor = inColor;
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float4 position = mul(float4(inPos, 1.0), mul(modelMatrix, mul(viewMatrix, projectionMatrix)));
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VertexOutput output;
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output.position = position;
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output.color = outColor;
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return output;
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}\0";
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static PIXEL_SHADER: &[u8] = b"
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struct PixelInput
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{
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float3 color : COLOR;
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};
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struct PixelOutput
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{
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float4 attachment0 : SV_Target0;
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};
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PixelOutput main(PixelInput pixelInput)
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{
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float3 inColor = pixelInput.color;
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PixelOutput output;
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output.attachment0 = float4(inColor, 1.0f);
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return output;
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}\0";
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use gfx_maths::Mat4;
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use std::mem::transmute;
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pub trait DXSample {
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fn bind_to_window(&mut self, hwnd: &HWND) -> Result<()>;
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fn update(&mut self) {}
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fn render(&mut self) -> Result<()> {
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Ok(())
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}
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fn on_key_up(&mut self, _key: u8) {}
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fn on_key_down(&mut self, _key: u8) {}
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fn title(&self) -> String {
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TITLE.into()
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}
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fn window_size(&self) -> (i32, i32) {
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(WIDTH, HEIGHT)
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}
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}
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fn run_sample<S>(mut sample: S) -> Result<()>
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where
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S: DXSample,
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{
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let instance = unsafe { GetModuleHandleA(None)? };
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let wc = WNDCLASSEXA {
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cbSize: std::mem::size_of::<WNDCLASSEXA>() as u32,
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style: CS_HREDRAW | CS_VREDRAW,
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lpfnWndProc: Some(wndproc::<S>),
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hInstance: instance,
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hCursor: unsafe { LoadCursorW(None, IDC_ARROW)? },
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lpszClassName: s!("RustWindowClass"),
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..Default::default()
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};
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let size = sample.window_size();
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let atom = unsafe { RegisterClassExA(&wc) };
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debug_assert_ne!(atom, 0);
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let mut window_rect = RECT {
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left: 0,
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top: 0,
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right: size.0,
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bottom: size.1,
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};
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unsafe { AdjustWindowRect(&mut window_rect, WS_OVERLAPPEDWINDOW, false) };
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let mut title = sample.title();
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title.push('\0');
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let hwnd = unsafe {
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CreateWindowExA(
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WINDOW_EX_STYLE::default(),
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s!("RustWindowClass"),
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PCSTR(title.as_ptr()),
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WS_OVERLAPPEDWINDOW,
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CW_USEDEFAULT,
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CW_USEDEFAULT,
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window_rect.right - window_rect.left,
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window_rect.bottom - window_rect.top,
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None, // no parent window
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None, // no menus
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instance,
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Some(&sample as *const _ as _),
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)
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};
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sample.bind_to_window(&hwnd).unwrap();
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unsafe { ShowWindow(hwnd, SW_SHOW) };
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loop {
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let mut message = MSG::default();
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if unsafe { PeekMessageA(&mut message, None, 0, 0, PM_REMOVE) }.into() {
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unsafe {
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TranslateMessage(&message);
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DispatchMessageA(&message);
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}
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if message.message == WM_QUIT {
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break;
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}
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}
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}
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Ok(())
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}
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fn sample_wndproc<S: DXSample>(sample: &mut S, message: u32, wparam: WPARAM) -> bool {
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match message {
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WM_KEYDOWN => {
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sample.on_key_down(wparam.0 as u8);
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true
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}
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WM_KEYUP => {
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sample.on_key_up(wparam.0 as u8);
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true
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}
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WM_PAINT => {
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sample.update();
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sample.render().unwrap();
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true
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}
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_ => false,
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}
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}
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extern "system" fn wndproc<S: DXSample>(
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window: HWND,
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message: u32,
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wparam: WPARAM,
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lparam: LPARAM,
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) -> LRESULT {
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match message {
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WM_CREATE => {
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unsafe {
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let create_struct: &CREATESTRUCTA = transmute(lparam);
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SetWindowLongPtrA(window, GWLP_USERDATA, create_struct.lpCreateParams as _);
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}
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LRESULT::default()
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}
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WM_DESTROY => {
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unsafe { PostQuitMessage(0) };
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LRESULT::default()
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}
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_ => {
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let user_data = unsafe { GetWindowLongPtrA(window, GWLP_USERDATA) };
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let sample = std::ptr::NonNull::<S>::new(user_data as _);
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let handled = sample.map_or(false, |mut s| {
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sample_wndproc(unsafe { s.as_mut() }, message, wparam)
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});
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if handled {
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LRESULT::default()
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} else {
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unsafe { DefWindowProcA(window, message, wparam, lparam) }
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}
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}
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}
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}
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#[repr(C)]
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struct Vertex {
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position: [f32; 3],
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color: [f32; 3],
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}
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#[repr(C)]
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#[derive(Default)]
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struct TriangleUniforms {
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projection_matrix: Mat4,
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model_matrix: Mat4,
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view_matrix: Mat4,
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}
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pub mod d3d11_hello_triangle {
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use super::*;
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use std::path::Path;
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use crate::filter_chain::FilterChainD3D11;
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use crate::options::FilterChainOptionsD3D11;
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use crate::texture::D3D11InputView;
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use crate::D3D11OutputView;
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use librashader_common::{Size, Viewport};
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use std::slice;
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use std::time::Instant;
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pub struct Sample {
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pub dxgi_factory: IDXGIFactory4,
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pub device: ID3D11Device,
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pub context: ID3D11DeviceContext,
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pub resources: Option<Resources>,
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pub filter: FilterChainD3D11,
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}
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pub struct Resources {
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pub swapchain: IDXGISwapChain,
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pub depth_buffer: ID3D11Texture2D,
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pub depth_stencil_view: ID3D11DepthStencilView,
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pub triangle_vertices: ID3D11Buffer,
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pub triangle_indices: ID3D11Buffer,
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pub triangle_uniforms: ID3D11Buffer,
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pub vs: ID3D11VertexShader,
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pub ps: ID3D11PixelShader,
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pub input_layout: ID3D11InputLayout,
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pub frame_start: Instant,
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pub frame_end: Instant,
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pub elapsed: f32,
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triangle_uniform_values: TriangleUniforms,
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pub backbuffer: ID3D11Texture2D,
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pub backbuffer_rtv: ID3D11RenderTargetView,
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pub viewport: D3D11_VIEWPORT,
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pub shader_output: Option<ID3D11Texture2D>,
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pub frame_count: usize,
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}
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impl Sample {
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pub(crate) fn new(
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filter: impl AsRef<Path>,
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filter_options: Option<&FilterChainOptionsD3D11>,
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) -> Result<Self> {
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let (dxgi_factory, device, context) = create_device()?;
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let filter = FilterChainD3D11::load_from_path(&device, filter, filter_options).unwrap();
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Ok(Sample {
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filter,
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dxgi_factory,
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device,
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context,
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resources: None,
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})
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}
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}
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impl DXSample for Sample {
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fn bind_to_window(&mut self, hwnd: &HWND) -> Result<()> {
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let swapchain = create_swapchain(&self.dxgi_factory, &self.device, *hwnd)?;
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let (rtv, backbuffer) = create_rtv(&self.device, &swapchain)?;
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let (depth_buffer, depth_stencil_view) = create_depth_buffer(&self.device)?;
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let (triangle_vbo, triangle_indices) = create_triangle_buffers(&self.device)?;
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let triangle_uniforms = create_triangle_uniforms(&self.device).unwrap();
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let vs_blob = compile_shader(VERTEX_SHADER, b"main\0", b"vs_5_0\0")?;
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let ps_blob = compile_shader(PIXEL_SHADER, b"main\0", b"ps_5_0\0")?;
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let vs_compiled = unsafe {
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// SAFETY: slice as valid for as long as vs_blob is alive.
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slice::from_raw_parts(
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vs_blob.GetBufferPointer().cast::<u8>(),
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vs_blob.GetBufferSize(),
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)
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};
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let vs = unsafe {
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let mut vso = None;
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self.device
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.CreateVertexShader(vs_compiled, None, Some(&mut vso))?;
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vso.unwrap()
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};
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let ps = unsafe {
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let ps = slice::from_raw_parts(
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ps_blob.GetBufferPointer().cast::<u8>(),
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ps_blob.GetBufferSize(),
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);
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let mut pso = None;
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self.device.CreatePixelShader(ps, None, Some(&mut pso))?;
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pso.unwrap()
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};
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let (input_layout, stencil_state, raster_state) =
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create_pipeline_state(&self.device, vs_compiled)?;
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unsafe {
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self.context.OMSetDepthStencilState(&stencil_state, 1);
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self.context.RSSetState(&raster_state);
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}
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self.resources = Some(Resources {
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swapchain,
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backbuffer_rtv: rtv,
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backbuffer,
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depth_buffer,
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depth_stencil_view,
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triangle_vertices: triangle_vbo,
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triangle_indices,
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triangle_uniforms,
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vs,
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ps,
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input_layout,
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frame_end: Instant::now(),
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frame_start: Instant::now(),
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elapsed: 0f32,
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triangle_uniform_values: Default::default(),
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viewport: D3D11_VIEWPORT {
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TopLeftX: 0.0,
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TopLeftY: 0.0,
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Width: WIDTH as f32,
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Height: HEIGHT as f32,
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MinDepth: D3D11_MIN_DEPTH,
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MaxDepth: D3D11_MAX_DEPTH,
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},
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shader_output: None,
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frame_count: 0usize,
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});
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Ok(())
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}
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fn render(&mut self) -> Result<()> {
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let Some(resources) = &mut self.resources else {
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return Ok(());
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};
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resources.frame_end = Instant::now();
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let time = resources.frame_end - resources.frame_start;
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let time = time.as_secs() as f32 * 1000.0;
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// framelimit set to 60fps
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if time < (1000.0f32 / 60.0f32) {
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return Ok(());
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}
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resources.elapsed += 0.0000001 * time;
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resources.elapsed %= 6.283_185_5_f32;
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// resources.triangle_uniform_values.model_matrix = Mat4::rotate(Quaternion::axis_angle(Vec3::new(0.0, 0.0, 1.0), resources.elapsed));
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resources.triangle_uniform_values.model_matrix = Mat4::identity();
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let buffer_number = 0;
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unsafe {
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let mut mapped_resource = Default::default();
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self.context.Map(
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&resources.triangle_uniforms,
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0,
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D3D11_MAP_WRITE_DISCARD,
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0,
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Some(&mut mapped_resource),
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)?;
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std::ptr::copy_nonoverlapping(
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&resources.triangle_uniform_values,
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mapped_resource.pData.cast(),
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1,
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);
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self.context.Unmap(&resources.triangle_uniforms, 0);
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}
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unsafe {
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self.context.VSSetConstantBuffers(
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buffer_number,
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Some(&[resources.triangle_uniforms.clone()]),
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);
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self.context.OMSetRenderTargets(
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Some(&[resources.backbuffer_rtv.clone()]),
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&resources.depth_stencil_view,
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);
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self.context.RSSetViewports(Some(&[resources.viewport]))
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}
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unsafe {
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let color = [0.3, 0.4, 0.6, 1.0];
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self.context
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.ClearRenderTargetView(&resources.backbuffer_rtv, color.as_ptr());
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self.context.ClearDepthStencilView(
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&resources.depth_stencil_view,
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D3D11_CLEAR_DEPTH.0,
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1.0,
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0,
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);
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self.context.IASetInputLayout(&resources.input_layout);
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}
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unsafe {
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self.context.VSSetShader(&resources.vs, None);
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self.context.PSSetShader(&resources.ps, None);
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let stride = std::mem::size_of::<Vertex>() as u32;
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let offset = 0;
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self.context.IASetVertexBuffers(
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0,
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1,
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Some(&Some(resources.triangle_vertices.clone())),
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Some(&stride),
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Some(&offset),
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);
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self.context
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.IASetIndexBuffer(&resources.triangle_indices, DXGI_FORMAT_R32_UINT, 0);
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self.context
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.IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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}
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unsafe {
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self.context.DrawIndexed(3, 0, 0);
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}
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unsafe {
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let mut tex2d_desc = Default::default();
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resources.backbuffer.GetDesc(&mut tex2d_desc);
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let mut backbuffer_copy = None;
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self.device.CreateTexture2D(
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&D3D11_TEXTURE2D_DESC {
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BindFlags: D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET,
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CPUAccessFlags: D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE,
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..tex2d_desc
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},
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None,
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Some(&mut backbuffer_copy),
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)?;
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let backup = backbuffer_copy.unwrap();
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self.context.CopyResource(&backup, &resources.backbuffer);
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let mut copy_srv = None;
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self.device.CreateShaderResourceView(
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&backup,
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Some(&D3D11_SHADER_RESOURCE_VIEW_DESC {
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Format: tex2d_desc.Format,
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ViewDimension: D3D_SRV_DIMENSION_TEXTURE2D,
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Anonymous: D3D11_SHADER_RESOURCE_VIEW_DESC_0 {
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Texture2D: D3D11_TEX2D_SRV {
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MostDetailedMip: 0,
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MipLevels: u32::MAX,
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},
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},
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}),
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Some(&mut copy_srv),
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)?;
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let srv = copy_srv.unwrap();
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let mut shader_out = None;
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self.device
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.CreateTexture2D(&tex2d_desc, None, Some(&mut shader_out))?;
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let shader_out = shader_out.unwrap();
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let mut rtv = None;
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self.device.CreateRenderTargetView(
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&shader_out,
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Some(&D3D11_RENDER_TARGET_VIEW_DESC {
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Format: tex2d_desc.Format,
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ViewDimension: D3D11_RTV_DIMENSION_TEXTURE2D,
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Anonymous: D3D11_RENDER_TARGET_VIEW_DESC_0 {
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Texture2D: D3D11_TEX2D_RTV { MipSlice: 0 },
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},
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}),
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Some(&mut rtv),
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)?;
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self.filter
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.frame(
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D3D11InputView {
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handle: srv,
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size: Size {
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width: tex2d_desc.Width,
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height: tex2d_desc.Height,
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},
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},
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&Viewport {
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x: resources.viewport.TopLeftX,
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y: resources.viewport.TopLeftY,
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output: D3D11OutputView {
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size: Size {
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width: tex2d_desc.Width,
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height: tex2d_desc.Height,
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},
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handle: resources.backbuffer_rtv.clone(),
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},
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mvp: None,
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},
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resources.frame_count,
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None,
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)
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.unwrap();
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// self.context.CopyResource(&resources.backbuffer, &backup);
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}
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unsafe {
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resources.swapchain.Present(0, 0).ok()?;
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}
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resources.frame_count += 1;
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Ok(())
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}
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}
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fn create_rtv(
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device: &ID3D11Device,
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swapchain: &IDXGISwapChain,
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) -> Result<(ID3D11RenderTargetView, ID3D11Texture2D)> {
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unsafe {
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let backbuffer: ID3D11Texture2D = swapchain.GetBuffer(0)?;
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let mut rtv = None;
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device.CreateRenderTargetView(&backbuffer, None, Some(&mut rtv))?;
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|
|
|
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,
|
|
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,
|
|
CPUAccessFlags: D3D11_CPU_ACCESS_WRITE,
|
|
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,
|
|
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,
|
|
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,
|
|
HINSTANCE::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(())
|
|
}
|