413 lines
15 KiB
C++
Vendored
413 lines
15 KiB
C++
Vendored
// based off https://github.com/kevinmoran/BeginnerDirect3D11/tree/master/02.%20Drawing%20a%20Triangle
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//
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// This example should not be taken as "good" code, it is just an example of how to use librashader in Direct3D11.
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//
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// Namely, you should not recreate the input texture every frame. It is much cheaper to have one long lived copy texture.
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#define WIN32_LEAN_AND_MEAN
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#define NOMINMAX
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#define UNICODE
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#include <d3d11_1.h>
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#include <windows.h>
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#pragma comment(lib, "d3d11.lib")
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#include <d3dcompiler.h>
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#pragma comment(lib, "d3dcompiler.lib")
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#include <assert.h>
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#define LIBRA_RUNTIME_D3D11
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#define LIBRA_RUNTIME_D3D12
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#include "../../../../include/librashader.h"
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#include "../../../../include/librashader_ld.h"
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static bool global_windowDidResize = false;
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LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam) {
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LRESULT result = 0;
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switch (msg) {
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case WM_KEYDOWN: {
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if (wparam == VK_ESCAPE) DestroyWindow(hwnd);
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break;
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}
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case WM_DESTROY: {
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PostQuitMessage(0);
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break;
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}
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case WM_SIZE: {
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global_windowDidResize = true;
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break;
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}
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default:
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result = DefWindowProcW(hwnd, msg, wparam, lparam);
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}
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return result;
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}
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int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE /*hPrevInstance*/,
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LPSTR /*lpCmdLine*/, int /*nShowCmd*/) {
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// Open a window
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HWND hwnd;
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{
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WNDCLASSEXW winClass = {};
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winClass.cbSize = sizeof(WNDCLASSEXW);
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winClass.style = CS_HREDRAW | CS_VREDRAW;
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winClass.lpfnWndProc = &WndProc;
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winClass.hInstance = hInstance;
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winClass.hIcon = LoadIconW(0, IDI_APPLICATION);
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winClass.hCursor = LoadCursorW(0, IDC_ARROW);
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winClass.lpszClassName = L"MyWindowClass";
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winClass.hIconSm = LoadIconW(0, IDI_APPLICATION);
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if (!RegisterClassExW(&winClass)) {
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MessageBoxA(0, "RegisterClassEx failed", "Fatal Error", MB_OK);
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return GetLastError();
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}
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RECT initialRect = {0, 0, 1024, 768};
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AdjustWindowRectEx(&initialRect, WS_OVERLAPPEDWINDOW, FALSE,
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WS_EX_OVERLAPPEDWINDOW);
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LONG initialWidth = initialRect.right - initialRect.left;
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LONG initialHeight = initialRect.bottom - initialRect.top;
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hwnd = CreateWindowExW(WS_EX_OVERLAPPEDWINDOW, winClass.lpszClassName,
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L"librashader-capi DirectX 11",
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WS_OVERLAPPEDWINDOW | WS_VISIBLE, CW_USEDEFAULT,
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CW_USEDEFAULT, initialWidth, initialHeight, 0, 0,
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hInstance, 0);
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if (!hwnd) {
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MessageBoxA(0, "CreateWindowEx failed", "Fatal Error", MB_OK);
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return GetLastError();
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}
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}
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// Create D3D11 Device and Context
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ID3D11Device1* d3d11Device;
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ID3D11DeviceContext1* d3d11DeviceContext;
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{
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ID3D11Device* baseDevice;
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ID3D11DeviceContext* baseDeviceContext;
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D3D_FEATURE_LEVEL featureLevels[] = {D3D_FEATURE_LEVEL_11_0};
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UINT creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
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#if defined(DEBUG_BUILD)
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creationFlags |= D3D11_CREATE_DEVICE_DEBUG;
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#endif
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HRESULT hResult = D3D11CreateDevice(
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0, D3D_DRIVER_TYPE_HARDWARE, 0, creationFlags, featureLevels,
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ARRAYSIZE(featureLevels), D3D11_SDK_VERSION, &baseDevice, 0,
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&baseDeviceContext);
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if (FAILED(hResult)) {
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MessageBoxA(0, "D3D11CreateDevice() failed", "Fatal Error", MB_OK);
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return GetLastError();
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}
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// Get 1.1 interface of D3D11 Device and Context
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hResult = baseDevice->QueryInterface(__uuidof(ID3D11Device1),
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(void**)&d3d11Device);
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assert(SUCCEEDED(hResult));
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baseDevice->Release();
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hResult = baseDeviceContext->QueryInterface(
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__uuidof(ID3D11DeviceContext1), (void**)&d3d11DeviceContext);
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assert(SUCCEEDED(hResult));
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baseDeviceContext->Release();
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}
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#ifdef DEBUG_BUILD
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// Set up debug layer to break on D3D11 errors
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ID3D11Debug* d3dDebug = nullptr;
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d3d11Device->QueryInterface(__uuidof(ID3D11Debug), (void**)&d3dDebug);
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if (d3dDebug) {
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ID3D11InfoQueue* d3dInfoQueue = nullptr;
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if (SUCCEEDED(d3dDebug->QueryInterface(__uuidof(ID3D11InfoQueue),
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(void**)&d3dInfoQueue))) {
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d3dInfoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION,
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true);
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d3dInfoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR,
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true);
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d3dInfoQueue->Release();
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}
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d3dDebug->Release();
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}
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#endif
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auto libra = librashader_load_instance();
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libra_shader_preset_t preset;
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auto error = libra.preset_create(
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"../../../shaders_slang/border/gameboy-player/"
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"gameboy-player-crt-royale.slangp",
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&preset);
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libra_d3d11_filter_chain_t filter_chain;
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libra.d3d11_filter_chain_create(&preset, d3d11Device, NULL,
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&filter_chain);
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// Create Swap Chain
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IDXGISwapChain1* d3d11SwapChain;
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{
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// Get DXGI Factory (needed to create Swap Chain)
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IDXGIFactory2* dxgiFactory;
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{
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IDXGIDevice1* dxgiDevice;
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HRESULT hResult = d3d11Device->QueryInterface(
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__uuidof(IDXGIDevice1), (void**)&dxgiDevice);
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assert(SUCCEEDED(hResult));
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IDXGIAdapter* dxgiAdapter;
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hResult = dxgiDevice->GetAdapter(&dxgiAdapter);
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assert(SUCCEEDED(hResult));
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dxgiDevice->Release();
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DXGI_ADAPTER_DESC adapterDesc;
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dxgiAdapter->GetDesc(&adapterDesc);
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OutputDebugStringA("Graphics Device: ");
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OutputDebugStringW(adapterDesc.Description);
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hResult = dxgiAdapter->GetParent(__uuidof(IDXGIFactory2),
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(void**)&dxgiFactory);
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assert(SUCCEEDED(hResult));
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dxgiAdapter->Release();
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}
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DXGI_SWAP_CHAIN_DESC1 d3d11SwapChainDesc = {};
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d3d11SwapChainDesc.Width = 0; // use window width
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d3d11SwapChainDesc.Height = 0; // use window height
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d3d11SwapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM_SRGB;
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d3d11SwapChainDesc.SampleDesc.Count = 1;
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d3d11SwapChainDesc.SampleDesc.Quality = 0;
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d3d11SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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d3d11SwapChainDesc.BufferCount = 2;
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d3d11SwapChainDesc.Scaling = DXGI_SCALING_STRETCH;
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d3d11SwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
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d3d11SwapChainDesc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
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d3d11SwapChainDesc.Flags = 0;
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HRESULT hResult = dxgiFactory->CreateSwapChainForHwnd(
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d3d11Device, hwnd, &d3d11SwapChainDesc, 0, 0, &d3d11SwapChain);
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assert(SUCCEEDED(hResult));
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dxgiFactory->Release();
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}
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// Create Framebuffer Render Target
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ID3D11RenderTargetView* d3d11FrameBufferView;
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{
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ID3D11Texture2D* d3d11FrameBuffer;
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HRESULT hResult = d3d11SwapChain->GetBuffer(
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0, __uuidof(ID3D11Texture2D), (void**)&d3d11FrameBuffer);
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assert(SUCCEEDED(hResult));
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hResult = d3d11Device->CreateRenderTargetView(d3d11FrameBuffer, 0,
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&d3d11FrameBufferView);
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assert(SUCCEEDED(hResult));
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d3d11FrameBuffer->Release();
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}
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// Create Vertex Shader
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ID3DBlob* vsBlob;
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ID3D11VertexShader* vertexShader;
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{
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ID3DBlob* shaderCompileErrorsBlob;
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HRESULT hResult = D3DCompileFromFile(L"shaders.hlsl", nullptr, nullptr,
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"vs_main", "vs_5_0", 0, 0, &vsBlob,
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&shaderCompileErrorsBlob);
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if (FAILED(hResult)) {
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const char* errorString = NULL;
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if (hResult == HRESULT_FROM_WIN32(ERROR_FILE_NOT_FOUND))
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errorString = "Could not compile shader; file not found";
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else if (shaderCompileErrorsBlob) {
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errorString =
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(const char*)shaderCompileErrorsBlob->GetBufferPointer();
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shaderCompileErrorsBlob->Release();
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}
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MessageBoxA(0, errorString, "Shader Compiler Error",
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MB_ICONERROR | MB_OK);
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return 1;
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}
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hResult = d3d11Device->CreateVertexShader(vsBlob->GetBufferPointer(),
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vsBlob->GetBufferSize(),
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nullptr, &vertexShader);
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assert(SUCCEEDED(hResult));
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}
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// Create Pixel Shader
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ID3D11PixelShader* pixelShader;
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{
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ID3DBlob* psBlob;
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ID3DBlob* shaderCompileErrorsBlob;
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HRESULT hResult = D3DCompileFromFile(L"shaders.hlsl", nullptr, nullptr,
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"ps_main", "ps_5_0", 0, 0, &psBlob,
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&shaderCompileErrorsBlob);
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if (FAILED(hResult)) {
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const char* errorString = NULL;
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if (hResult == HRESULT_FROM_WIN32(ERROR_FILE_NOT_FOUND))
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errorString = "Could not compile shader; file not found";
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else if (shaderCompileErrorsBlob) {
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errorString =
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(const char*)shaderCompileErrorsBlob->GetBufferPointer();
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shaderCompileErrorsBlob->Release();
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}
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MessageBoxA(0, errorString, "Shader Compiler Error",
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MB_ICONERROR | MB_OK);
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return 1;
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}
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hResult = d3d11Device->CreatePixelShader(psBlob->GetBufferPointer(),
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psBlob->GetBufferSize(),
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nullptr, &pixelShader);
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assert(SUCCEEDED(hResult));
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psBlob->Release();
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}
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// Create Input Layout
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ID3D11InputLayout* inputLayout;
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{
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D3D11_INPUT_ELEMENT_DESC inputElementDesc[] = {
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{"POS", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0,
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D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"COL", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0,
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D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0}};
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HRESULT hResult = d3d11Device->CreateInputLayout(
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inputElementDesc, ARRAYSIZE(inputElementDesc),
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vsBlob->GetBufferPointer(), vsBlob->GetBufferSize(), &inputLayout);
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assert(SUCCEEDED(hResult));
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vsBlob->Release();
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}
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// Create Vertex Buffer
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ID3D11Buffer* vertexBuffer;
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UINT numVerts;
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UINT stride;
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UINT offset;
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{
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float vertexData[] = {// x, y, r, g, b, a
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0.0f, 0.5f, 0.f, 1.f, 0.f, 1.f,
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0.5f, -0.5f, 1.f, 0.f, 0.f, 1.f,
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-0.5f, -0.5f, 0.f, 0.f, 1.f, 1.f};
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stride = 6 * sizeof(float);
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numVerts = sizeof(vertexData) / stride;
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offset = 0;
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D3D11_BUFFER_DESC vertexBufferDesc = {};
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vertexBufferDesc.ByteWidth = sizeof(vertexData);
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vertexBufferDesc.Usage = D3D11_USAGE_IMMUTABLE;
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vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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D3D11_SUBRESOURCE_DATA vertexSubresourceData = {vertexData};
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HRESULT hResult = d3d11Device->CreateBuffer(
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&vertexBufferDesc, &vertexSubresourceData, &vertexBuffer);
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assert(SUCCEEDED(hResult));
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}
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// Main Loop
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bool isRunning = true;
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size_t frameCount = 0;
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while (isRunning) {
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MSG msg = {};
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while (PeekMessageW(&msg, 0, 0, 0, PM_REMOVE)) {
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if (msg.message == WM_QUIT) isRunning = false;
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TranslateMessage(&msg);
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DispatchMessageW(&msg);
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}
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if (global_windowDidResize) {
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d3d11DeviceContext->OMSetRenderTargets(0, 0, 0);
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d3d11FrameBufferView->Release();
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HRESULT res =
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d3d11SwapChain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, 0);
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assert(SUCCEEDED(res));
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ID3D11Texture2D* d3d11FrameBuffer;
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res = d3d11SwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D),
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(void**)&d3d11FrameBuffer);
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assert(SUCCEEDED(res));
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res = d3d11Device->CreateRenderTargetView(d3d11FrameBuffer, NULL,
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&d3d11FrameBufferView);
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assert(SUCCEEDED(res));
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d3d11FrameBuffer->Release();
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global_windowDidResize = false;
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}
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FLOAT backgroundColor[4] = {0.1f, 0.2f, 0.6f, 1.0f};
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d3d11DeviceContext->ClearRenderTargetView(d3d11FrameBufferView,
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backgroundColor);
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RECT winRect;
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GetClientRect(hwnd, &winRect);
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D3D11_VIEWPORT viewport = {0.0f,
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0.0f,
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(FLOAT)(winRect.right - winRect.left),
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(FLOAT)(winRect.bottom - winRect.top),
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0.0f,
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1.0f};
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d3d11DeviceContext->RSSetViewports(1, &viewport);
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d3d11DeviceContext->OMSetRenderTargets(1, &d3d11FrameBufferView,
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nullptr);
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d3d11DeviceContext->IASetPrimitiveTopology(
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D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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d3d11DeviceContext->IASetInputLayout(inputLayout);
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d3d11DeviceContext->VSSetShader(vertexShader, nullptr, 0);
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d3d11DeviceContext->PSSetShader(pixelShader, nullptr, 0);
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d3d11DeviceContext->IASetVertexBuffers(0, 1, &vertexBuffer, &stride,
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&offset);
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d3d11DeviceContext->Draw(numVerts, 0);
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ID3D11Texture2D* framebufferCopy;
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ID3D11ShaderResourceView* copySrv;
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{
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ID3D11Texture2D* d3d11FrameBuffer;
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HRESULT hResult = d3d11SwapChain->GetBuffer(
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0, __uuidof(ID3D11Texture2D), (void**)&d3d11FrameBuffer);
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assert(SUCCEEDED(hResult));
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D3D11_TEXTURE2D_DESC framebufferDesc;
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d3d11FrameBuffer->GetDesc(&framebufferDesc);
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framebufferDesc.BindFlags =
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D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
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framebufferDesc.CPUAccessFlags =
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D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_READ;
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hResult = d3d11Device->CreateTexture2D(&framebufferDesc, nullptr,
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&framebufferCopy);
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assert(SUCCEEDED(hResult));
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d3d11DeviceContext->CopyResource(framebufferCopy, d3d11FrameBuffer);
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hResult = d3d11Device->CreateShaderResourceView(framebufferCopy, 0,
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©Srv);
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assert(SUCCEEDED(hResult));
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d3d11FrameBuffer->Release();
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}
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assert(copySrv != nullptr);
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libra.d3d11_filter_chain_frame(&filter_chain, NULL, frameCount, copySrv,
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d3d11FrameBufferView, NULL, NULL, NULL);
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copySrv->Release();
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framebufferCopy->Release();
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d3d11SwapChain->Present(1, 0);
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frameCount += 1;
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}
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return 0;
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} |