void ParticleManager::UpdateParticles(float dt, DxGraphics* pDxGraphics, Camera& cam)
{
	// Update the world mat
	XMMATRIX transMat = XMMatrixTranslation(0.0f, 0.0f, 0.0f);
	XMMATRIX rotMat = XMMatrixRotationRollPitchYaw(0.0f, 0.0f, 0.0f);
	XMMATRIX scaleMat = XMMatrixScaling(1.0f, 1.0f, 1.0f);

	m_worldMat = rotMat * scaleMat * transMat;

	cam.CalculateViewMatrix();

	// stream out the particles which runs through the physics
	XMMATRIX tWorld = XMMatrixTranspose(m_worldMat);
	XMMATRIX tView = XMMatrixTranspose(cam.GetViewMatrix());
	XMMATRIX tProj = XMMatrixTranspose(cam.GetProjMatrix());

	m_massPoint.dt = dt;

	ID3D11DeviceContext* pCon = pDxGraphics->GetImmediateContext();

	// Set the stream out buffer
	UINT offsetSO[1] = { 0 };
	pCon->SOSetTargets(1, &m_vStream, offsetSO);

	UINT stride = sizeof(Particle);
	UINT offset = 0;

	pCon->IASetVertexBuffers(0, 1, &m_vBuffer, &stride, &offset);
	pCon->IASetInputLayout(m_inputLayout);
	pCon->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);

	pCon->VSSetShader(m_vUpdate, 0, 0);
	pCon->GSSetShader(m_gUpdate, 0, 0);
	pCon->PSSetShader(NULL, 0, 0);

	//// Update the cBuffer
	pCon->UpdateSubresource(m_pointBuffer, 0, NULL, &m_massPoint, 0, 0);

	pCon->VSSetConstantBuffers(3, 1, &m_pointBuffer);

	pCon->Draw(m_particleList.size(), 0);

	pCon->VSSetShader(NULL, 0, 0);
	pCon->GSSetShader(NULL, 0, 0);
	pCon->PSSetShader(NULL, 0, 0);

	// Unbind the SO
	ID3D11Buffer* bufferArray[1] = { 0 };
	pCon->SOSetTargets(1, bufferArray, offsetSO);
	
	std::swap(m_vStream, m_vBuffer);
}
void ParticleManager::RenderParticles(DxGraphics* pDxGraphics, Camera& cam)
{
	cam.CalculateViewMatrix();

	XMMATRIX tWorld = XMMatrixTranspose(m_worldMat);
	XMMATRIX tView = XMMatrixTranspose(cam.GetViewMatrix());
	XMMATRIX tProj = XMMatrixTranspose(cam.GetProjMatrix());

	ID3D11DeviceContext* pCon = pDxGraphics->GetImmediateContext();
	
	UINT stride = sizeof(Particle);
	UINT offset = 0;

	pCon->IASetVertexBuffers(0, 1, &m_vBuffer, &stride, &offset);
	pCon->IASetInputLayout(m_inputLayout);
	pCon->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);

	pCon->VSSetShader(m_vShader, 0, 0);
	pCon->PSSetShader(m_pShader, 0, 0);

	pCon->UpdateSubresource(m_camWorldBuffer, 0, NULL, &tWorld, 0, 0);
	pCon->UpdateSubresource(m_camViewBuffer, 0, NULL, &tView, 0, 0);
	pCon->UpdateSubresource(m_camProjBuffer, 0, NULL, &tProj, 0, 0);

	pCon->VSSetConstantBuffers(0, 1, &m_camWorldBuffer);
	pCon->VSSetConstantBuffers(1, 1, &m_camViewBuffer);
	pCon->VSSetConstantBuffers(2, 1, &m_camProjBuffer);

	pCon->Draw(m_particleList.size(), 0);

	pCon->VSSetShader(NULL, 0, 0);
	pCon->GSSetShader(NULL, 0, 0);
	pCon->PSSetShader(NULL, 0, 0);
}
void dx11ShaderOverride::terminateKey(MHWRender::MDrawContext& context, const MString& /*key*/)
{
    if (fShaderNode) {
        MHWRender::MRenderer* theRenderer = MHWRender::MRenderer::theRenderer();
        if (theRenderer)
        {
            dx11ShaderDX11Device* dxDevice = (dx11ShaderDX11Device*)theRenderer->GPUDeviceHandle();
            if (dxDevice)
            {
                ID3D11DeviceContext* dxContext = NULL;
                dxDevice->GetImmediateContext(&dxContext);
                if (dxContext)
                {
                    fShaderNode->restoreStates(dxContext, fStates);

                    dxContext->VSSetShader(NULL, NULL, 0);
                    dxContext->PSSetShader(NULL, NULL, 0);
                    dxContext->GSSetShader(NULL, NULL, 0);
                    dxContext->HSSetShader(NULL, NULL, 0);
                    dxContext->DSSetShader(NULL, NULL, 0);

                    dxContext->Release();
                }
            }
        }
    }
}
Beispiel #4
0
void D11State::draw() {
	clock_t t = clock();
	float elapsed = static_cast<float>(t - timeT) / CLOCKS_PER_SEC;
	++frameCount;
	if (elapsed > OVERLAY_FPS_INTERVAL) {
		OverlayMsg om;
		om.omh.uiMagic = OVERLAY_MAGIC_NUMBER;
		om.omh.uiType = OVERLAY_MSGTYPE_FPS;
		om.omh.iLength = sizeof(OverlayMsgFps);
		om.omf.fps = frameCount / elapsed;

		sendMessage(om);

		frameCount = 0;
		timeT = t;
	}

	checkMessage(static_cast<unsigned int>(vp.Width), static_cast<unsigned int>(vp.Height));

	if (a_ucTexture && pSRView && (uiLeft != uiRight)) {
		if (!bDeferredContext) {
			pOrigStateBlock->Capture();
			pMyStateBlock->Apply();
		}

		// Set vertex buffer
		UINT stride = sizeof(SimpleVertex);
		UINT offset = 0;
		pDeviceContext->IASetVertexBuffers(0, 1, &pVertexBuffer, &stride, &offset);

		pDeviceContext->VSSetShader(pVertexShader, NULL, 0);
		pDeviceContext->GSSetShader(NULL, NULL, 0);
		pDeviceContext->PSSetShaderResources(0, 1, &pSRView);
		pDeviceContext->PSSetShader(pPixelShader, NULL, 0);
		pDeviceContext->DrawIndexed(6, 0, 0);

		if (bDeferredContext) {
			ID3D11CommandList *pCommandList;
			pDeviceContext->FinishCommandList(TRUE, &pCommandList);
			ID3D11DeviceContext *ctx = NULL;
			pDevice->GetImmediateContext(&ctx);
			ctx->ExecuteCommandList(pCommandList, TRUE);
			ctx->Release();
			pCommandList->Release();
		} else {
			pDeviceContext->Flush();
			pMyStateBlock->Capture();
			pOrigStateBlock->Apply();
		}
	}
}
Beispiel #5
0
void Shader::bind(D3DRenderer* renderer)
{
	ID3D11DeviceContext* context = renderer->context();

	context->IASetInputLayout(mpInputLayout);
	context->IASetPrimitiveTopology(mPrimitiveTopology);

	//Set any active shaders and disable ones not in use
	context->VSSetShader(mpVertexShader, NULL, 0);
	context->PSSetShader(mpPixelShader, NULL, 0);
	context->GSSetShader(mpGeometryShader, NULL, 0);
	context->CSSetShader(mpComputeShader, NULL, 0);
	context->HSSetShader(mpHullShader, NULL, 0);
	context->DSSetShader(mpDomainShader, NULL, 0);
}
Beispiel #6
0
const void ShaderClass::RenderShader(UINT indexCount, UINT indexStart)const
{
	ID3D11DeviceContext* c = SystemClass::GetInstance()->mGrapInst->GetContext();

	// Set the vertex input layout.
	c->IASetInputLayout(mLayout);

	// Set the vertex and pixel shaders that will be used to render this triangle.
	c->VSSetShader(mVertexShader, nullptr, 0);
	c->HSSetShader(mHullShader, nullptr, 0);
	c->DSSetShader(mDomainShader, nullptr, 0);
	c->GSSetShader(mGeometryShader, nullptr, 0);
	c->PSSetShader(mPixelShader, nullptr, 0);

	// Render mesh stored in active buffers
	c->DrawIndexed(indexCount, indexStart, 0);
}
Beispiel #7
0
		void FontShader::renderShader(int i_indexCount)
		{
			ID3D11DeviceContext* deviceContext = GraphicsDX::GetDeviceContext();

			// Set the vertex input layout.
			deviceContext->IASetInputLayout(_layout);

			// Set the vertex and pixel shaders that will be used to render the triangles.
			deviceContext->VSSetShader(_vertexShader, NULL, 0);
			deviceContext->HSSetShader(nullptr, NULL, 0);
			deviceContext->DSSetShader(nullptr, NULL, 0);
			deviceContext->GSSetShader(nullptr, NULL, 0);
			deviceContext->PSSetShader(_pixelShader, NULL, 0);

			// Set the sampler state in the pixel shader.
			deviceContext->PSSetSamplers(0, 1, &_sampleState);

			// Render the triangles.
			deviceContext->DrawIndexed(i_indexCount, 0, 0);
		}
void ParticleGenerator::Update(Transform eTransform, float dt, float tt) {
	ResourceManager* rManager = ResourceManager::Instance();
	ID3D11DeviceContext* deviceContext = rManager->GetDeviceContext();
	UINT stride = sizeof(Particle);
	UINT offset = 0;
	generatorVS = dynamic_cast<SimpleVertexShader*>(rManager->GetShader("ParticleGeneratorVS"));
	generatorGS = dynamic_cast<SimpleGeometryShader*>(rManager->GetShader("ParticleGeneratorGS"));

	DirectX::XMMATRIX translationMat = DirectX::XMMatrixTranslation(position.x, position.y, position.z);
	DirectX::XMMATRIX rotationMat = DirectX::XMMatrixRotationRollPitchYaw(eTransform.GetRotation().x * 2, eTransform.GetRotation().y * 2, eTransform.GetRotation().z * 2);
	DirectX::XMFLOAT4X4 transformMat;
	DirectX::XMStoreFloat4x4(&transformMat, DirectX::XMMatrixTranspose(translationMat * rotationMat));
	DirectX::XMFLOAT3 finalPos = DirectX::XMFLOAT3(eTransform.GetTranslation().x + transformMat._14, eTransform.GetTranslation().y + transformMat._24, eTransform.GetTranslation().z + transformMat._34);

	// Set constant variables
	generatorGS->SetFloat("dt", dt);
	generatorGS->SetFloat("tt", tt);
	generatorGS->SetFloat3("generatorPos", finalPos);
	generatorGS->SetFloat("spawnRate", spawnRate);
	generatorGS->SetFloat("lifeTime", lifeTime);
	generatorGS->SetSamplerState("randomSampler", rManager->GetSamplerState("trilinear"));
	generatorGS->SetShaderResourceView("randomTexture", rManager->GetTexture("randomTexture"));

	// Activate shaders
	generatorVS->SetShader(true);
	generatorGS->SetShader(true);
	deviceContext->PSSetShader(0, 0, 0);

	// Unbind vertex buffers (incase)
	ID3D11Buffer* unset = 0;
	UINT unsetStride = 0;
	deviceContext->IASetVertexBuffers(0, 1, &unset, &stride, &offset);
	deviceContext->IASetVertexBuffers(0, 1, &readBuff, &stride, &offset);
	deviceContext->SOSetTargets(1, &writeBuff, &offset);
	deviceContext->DrawAuto();

	// Kill everything
	SimpleGeometryShader::UnbindStreamOutStage(deviceContext);
	deviceContext->GSSetShader(0, 0, 0);
	SwapBuffers();
}
//---------------------------------------------------------------------------
void ShadowMapGen::Begin(RenderContext* rc, RenderSurface* pSurface, const AABB& bounds )
{
    m_rc = rc;
    m_pSurface = pSurface;
    ID3D11DeviceContext*  dc = m_rc->Context();

    // set depth-stencil state to default.
    dc->OMSetDepthStencilState(NULL,0);
    
    ShadowMaps::Inst()->UpdateLightCamera(dc, LightingState::Inst()->ProminentDirLight(), bounds);
    ShadowMaps::Inst()->SetAndClear(dc);
        
    dc->RSSetState( m_rasterStateShadow );
    
    const Camera& lightCam = ShadowMaps::Inst()->GetCamera();    

    // update per frame cb    
    ConstantBufferShadowMapGenPerFrame constBuffer;
    Matrix::Transpose(lightCam.View() ,constBuffer.view);
    Matrix::Transpose(lightCam.Proj(),constBuffer.proj);
    UpdateConstantBuffer(dc,m_pConstantBufferPerFrame,&constBuffer,sizeof(constBuffer));
    
    // set imput layout.
    dc->IASetInputLayout( m_pVertexLayoutMesh );

    // set shaders
    dc->VSSetShader( m_shaderShadowMapsVS, NULL, 0 );
    dc->PSSetShader( NULL, NULL, 0 );
    dc->GSSetShader( NULL, NULL, 0 );

    ID3D11Buffer* constantBuffers[] = {
        m_pConstantBufferPerFrame,
        m_pConstantBufferPerDraw
    };

    // set const buffers for vertex shader.
    dc->VSSetConstantBuffers( 0, ARRAY_SIZE(constantBuffers), constantBuffers );

}
// parameters should be validated/clamped by caller
EGLint SwapChain11::swapRect(EGLint x, EGLint y, EGLint width, EGLint height)
{
    if (!mSwapChain)
    {
        return EGL_SUCCESS;
    }

    ID3D11Device *device = mRenderer->getDevice();
    ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();

    // Set vertices
    D3D11_MAPPED_SUBRESOURCE mappedResource;
    HRESULT result = deviceContext->Map(mQuadVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
    if (FAILED(result))
    {
        return EGL_BAD_ACCESS;
    }

    d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);

    // Create a quad in homogeneous coordinates
    float x1 = (x / float(mWidth)) * 2.0f - 1.0f;
    float y1 = (y / float(mHeight)) * 2.0f - 1.0f;
    float x2 = ((x + width) / float(mWidth)) * 2.0f - 1.0f;
    float y2 = ((y + height) / float(mHeight)) * 2.0f - 1.0f;

    float u1 = x / float(mWidth);
    float v1 = y / float(mHeight);
    float u2 = (x + width) / float(mWidth);
    float v2 = (y + height) / float(mHeight);

    d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v1);
    d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v2);
    d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v1);
    d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v2);

    deviceContext->Unmap(mQuadVB, 0);

    static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
    static UINT startIdx = 0;
    deviceContext->IASetVertexBuffers(0, 1, &mQuadVB, &stride, &startIdx);

    // Apply state
    deviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);

    static const float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
    deviceContext->OMSetBlendState(NULL, blendFactor, 0xFFFFFFF);

    deviceContext->RSSetState(NULL);

    // Apply shaders
    deviceContext->IASetInputLayout(mPassThroughIL);
    deviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
    deviceContext->VSSetShader(mPassThroughVS, NULL, 0);
    deviceContext->PSSetShader(mPassThroughPS, NULL, 0);
    deviceContext->GSSetShader(NULL, NULL, 0);

    // Apply render targets
    mRenderer->setOneTimeRenderTarget(mBackBufferRTView);

    // Set the viewport
    D3D11_VIEWPORT viewport;
    viewport.TopLeftX = 0;
    viewport.TopLeftY = 0;
    viewport.Width = mWidth;
    viewport.Height = mHeight;
    viewport.MinDepth = 0.0f;
    viewport.MaxDepth = 1.0f;
    deviceContext->RSSetViewports(1, &viewport);

    // Apply textures
    deviceContext->PSSetShaderResources(0, 1, &mOffscreenSRView);
    deviceContext->PSSetSamplers(0, 1, &mPassThroughSampler);

    // Draw
    deviceContext->Draw(4, 0);
    result = mSwapChain->Present(mSwapInterval, 0);

    if (result == DXGI_ERROR_DEVICE_REMOVED)
    {
        HRESULT removedReason = device->GetDeviceRemovedReason();
        ERR("Present failed: the D3D11 device was removed: 0x%08X", removedReason);
        return EGL_CONTEXT_LOST;
    }
    else if (result == DXGI_ERROR_DEVICE_RESET)
    {
        ERR("Present failed: the D3D11 device was reset from a bad command.");
        return EGL_CONTEXT_LOST;
    }
    else if (FAILED(result))
    {
        ERR("Present failed with error code 0x%08X", result);
    }

    // Unbind
    static ID3D11ShaderResourceView *const nullSRV = NULL;
    deviceContext->PSSetShaderResources(0, 1, &nullSRV);

    mRenderer->unapplyRenderTargets();
    mRenderer->markAllStateDirty();

    return EGL_SUCCESS;
}
void BillboardTrees::Render()
{
	if (!m_loadingComplete)
		return;

	auto renderStateMgr = RenderStateMgr::Instance();
	ID3D11DeviceContext* context = m_deviceResources->GetD3DDeviceContext();

	// Set IA stage
	UINT stride = sizeof(PointSize);
	UINT offset = 0;
	if (ShaderChangement::PrimitiveType != D3D11_PRIMITIVE_TOPOLOGY_POINTLIST)
	{
		context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
		ShaderChangement::PrimitiveType = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
	}
	if (ShaderChangement::InputLayout != m_treeInputLayout.Get())
	{
		context->IASetInputLayout(m_treeInputLayout.Get());
		ShaderChangement::InputLayout = m_treeInputLayout.Get();
	}
	context->IASetVertexBuffers(0, 1, m_treeSpriteVB.GetAddressOf(), &stride, &offset);

	ID3D11Buffer* cbuffers[2] = { m_perFrameCB->GetBuffer(), m_treeSettingsCB.GetBuffer() };
	ID3D11SamplerState* samplers[1] = { renderStateMgr->LinearSam() };
	// Bind shaders, constant buffers, srvs and samplers
	context->VSSetShader(m_treeVS.Get(), 0, 0);
	ShaderChangement::VS = m_treeVS.Get();
	context->GSSetShader(m_treeGS.Get(), 0, 0);
	context->GSSetConstantBuffers(0, 1, cbuffers);
	switch (m_renderOptions)
	{
	case BillTreeRenderOption::Light3:		// Light
		context->PSSetShader(m_treeLight3PS.Get(), 0, 0);
		ShaderChangement::PS = m_treeLight3PS.Get();
		break;
	case BillTreeRenderOption::Light3TexClip:		// LightTexClip
		context->PSSetShader(m_treeLight3TexClipPS.Get(), 0, 0);
		ShaderChangement::PS = m_treeLight3TexClipPS.Get();
		break;
	case BillTreeRenderOption::Light3TexClipFog:		// LightTexClipFog
		context->PSSetShader(m_treeLight3TexClipFogPS.Get(), 0, 0);
		ShaderChangement::PS = m_treeLight3TexClipFogPS.Get();
		break;
	default:
		throw ref new Platform::InvalidArgumentException("No such render option");
	}
	context->PSSetConstantBuffers(0, 2, cbuffers);
	context->PSSetSamplers(0, 1, samplers);
	context->PSSetShaderResources(0, 1, m_treeTextureMapArraySRV.GetAddressOf());

	float blendFactor[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
	if (m_alphaToCoverage)
		context->OMSetBlendState(renderStateMgr->AlphaToCoverBS(), blendFactor, 0xffffffff);
	context->Draw(m_treeCount, 0);

	// Recover render state
	if (m_alphaToCoverage)
		context->OMSetBlendState(nullptr, blendFactor, 0xffffffff);
	// Remove gs
	context->GSSetShader(nullptr, 0, 0);
	ShaderChangement::GS = nullptr;
}
Beispiel #12
0
// parameters should be validated/clamped by caller
EGLint SwapChain11::swapRect(EGLint x, EGLint y, EGLint width, EGLint height)
{
    if (!mSwapChain)
    {
        return EGL_SUCCESS;
    }

    if (mRenderToBackBuffer)
    {
        // When rendering directly to the backbuffer, we must swap the whole buffer.
        if (!(x == 0 && y == 0 && width == mWidth && height == mHeight))
        {
            ERR("When rendering directly to the backbuffer, swapRect can only be called on the entire backbuffer.");
            ASSERT(false);
            return EGL_FALSE;
        }
    }

    HRESULT result = S_OK;

    ID3D11Device *device = mRenderer->getDevice();

    if (!mRenderToBackBuffer)
    {
        ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();

        // Set vertices
        D3D11_MAPPED_SUBRESOURCE mappedResource;
        result = deviceContext->Map(mQuadVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
        if (FAILED(result))
        {
            return EGL_BAD_ACCESS;
        }

        d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);

        // Create a quad in homogeneous coordinates
        float x1 = (x / float(mWidth)) * 2.0f - 1.0f;
        float y1 = (y / float(mHeight)) * 2.0f - 1.0f;
        float x2 = ((x + width) / float(mWidth)) * 2.0f - 1.0f;
        float y2 = ((y + height) / float(mHeight)) * 2.0f - 1.0f;

        float u1 = x / float(mWidth);
        float v1 = y / float(mHeight);
        float u2 = (x + width) / float(mWidth);
        float v2 = (y + height) / float(mHeight);

        d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v1);
        d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v2);
        d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v1);
        d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v2);

        deviceContext->Unmap(mQuadVB, 0);

        static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
        static UINT startIdx = 0;
        deviceContext->IASetVertexBuffers(0, 1, &mQuadVB, &stride, &startIdx);

        // Apply state
        deviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);

        static const float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
        deviceContext->OMSetBlendState(NULL, blendFactor, 0xFFFFFFF);

        deviceContext->RSSetState(NULL);

        // Apply shaders
        deviceContext->IASetInputLayout(mPassThroughIL);
        deviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
        deviceContext->VSSetShader(mPassThroughVS, NULL, 0);
        deviceContext->PSSetShader(mPassThroughPS, NULL, 0);
        deviceContext->GSSetShader(NULL, NULL, 0);

        // Apply render targets
        mRenderer->setOneTimeRenderTarget(mBackBufferRTView);

        // Set the viewport
        D3D11_VIEWPORT viewport;
        viewport.TopLeftX = 0;
        viewport.TopLeftY = 0;
        viewport.Width = static_cast<FLOAT>(mWidth);
        viewport.Height = static_cast<FLOAT>(mHeight);
        viewport.MinDepth = 0.0f;
        viewport.MaxDepth = 1.0f;
        deviceContext->RSSetViewports(1, &viewport);

        // Apply textures
        mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, mOffscreenSRView);
        deviceContext->PSSetSamplers(0, 1, &mPassThroughSampler);

        // Draw
        deviceContext->Draw(4, 0);
    }

#if ANGLE_VSYNC == ANGLE_DISABLED
    result = mSwapChain->Present(0, 0);
#else
    // Use IDXGISwapChain1::Present1 with a dirty rect if DXGI 1.2 is available.
    if (mSwapChain1 != nullptr)
    {
        RECT rect =
        {
            static_cast<LONG>(x), static_cast<LONG>(mHeight - y - height),
            static_cast<LONG>(x + width), static_cast<LONG>(mHeight - y)
        };
        DXGI_PRESENT_PARAMETERS params = { 1, &rect, nullptr, nullptr };
        result = mSwapChain1->Present1(mSwapInterval, 0, &params);
    }
    else
    {
        result = mSwapChain->Present(mSwapInterval, 0);
    }
#endif

    if (result == DXGI_ERROR_DEVICE_REMOVED)
    {
        HRESULT removedReason = device->GetDeviceRemovedReason();
        UNUSED_TRACE_VARIABLE(removedReason);
        ERR("Present failed: the D3D11 device was removed: 0x%08X", removedReason);
        return EGL_CONTEXT_LOST;
    }
    else if (result == DXGI_ERROR_DEVICE_RESET)
    {
        ERR("Present failed: the D3D11 device was reset from a bad command.");
        return EGL_CONTEXT_LOST;
    }
    else if (FAILED(result))
    {
        ERR("Present failed with error code 0x%08X", result);
    }

    // Unbind
    mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL);

    mRenderer->unapplyRenderTargets();
    mRenderer->markAllStateDirty();

    return EGL_SUCCESS;
}
Beispiel #13
0
EGLint SwapChain11::copyOffscreenToBackbuffer(EGLint x, EGLint y, EGLint width, EGLint height)
{
    if (!mSwapChain)
    {
        return EGL_SUCCESS;
    }

    initPassThroughResources();

    ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();

    // Set vertices
    D3D11_MAPPED_SUBRESOURCE mappedResource;
    HRESULT result = deviceContext->Map(mQuadVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
    if (FAILED(result))
    {
        return EGL_BAD_ACCESS;
    }

    d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);

    // Create a quad in homogeneous coordinates
    float x1 = (x / float(mWidth)) * 2.0f - 1.0f;
    float y1 = (y / float(mHeight)) * 2.0f - 1.0f;
    float x2 = ((x + width) / float(mWidth)) * 2.0f - 1.0f;
    float y2 = ((y + height) / float(mHeight)) * 2.0f - 1.0f;

    float u1 = x / float(mWidth);
    float v1 = y / float(mHeight);
    float u2 = (x + width) / float(mWidth);
    float v2 = (y + height) / float(mHeight);

    // Invert the quad vertices depending on the surface orientation.
    if ((mOrientation & EGL_SURFACE_ORIENTATION_INVERT_X_ANGLE) != 0)
    {
        std::swap(x1, x2);
    }
    if ((mOrientation & EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE) != 0)
    {
        std::swap(y1, y2);
    }

    d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v1);
    d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v2);
    d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v1);
    d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v2);

    deviceContext->Unmap(mQuadVB, 0);

    static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
    static UINT startIdx = 0;
    deviceContext->IASetVertexBuffers(0, 1, &mQuadVB, &stride, &startIdx);

    // Apply state
    deviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);

    static const float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
    deviceContext->OMSetBlendState(NULL, blendFactor, 0xFFFFFFF);

    deviceContext->RSSetState(mPassThroughRS);

    // Apply shaders
    deviceContext->IASetInputLayout(mPassThroughIL);
    deviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
    deviceContext->VSSetShader(mPassThroughVS, NULL, 0);
    deviceContext->PSSetShader(mPassThroughPS, NULL, 0);
    deviceContext->GSSetShader(NULL, NULL, 0);

    auto stateManager = mRenderer->getStateManager();

    // Apply render targets
    stateManager->setOneTimeRenderTarget(mBackBufferRTView, nullptr);

    // Set the viewport
    D3D11_VIEWPORT viewport;
    viewport.TopLeftX = 0;
    viewport.TopLeftY = 0;
    viewport.Width = static_cast<FLOAT>(mWidth);
    viewport.Height = static_cast<FLOAT>(mHeight);
    viewport.MinDepth = 0.0f;
    viewport.MaxDepth = 1.0f;
    deviceContext->RSSetViewports(1, &viewport);

    // Apply textures
    stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, mOffscreenSRView);
    deviceContext->PSSetSamplers(0, 1, &mPassThroughSampler);

    // Draw
    deviceContext->Draw(4, 0);

    // Rendering to the swapchain is now complete. Now we can call Present().
    // Before that, we perform any cleanup on the D3D device. We do this before Present() to make sure the
    // cleanup is caught under the current eglSwapBuffers() PIX/Graphics Diagnostics call rather than the next one.
    stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL);

    mRenderer->markAllStateDirty();

    return EGL_SUCCESS;
}
Beispiel #14
0
void Clear11::clearFramebuffer(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
{
    // First determine if a scissored clear is needed, this will always require drawing a quad.
    //
    // Otherwise, iterate over the color buffers which require clearing and determine if they can be
    // cleared with ID3D11DeviceContext::ClearRenderTargetView... This requires:
    // 1) The render target is being cleared to a float value (will be cast to integer when clearing integer
    //    render targets as expected but does not work the other way around)
    // 2) The format of the render target has no color channels that are currently masked out.
    // Clear the easy-to-clear buffers on the spot and accumulate the ones that require special work.
    //
    // Also determine if the depth stencil can be cleared with ID3D11DeviceContext::ClearDepthStencilView
    // by checking if the stencil write mask covers the entire stencil.
    //
    // To clear the remaining buffers, quads must be drawn containing an int, uint or float vertex color
    // attribute.

    gl::Extents framebufferSize;
    if (frameBuffer->getFirstColorbuffer() != NULL)
    {
        gl::Renderbuffer *renderBuffer = frameBuffer->getFirstColorbuffer();
        framebufferSize.width = renderBuffer->getWidth();
        framebufferSize.height = renderBuffer->getHeight();
        framebufferSize.depth = 1;
    }
    else if (frameBuffer->getDepthOrStencilbuffer() != NULL)
    {
        gl::Renderbuffer *renderBuffer = frameBuffer->getDepthOrStencilbuffer();
        framebufferSize.width = renderBuffer->getWidth();
        framebufferSize.height = renderBuffer->getHeight();
        framebufferSize.depth = 1;
    }
    else
    {
        UNREACHABLE();
        return;
    }

    if (clearParams.scissorEnabled && (clearParams.scissor.x >= framebufferSize.width || 
                                       clearParams.scissor.y >= framebufferSize.height ||
                                       clearParams.scissor.x + clearParams.scissor.width <= 0 ||
                                       clearParams.scissor.y + clearParams.scissor.height <= 0))
    {
        // Scissor is enabled and the scissor rectangle is outside the renderbuffer
        return;
    }

    bool needScissoredClear = clearParams.scissorEnabled && (clearParams.scissor.x > 0 || clearParams.scissor.y > 0 ||
                                                             clearParams.scissor.x + clearParams.scissor.width < framebufferSize.width ||
                                                             clearParams.scissor.y + clearParams.scissor.height < framebufferSize.height);

    GLuint clientVersion = mRenderer->getCurrentClientVersion();

    std::vector<RenderTarget11*> maskedClearRenderTargets;
    RenderTarget11* maskedClearDepthStencil = NULL;

    ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();

    for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
    {
        if (clearParams.clearColor[colorAttachment] && frameBuffer->isEnabledColorAttachment(colorAttachment))
        {
            gl::Renderbuffer *renderbuffer = frameBuffer->getColorbuffer(colorAttachment);
            if (renderbuffer)
            {
                RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbuffer->getRenderTarget());
                if (!renderTarget)
                {
                    ERR("Render target pointer unexpectedly null.");
                    return;
                }

                GLenum internalFormat = renderbuffer->getInternalFormat();
                GLenum actualFormat = renderbuffer->getActualFormat();
                GLenum componentType = gl::GetComponentType(internalFormat, clientVersion);
                if (clearParams.colorClearType == GL_FLOAT &&
                    !(componentType == GL_FLOAT || componentType == GL_UNSIGNED_NORMALIZED || componentType == GL_SIGNED_NORMALIZED))
                {
                    ERR("It is undefined behaviour to clear a render buffer which is not normalized fixed point or floating-"
                        "point to floating point values (color attachment %u has internal format 0x%X).", colorAttachment, internalFormat);
                }

                GLuint internalRedBits = gl::GetRedBits(internalFormat, clientVersion);
                GLuint internalGreenBits = gl::GetGreenBits(internalFormat, clientVersion);
                GLuint internalBlueBits = gl::GetBlueBits(internalFormat, clientVersion);
                GLuint internalAlphaBits = gl::GetAlphaBits(internalFormat, clientVersion);

                if ((internalRedBits   == 0 || !clearParams.colorMaskRed) &&
                    (internalGreenBits == 0 || !clearParams.colorMaskGreen) &&
                    (internalBlueBits  == 0 || !clearParams.colorMaskBlue) &&
                    (internalAlphaBits == 0 || !clearParams.colorMaskAlpha))
                {
                    // Every channel either does not exist in the render target or is masked out
                    continue;
                }
                else if (needScissoredClear || clearParams.colorClearType != GL_FLOAT ||
                         (internalRedBits   > 0 && !clearParams.colorMaskRed)   ||
                         (internalGreenBits > 0 && !clearParams.colorMaskGreen) ||
                         (internalBlueBits  > 0 && !clearParams.colorMaskBlue)  ||
                         (internalAlphaBits > 0 && !clearParams.colorMaskAlpha))
                {
                    // A scissored or masked clear is required
                    maskedClearRenderTargets.push_back(renderTarget);
                }
                else
                {
                    // ID3D11DeviceContext::ClearRenderTargetView is possible

                    ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
                    if (!framebufferRTV)
                    {
                        ERR("Render target view pointer unexpectedly null.");
                        return;
                    }

                    // Check if the actual format has a channel that the internal format does not and set them to the
                    // default values
                    GLuint actualRedBits   = gl::GetRedBits(actualFormat, clientVersion);
                    GLuint actualGreenBits = gl::GetGreenBits(actualFormat, clientVersion);
                    GLuint actualBlueBits  = gl::GetBlueBits(actualFormat, clientVersion);
                    GLuint actualAlphaBits = gl::GetAlphaBits(actualFormat, clientVersion);

                    const float clearValues[4] =
                    {
                        ((internalRedBits   == 0 && actualRedBits   > 0) ? 0.0f : clearParams.colorFClearValue.red),
                        ((internalGreenBits == 0 && actualGreenBits > 0) ? 0.0f : clearParams.colorFClearValue.green),
                        ((internalBlueBits  == 0 && actualBlueBits  > 0) ? 0.0f : clearParams.colorFClearValue.blue),
                        ((internalAlphaBits == 0 && actualAlphaBits > 0) ? 1.0f : clearParams.colorFClearValue.alpha),
                    };

                    deviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
                }
            }
        }
    }

    if (clearParams.clearDepth || clearParams.clearStencil)
    {
        gl::Renderbuffer *renderbuffer = frameBuffer->getDepthOrStencilbuffer();
        if (renderbuffer)
        {
            RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbuffer->getDepthStencil());
            if (!renderTarget)
            {
                ERR("Depth stencil render target pointer unexpectedly null.");
                return;
            }

            GLenum actualFormat = renderbuffer->getActualFormat();

            unsigned int stencilUnmasked = frameBuffer->hasStencil() ? (1 << gl::GetStencilBits(actualFormat, clientVersion)) - 1 : 0;
            bool needMaskedStencilClear = clearParams.clearStencil && (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;

            if (needScissoredClear || needMaskedStencilClear)
            {
                maskedClearDepthStencil = renderTarget;
            }
            else
            {
                ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
                if (!framebufferDSV)
                {
                    ERR("Depth stencil view pointer unexpectedly null.");
                    return;
                }

                UINT clearFlags = (clearParams.clearDepth   ? D3D11_CLEAR_DEPTH   : 0) |
                                  (clearParams.clearStencil ? D3D11_CLEAR_STENCIL : 0);
                FLOAT depthClear = gl::clamp01(clearParams.depthClearValue);
                UINT8 stencilClear = clearParams.stencilClearValue & 0xFF;

                deviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
            }
        }
    }

    if (maskedClearRenderTargets.size() > 0 || maskedClearDepthStencil)
    {
        // To clear the render targets and depth stencil in one pass:
        //
        // Render a quad clipped to the scissor rectangle which draws the clear color and a blend
        // state that will perform the required color masking.
        //
        // The quad's depth is equal to the depth clear value with a depth stencil state that
        // will enable or disable depth test/writes if the depth buffer should be cleared or not.
        //
        // The rasterizer state's stencil is set to always pass or fail based on if the stencil
        // should be cleared or not with a stencil write mask of the stencil clear value.
        //
        // ======================================================================================
        //
        // Luckily, the gl spec (ES 3.0.2 pg 183) states that the results of clearing a render-
        // buffer that is not normalized fixed point or floating point with floating point values
        // are undefined so we can just write floats to them and D3D11 will bit cast them to
        // integers.
        //
        // Also, we don't have to worry about attempting to clear a normalized fixed/floating point
        // buffer with integer values because there is no gl API call which would allow it,
        // glClearBuffer* calls only clear a single renderbuffer at a time which is verified to
        // be a compatible clear type.

        // Bind all the render targets which need clearing
        ASSERT(maskedClearRenderTargets.size() <= mRenderer->getMaxRenderTargets());
        std::vector<ID3D11RenderTargetView*> rtvs(maskedClearRenderTargets.size());
        for (unsigned int i = 0; i < maskedClearRenderTargets.size(); i++)
        {
            ID3D11RenderTargetView *renderTarget = maskedClearRenderTargets[i]->getRenderTargetView();
            if (!renderTarget)
            {
                ERR("Render target pointer unexpectedly null.");
                return;
            }

            rtvs[i] = renderTarget;
        }
        ID3D11DepthStencilView *dsv = maskedClearDepthStencil ? maskedClearDepthStencil->getDepthStencilView() : NULL;

        ID3D11BlendState *blendState = getBlendState(clearParams, maskedClearRenderTargets);
        const FLOAT blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
        const UINT sampleMask = 0xFFFFFFFF;

        ID3D11DepthStencilState *dsState = getDepthStencilState(clearParams);
        const UINT stencilClear = clearParams.stencilClearValue & 0xFF;

        // Set the vertices
        UINT vertexStride = 0;
        const UINT startIdx = 0;
        const ClearShader* shader = NULL;
        D3D11_MAPPED_SUBRESOURCE mappedResource;
        HRESULT result = deviceContext->Map(mVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
        if (FAILED(result))
        {
            ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
            return;
        }

        const gl::Rectangle *scissorPtr = clearParams.scissorEnabled ? &clearParams.scissor : NULL;
        switch (clearParams.colorClearType)
        {
          case GL_FLOAT:
            ApplyVertices(framebufferSize, scissorPtr, clearParams.colorFClearValue, clearParams.depthClearValue, mappedResource.pData);
            vertexStride = sizeof(d3d11::PositionDepthColorVertex<float>);
            shader = &mFloatClearShader;
            break;

          case GL_UNSIGNED_INT:
            ApplyVertices(framebufferSize, scissorPtr, clearParams.colorUIClearValue, clearParams.depthClearValue, mappedResource.pData);
            vertexStride = sizeof(d3d11::PositionDepthColorVertex<unsigned int>);
            shader = &mUintClearShader;
            break;

          case GL_INT:
            ApplyVertices(framebufferSize, scissorPtr, clearParams.colorIClearValue, clearParams.depthClearValue, mappedResource.pData);
            vertexStride = sizeof(d3d11::PositionDepthColorVertex<int>);
            shader = &mIntClearShader;
            break;

          default:
            UNREACHABLE();
            break;
        }

        deviceContext->Unmap(mVertexBuffer, 0);

        // Set the viewport to be the same size as the framebuffer
        D3D11_VIEWPORT viewport;
        viewport.TopLeftX = 0;
        viewport.TopLeftY = 0;
        viewport.Width = framebufferSize.width;
        viewport.Height = framebufferSize.height;
        viewport.MinDepth = 0;
        viewport.MaxDepth = 1;
        deviceContext->RSSetViewports(1, &viewport);

        // Apply state
        deviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
        deviceContext->OMSetDepthStencilState(dsState, stencilClear);
        deviceContext->RSSetState(mRasterizerState);

        // Apply shaders
        deviceContext->IASetInputLayout(shader->inputLayout);
        deviceContext->VSSetShader(shader->vertexShader, NULL, 0);
        deviceContext->PSSetShader(shader->pixelShader, NULL, 0);
        deviceContext->GSSetShader(NULL, NULL, 0);

        // Apply vertex buffer
        deviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &vertexStride, &startIdx);
        deviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);

        // Apply render targets
        deviceContext->OMSetRenderTargets(rtvs.size(), (rtvs.empty() ? NULL : &rtvs[0]), dsv);

        // Draw the clear quad
        deviceContext->Draw(4, 0);

        // Clean up
        mRenderer->markAllStateDirty();
    }
}
Beispiel #15
0
// WinMain
int APIENTRY _tWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow )
{
	HRESULT hr;


	// ウィンドウクラスを登録
	WNDCLASSEX wcex = {
		sizeof( WNDCLASSEX ),			// cbSize
		CS_HREDRAW | CS_VREDRAW,		// style
		WndProc,						// lpfnWndProc
		0,								// cbClsExtra
		0,								// cbWndExtra
		hInstance,						// hInstance
		NULL,							// hIcon
		NULL,							// hCursor
		( HBRUSH )( COLOR_WINDOW + 1 ),	// hbrBackGround
		NULL,							// lpszMenuName
		g_className,					// lpszClassName
		NULL							// hIconSm
	};
	if ( ! RegisterClassEx( &wcex ) )
	{
		MessageBox( NULL, _T( "失敗: RegisterClassEx()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
		return 0;
	}
	dtprintf( _T( "RegisterClassEx: ok\n" ) );


	// ウィンドウサイズを計算
	RECT r = { 0, 0, 800, 450 };   // 800x450 (16:9)
	if ( ! AdjustWindowRect( &r, WS_OVERLAPPEDWINDOW, FALSE ) )
	{
		MessageBox( NULL, _T( "失敗: AdjustWindowRect()" ), _T( "エラー" ),  MB_OK | MB_ICONERROR );
		return 0;
	}
	dtprintf( _T( "AdjustWindowRect: ok (%d, %d)-(%d, %d)\n" ), r.left, r.top, r.right, r.bottom );


	// ウィンドウ生成
	HWND hWnd;
	hWnd = CreateWindow( g_className,
	                     g_windowName,
	                     WS_OVERLAPPEDWINDOW,
	                     CW_USEDEFAULT,
	                     0,
	                     r.right - r.left,
	                     r.bottom - r.top,
	                     NULL,
	                     NULL,
	                     hInstance,
	                     NULL );
	if ( hWnd == NULL )
	{
		MessageBox( NULL, _T( "失敗: CreateWindow()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
		return 0;
	}
	dtprintf( _T( "CreateWindow: ok\n" ) );


	// ウィンドウ表示
	ShowWindow(hWnd, nCmdShow);
	dtprintf( _T( "ShowWindow: ok\n" ) );


	// スワップチェイン設定
	DXGI_SWAP_CHAIN_DESC scDesc = {
		{
			1280,									// BufferDesc.Width
			720,									// BufferDesc.Height
			{
				60,									// BufferDesc.RefreshRate.Numerator
				1									// BufferDesc.RefreshRate.Denominator
			},
			DXGI_FORMAT_R16G16B16A16_FLOAT,			// BufferDesc.Format
			DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED,	// BufferDesc.ScanlineOrdering
			DXGI_MODE_SCALING_CENTERED				// BufferDesc.Scaling
		},
		{
			1,										// SampleDesc.Count
			0										// SampleDesc.Quality
		},
		DXGI_USAGE_RENDER_TARGET_OUTPUT,			// BufferUsage
		1,											// BufferCount
		hWnd,										// OutputWindow
		TRUE,										// Windowed
		DXGI_SWAP_EFFECT_DISCARD,					// SwapEffect
		DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH		// Flags
	};

	// Direct3D11 デバイス・デバイスコンテキスト・スワップチェーン生成
	ID3D11Device        * pDevice        = NULL;
	ID3D11DeviceContext * pDeviceContext = NULL;
	IDXGISwapChain      * pSwapChain     = NULL;
	D3D_FEATURE_LEVEL     feature;
	hr = D3D11CreateDeviceAndSwapChain( NULL,
	                                    D3D_DRIVER_TYPE_HARDWARE,
	                                    NULL,
	                                    0,
	                                    NULL,
	                                    0,
	                                    D3D11_SDK_VERSION,
	                                    &scDesc,
	                                    &pSwapChain,
	                                    &pDevice,
	                                    &feature,
	                                    &pDeviceContext );
	if ( FAILED( hr ) )
	{
		MessageBox( NULL, _T( "失敗: D3D11CreateDeviceAndSwapChain()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
		return 0;
	}
	dtprintf( _T( "D3D11CreateDeviceAndSwapChain: ok (pDevice: 0x%p, pDeviceContext: 0x%p, pSwapChain: 0x%p, feature: 0x%4x)\n" ),
	          pDevice,
	          pDeviceContext,
	          pSwapChain,
	          ( int ) feature );


	// バックバッファテクスチャ取得
	ID3D11Texture2D * pBackBuffer = NULL;
	hr = pSwapChain->GetBuffer( 0, __uuidof( pBackBuffer ), reinterpret_cast< void ** >( &pBackBuffer ) );
	if ( FAILED( hr ) )
	{
		MessageBox( NULL, _T( "失敗: IDXGISwapChain::GetBuffer()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
		return 0;
	}
	dtprintf( _T( "IDXGISwapChain::GetBuffer: ok (pBackBuffer: 0x%p)\n" ), pBackBuffer );


	// レンダーターゲットビュー生成
	ID3D11RenderTargetView * pRenderTargetView = NULL;
	hr = pDevice->CreateRenderTargetView( pBackBuffer, NULL, &pRenderTargetView );
	if ( FAILED( hr ) )
	{
		MessageBox( NULL, _T( "失敗: ID3D11Device::CreateRenderTargetView()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
		return 0;
	}
	dtprintf( _T( "ID3D11Device::CreateRenderTargetView: ok (pRenderTargetView: 0x%p)\n" ), pRenderTargetView );


	// レンダーターゲットビューをバインド
	pDeviceContext->OMSetRenderTargets( 1, &pRenderTargetView, NULL );
	dtprintf( _T( "ID3D11DeviceContext::OMSetRenderTargets: ok\n" ) );


	// バックバッファはもうここでは使わない
	COM_SAFE_RELEASE( pBackBuffer );


	// ビューポートをバインド
	D3D11_VIEWPORT viewport = {
		   0.0f,		// TopLeftX
		   0.0f,		// TopLeftY
		1280.0f,		// Width
		 720.0f,		// Height
		   0.0f,		// MinDepth
		   1.0f			// MaxDepth
	};
	pDeviceContext->RSSetViewports( 1, &viewport );
	dtprintf( _T( "ID3D11DeviceContext::RSSetViewports: ok\n" ) );


	// 頂点データ
	float vertices[ 5 ][ 7 ] = {
	//    Xaxis  Yaxis  Zaxis  赤     緑     青     Alpha
		{  0.0f,  0.0f,  0.0f,  1.0f,  1.0f,  1.0f,  1.0f },   // 原点
		{ -0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,  1.0f },   // 左上
		{  0.5f,  0.5f,  0.5f,  1.0f,  1.0f,  0.0f,  1.0f },   // 右上
		{  0.5f, -0.5f,  0.5f,  0.0f,  1.0f,  0.0f,  1.0f },   // 右下
		{ -0.5f, -0.5f,  0.5f,  0.0f,  1.0f,  1.0f,  1.0f }    // 左下
	};
	// 入力エレメント記述子
	D3D11_INPUT_ELEMENT_DESC verticesDesc[] = {
		{ "IN_POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT,    0, 0,               D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "IN_COLOR",    0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, sizeof(float)*3, D3D11_INPUT_PER_VERTEX_DATA, 0 }
	};

	// 頂点バッファを生成
	D3D11_BUFFER_DESC vertexBufferDesc = {
		5 * sizeof( float ) * 7,	// ByteWidth
		D3D11_USAGE_DEFAULT,		// Usage
		D3D11_BIND_VERTEX_BUFFER,	// BindFlags
		0,							// CPUAccessFlags
		0,							// MiscFlags
		0							// StructureByteStride
	};
	D3D11_SUBRESOURCE_DATA vertexResourceData = { vertices };

	ID3D11Buffer * pVertexBuffer = NULL;
	hr = pDevice->CreateBuffer( &vertexBufferDesc, &vertexResourceData, &pVertexBuffer );
	if ( FAILED( hr ) )
	{
		MessageBox( NULL, _T( "失敗: ID3D11Device::CreateBuffer()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
		return 0;
	}
	dtprintf( _T( "ID3D11Device::CreateBuffer: ok (pVertexBuffer: 0x%p)\n" ), pVertexBuffer );

	// 頂点バッファをバインド
	UINT strides[] = { sizeof( float ) * 7 };
	UINT offsets[] = { 0 };
	pDeviceContext->IASetVertexBuffers( 0, 1, &pVertexBuffer, strides, offsets );
	dtprintf( _T( "ID3D11DeviceContext::IASetVertexBuffers: ok\n" ) );


	// インデックスデータ
	unsigned int indices[] = { 0, 1, 2, 0, 2, 3, 0, 3, 4, 0, 4, 1 };

	// インデックスバッファを生成
	D3D11_BUFFER_DESC indexBufferDesc = {
		sizeof( unsigned int ) * 12,	// ByteWidth
		D3D11_USAGE_DEFAULT,			// Usage
		D3D11_BIND_INDEX_BUFFER,		// BindFlags
		0,								// CPUAccessFlags
		0,								// MiscFlags
		0								// StructureByteStride
	};
	D3D11_SUBRESOURCE_DATA indexResourceData = { indices };

	ID3D11Buffer * pIndexBuffer = NULL;
	hr = pDevice->CreateBuffer( &indexBufferDesc, &indexResourceData, &pIndexBuffer );
	if ( FAILED( hr ) )
	{
		MessageBox( NULL, _T( "失敗: ID3D11Device::CreateBuffer()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
		return 0;
	}
	dtprintf( _T( "ID3D11Device::CreateBuffer: ok (pIndexBuffer: 0x%p)\n" ), pIndexBuffer );

	// インデックスバッファをバインド
	pDeviceContext->IASetIndexBuffer( pIndexBuffer, DXGI_FORMAT_R32_UINT, 0 );
	dtprintf( _T( "ID3D11DeviceContext::IASetIndexBuffer: ok\n" ) );


	// プリミティブタイプを設定
	pDeviceContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );
	dtprintf( _T( "ID3D11DeviceContext::IASetPrimitiveTopology: ok\n" ) );


	// 頂点シェーダを作成
	ID3D11VertexShader * pVertexShader = NULL;
	hr = pDevice->CreateVertexShader( g_vs_constant, sizeof( g_vs_constant ), NULL, &pVertexShader );
	if ( FAILED( hr ) )
	{
		MessageBox( NULL, _T( "失敗: ID3D11Device::CreateVertexShader()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
		return 0;
	}
	dtprintf( _T( "ID3D11Device::CreateVertexShader: ok (pVertexShader: 0x%p)\n" ), pVertexShader );


	// ピクセルシェーダを作成
	ID3D11PixelShader * pPixelShader = NULL;
	hr = pDevice->CreatePixelShader( g_ps_constant, sizeof( g_ps_constant ), NULL, &pPixelShader );
	if ( FAILED( hr ) )
	{
		MessageBox( NULL, _T( "失敗: ID3D11Device::CreatePixelShader()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
		return 0;
	}
	dtprintf( _T( "ID3D11Device::CreatePixelShader: ok (pPixelShader: 0x%p)\n" ), pPixelShader );


	// シェーダをバインド
	pDeviceContext->VSSetShader( pVertexShader, NULL, 0 );
	dtprintf( _T( "ID3D11DeviceContext::VSSetShader: ok\n" ) );
	pDeviceContext->PSSetShader( pPixelShader, NULL, 0 );
	dtprintf( _T( "ID3D11DeviceContext::PSSetShader: ok\n" ) );
	pDeviceContext->GSSetShader( NULL, NULL, 0 );
	pDeviceContext->HSSetShader( NULL, NULL, 0 );
	pDeviceContext->DSSetShader( NULL, NULL, 0 );


	// 入力レイアウトを生成
	ID3D11InputLayout * pInputLayout = NULL;
	hr = pDevice->CreateInputLayout( verticesDesc, 2, g_vs_constant, sizeof( g_vs_constant ), &pInputLayout );
	if ( FAILED( hr ) )
	{
		MessageBox( NULL, _T( "失敗: ID3D11Device::CreateInputLayout()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
		return 0;
	}
	dtprintf( _T( "ID3D11Device::CreateInputLayout: ok (pInputLayout: 0x%p)\n" ), pInputLayout );


	// 入力レイアウトをバインド
	pDeviceContext->IASetInputLayout( pInputLayout );
	dtprintf( _T( "ID3D11DeviceContext::IASetInputLayout: ok\n" ) );



	MSG msg;

	while ( 1 )
	{
		// メッセージを取得
		if ( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
		{
			if ( msg.message == WM_QUIT )
			{
				dtprintf( _T( "PeekMessage: WM_QUIT\n" ) );
				break;
			}
			// メッセージ処理
			DispatchMessage( &msg );
		}
		else
		{
			// レンダーターゲットをクリア
			const float clear[ 4 ] = { 0.0f, 0.0f, 1.0f, 1.0f };	// RGBA
			pDeviceContext->ClearRenderTargetView( pRenderTargetView, clear );

			// 描画
			pDeviceContext->DrawIndexed( 12, 0, 0 );

			pSwapChain->Present( 1, 0 );

			// ちょっとだけ待つ
			Sleep( 5 );
		}
	}



	// シェーダをアンバインド
	pDeviceContext->VSSetShader( NULL, NULL, 0 );
	pDeviceContext->PSSetShader( NULL, NULL, 0 );

	// デバイス・リソース解放
	COM_SAFE_RELEASE( pInputLayout );
	COM_SAFE_RELEASE( pPixelShader );
	COM_SAFE_RELEASE( pVertexShader );
	COM_SAFE_RELEASE( pIndexBuffer );
	COM_SAFE_RELEASE( pVertexBuffer );
	COM_SAFE_RELEASE( pRenderTargetView );
	COM_SAFE_RELEASE( pSwapChain );
	COM_SAFE_RELEASE( pDeviceContext );
	COM_SAFE_RELEASE( pDevice );


	return msg.wParam;
}
Beispiel #16
0
// WinMain
int APIENTRY _tWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow )
{
    HRESULT hr;


    // ウィンドウクラスを登録
    WNDCLASSEX wcex = {
        sizeof( WNDCLASSEX ),			// cbSize
        CS_HREDRAW | CS_VREDRAW,		// style
        WndProc,						// lpfnWndProc
        0,								// cbClsExtra
        0,								// cbWndExtra
        hInstance,						// hInstance
        NULL,							// hIcon
        NULL,							// hCursor
        ( HBRUSH )( COLOR_WINDOW + 1 ),	// hbrBackGround
        NULL,							// lpszMenuName
        g_className,					// lpszClassName
        NULL							// hIconSm
    };
    if ( ! RegisterClassEx( &wcex ) )
    {
        MessageBox( NULL, _T( "失敗: RegisterClassEx()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "RegisterClassEx: ok\n" ) );


    // ウィンドウサイズを計算
    RECT r = { 0, 0, 800, 450 };   // 800x450 (16:9)
    if ( ! AdjustWindowRect( &r, WS_OVERLAPPEDWINDOW, FALSE ) )
    {
        MessageBox( NULL, _T( "失敗: AdjustWindowRect()" ), _T( "エラー" ),  MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "AdjustWindowRect: ok (%d, %d)-(%d, %d)\n" ), r.left, r.top, r.right, r.bottom );


    // ウィンドウ生成
    HWND hWnd;
    hWnd = CreateWindow( g_className,
                         g_windowName,
                         WS_OVERLAPPEDWINDOW,
                         CW_USEDEFAULT,
                         0,
                         r.right - r.left,
                         r.bottom - r.top,
                         NULL,
                         NULL,
                         hInstance,
                         NULL );
    if ( hWnd == NULL )
    {
        MessageBox( NULL, _T( "失敗: CreateWindow()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "CreateWindow: ok\n" ) );


    // ウィンドウ表示
    ShowWindow(hWnd, nCmdShow);
    dtprintf( _T( "ShowWindow: ok\n" ) );



    // スワップチェイン設定
    DXGI_SWAP_CHAIN_DESC scDesc = {
        {
            1280,									// BufferDesc.Width
            720,									// BufferDesc.Height
            {
                60,									// BufferDesc.RefreshRate.Numerator
                1									// BufferDesc.RefreshRate.Denominator
            },
            DXGI_FORMAT_R16G16B16A16_FLOAT,			// BufferDesc.Format
            DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED,	// BufferDesc.ScanlineOrdering
            DXGI_MODE_SCALING_CENTERED				// BufferDesc.Scaling
        },
        {
            1,										// SampleDesc.Count
            0										// SampleDesc.Quality
        },
        DXGI_USAGE_RENDER_TARGET_OUTPUT,			// BufferUsage
        1,											// BufferCount
        hWnd,										// OutputWindow
        TRUE,										// Windowed
        DXGI_SWAP_EFFECT_DISCARD,					// SwapEffect
        DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH		// Flags
    };

    // Direct3D11 デバイス・デバイスコンテキスト・スワップチェーンを生成
    ID3D11Device        * pDevice        = NULL;
    ID3D11DeviceContext * pDeviceContext = NULL;
    IDXGISwapChain      * pSwapChain     = NULL;
    D3D_FEATURE_LEVEL     feature;
    hr = D3D11CreateDeviceAndSwapChain( NULL,
                                        D3D_DRIVER_TYPE_HARDWARE,
                                        NULL,
                                        0,
                                        NULL,
                                        0,
                                        D3D11_SDK_VERSION,
                                        &scDesc,
                                        &pSwapChain,
                                        &pDevice,
                                        &feature,
                                        &pDeviceContext );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: D3D11CreateDeviceAndSwapChain()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "D3D11CreateDeviceAndSwapChain: ok (pDevice: 0x%p, pDeviceContext: 0x%p, pSwapChain: 0x%p, feature: 0x%4x)\n" ),
              pDevice,
              pDeviceContext,
              pSwapChain,
              ( int ) feature );


    // バックバッファテクスチャを取得
    ID3D11Texture2D * pBackBuffer = NULL;
    hr = pSwapChain->GetBuffer( 0, __uuidof( pBackBuffer ), reinterpret_cast< void ** >( &pBackBuffer ) );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: IDXGISwapChain::GetBuffer()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "IDXGISwapChain::GetBuffer: ok (pBackBuffer: 0x%p)\n" ), pBackBuffer );


    // レンダーターゲットビューを生成
    ID3D11RenderTargetView * pRenderTargetView = NULL;
    hr = pDevice->CreateRenderTargetView( pBackBuffer, NULL, &pRenderTargetView );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateRenderTargetView()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateRenderTargetView: ok (pRenderTargetView: 0x%p)\n" ), pRenderTargetView );


    // デプス・ステンシルバッファとなるテクスチャを生成
    D3D11_TEXTURE2D_DESC depthStencilBufferDesc = {
        1280,						// Width
        720,						// Height
        1,							// MipLevels
        1,							// ArraySize
        DXGI_FORMAT_D32_FLOAT,		// Format
        {
            1,						// SampleDesc.Count
            0						// SampleDesc.Quality
        },
        D3D11_USAGE_DEFAULT,		// Usage
        D3D11_BIND_DEPTH_STENCIL,	// BindFlags
        0,							// CPUAccessFlags
        0							// MiscFlags
    };

    ID3D11Texture2D * pDepthStencilBuffer = NULL;
    hr = pDevice->CreateTexture2D( &depthStencilBufferDesc, NULL, &pDepthStencilBuffer );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateTexture2D()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateTexture2D: ok (pDepthStencilBuffer: 0x%p)\n" ), pDepthStencilBuffer );

    // デプス・ステンシルビューを生成
    ID3D11DepthStencilView * pDepthStencilView = NULL;
    hr = pDevice->CreateDepthStencilView( pDepthStencilBuffer, NULL, &pDepthStencilView );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateDepthStencilView()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateDepthStencilView: ok (pDepthStencilView: 0x%p)\n" ), pDepthStencilView );


    // レンダーターゲットビューとデプス・ステンシルビューをバインド
    ID3D11RenderTargetView * pRenderTargetViews[] = { pRenderTargetView };
    pDeviceContext->OMSetRenderTargets( 1, pRenderTargetViews, pDepthStencilView );
    dtprintf( _T( "ID3D11DeviceContext::OMSetRenderTargets: ok\n" ) );

    // バックバッファはもうここでは使わない
    COM_SAFE_RELEASE( pBackBuffer );


    // ビューポートをバインド
    D3D11_VIEWPORT viewport = {
        0.0f,		// TopLeftX
        0.0f,		// TopLeftY
        1280.0f,		// Width
        720.0f,		// Height
        0.0f,		// MinDepth
        1.0f			// MaxDepth
    };
    pDeviceContext->RSSetViewports( 1, &viewport );
    dtprintf( _T( "ID3D11DeviceContext::RSSetViewports: ok\n" ) );


    // 頂点データ
    float vertices[ 8 ][ 7 ] = {
        //    Xaxis  Yaxis  Zaxis  赤     緑     青     Alpha
        { -0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  0.0f,  1.0f },   // 手前左上
        {  0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  1.0f },   // 手前右上
        {  0.5f, -0.5f,  0.5f,  0.0f,  1.0f,  0.0f,  1.0f },   // 手前右下
        { -0.5f, -0.5f,  0.5f,  0.0f,  1.0f,  1.0f,  1.0f },   // 手前左下
        { -0.5f,  0.5f, -0.5f,  1.0f,  0.0f,  0.0f,  1.0f },   // 奥左上
        {  0.5f,  0.5f, -0.5f,  1.0f,  0.0f,  1.0f,  1.0f },   // 奥右上
        {  0.5f, -0.5f, -0.5f,  1.0f,  1.0f,  0.0f,  1.0f },   // 奥右下
        { -0.5f, -0.5f, -0.5f,  1.0f,  1.0f,  1.0f,  1.0f }    // 奥左下
    };

    // 頂点バッファを生成
    D3D11_BUFFER_DESC vertexBufferDesc = {
        sizeof( vertices ),			// ByteWidth
        D3D11_USAGE_DEFAULT,		// Usage
        D3D11_BIND_VERTEX_BUFFER,	// BindFlags
        0,							// CPUAccessFlags
        0,							// MiscFlags
        0							// StructureByteStride
    };
    D3D11_SUBRESOURCE_DATA vertexResourceData = { vertices };

    ID3D11Buffer * pVertexBuffer = NULL;
    hr = pDevice->CreateBuffer( &vertexBufferDesc, &vertexResourceData, &pVertexBuffer );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateBuffer()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateBuffer: ok (pVertexBuffer: 0x%p)\n" ), pVertexBuffer );

    // 頂点バッファをバインド
    UINT strides[] = { sizeof( float ) * 7 };
    UINT offsets[] = { 0 };
    pDeviceContext->IASetVertexBuffers( 0, 1, &pVertexBuffer, strides, offsets );
    dtprintf( _T( "ID3D11DeviceContext::IASetVertexBuffers: ok\n" ) );


    // インデックスデータ
    unsigned int indices[] = { 0, 1, 2, 0, 2, 3,    // 手前
                               4, 0, 3, 4, 3, 7,    // 左
                               1, 5, 6, 1, 6, 2,    // 右
                               0, 4, 5, 0, 5, 1,    // 上
                               2, 6, 7, 2, 7, 3,    // 下
                               5, 4, 7, 5, 7, 6
                             };  // 裏

    // インデックスバッファを生成
    D3D11_BUFFER_DESC indexBufferDesc = {
        sizeof( indices ),				// ByteWidth
        D3D11_USAGE_DEFAULT,			// Usage
        D3D11_BIND_INDEX_BUFFER,		// BindFlags
        0,								// CPUAccessFlags
        0,								// MiscFlags
        0								// StructureByteStride
    };
    D3D11_SUBRESOURCE_DATA indexResourceData = { indices };

    ID3D11Buffer * pIndexBuffer = NULL;
    hr = pDevice->CreateBuffer( &indexBufferDesc, &indexResourceData, &pIndexBuffer );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateBuffer()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateBuffer: ok (pIndexBuffer: 0x%p)\n" ), pIndexBuffer );

    // インデックスバッファをバインド
    pDeviceContext->IASetIndexBuffer( pIndexBuffer, DXGI_FORMAT_R32_UINT, 0 );
    dtprintf( _T( "ID3D11DeviceContext::IASetIndexBuffer: ok\n" ) );


    // プリミティブタイプを設定
    pDeviceContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );
    dtprintf( _T( "ID3D11DeviceContext::IASetPrimitiveTopology: ok\n" ) );


    // 頂点シェーダ用の定数バッファを作成
    D3D11_BUFFER_DESC VSConstantBufferDesc = {
        sizeof( D3DXMATRIX ) * 3,		// ByteWidth
        D3D11_USAGE_DYNAMIC,			// Usage
        D3D11_BIND_CONSTANT_BUFFER,		// BindFlags
        D3D11_CPU_ACCESS_WRITE,			// CPUAccessFlags
        0,								// MiscFlags
        0								// StructureByteStride
    };

    ID3D11Buffer * pVSConstantBuffer = NULL;
    hr = pDevice->CreateBuffer( &VSConstantBufferDesc, NULL, &pVSConstantBuffer );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateBuffer()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateBuffer: ok (pVSConstantBuffer: 0x%p)\n" ), pVSConstantBuffer );

    // 定数バッファをバインド
    pDeviceContext->VSSetConstantBuffers( 0, 1, &pVSConstantBuffer );
    dtprintf( _T( "ID3D11DeviceContext::VSSetConstantBuffers: ok\n" ) );


    // 頂点シェーダを作成
    ID3D11VertexShader * pVertexShader = NULL;
    hr = pDevice->CreateVertexShader( g_vs_perspective, sizeof( g_vs_perspective ), NULL, &pVertexShader );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateVertexShader()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateVertexShader: ok (pVertexShader: 0x%p)\n" ), pVertexShader );

    // ピクセルシェーダを作成
    ID3D11PixelShader * pPixelShader = NULL;
    hr = pDevice->CreatePixelShader( g_ps_constant, sizeof( g_ps_constant ), NULL, &pPixelShader );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreatePixelShader()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreatePixelShader: ok (pPixelShader: 0x%p)\n" ), pPixelShader );

    // シェーダをバインド
    pDeviceContext->VSSetShader( pVertexShader, NULL, 0 );
    dtprintf( _T( "ID3D11DeviceContext::VSSetShader: ok\n" ) );
    pDeviceContext->PSSetShader( pPixelShader, NULL, 0 );
    dtprintf( _T( "ID3D11DeviceContext::PSSetShader: ok\n" ) );
    pDeviceContext->GSSetShader( NULL, NULL, 0 );
    pDeviceContext->HSSetShader( NULL, NULL, 0 );
    pDeviceContext->DSSetShader( NULL, NULL, 0 );


    // 入力エレメント記述子
    D3D11_INPUT_ELEMENT_DESC verticesDesc[] = {
        { "IN_POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT,    0, 0,               D3D11_INPUT_PER_VERTEX_DATA, 0 },
        { "IN_COLOR",    0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, sizeof(float)*3, D3D11_INPUT_PER_VERTEX_DATA, 0 }
    };

    // 入力レイアウトを生成
    ID3D11InputLayout * pInputLayout = NULL;
    hr = pDevice->CreateInputLayout( verticesDesc, 2, g_vs_perspective, sizeof( g_vs_perspective ), &pInputLayout );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateInputLayout()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateInputLayout: ok (pInputLayout: 0x%p)\n" ), pInputLayout );

    // 入力レイアウトをバインド
    pDeviceContext->IASetInputLayout( pInputLayout );
    dtprintf( _T( "ID3D11DeviceContext::IASetInputLayout: ok\n" ) );


    // ラスタライザステートを生成
    D3D11_RASTERIZER_DESC rasterizerStateDesc = {
        D3D11_FILL_SOLID,		// FillMode
//		D3D11_FILL_WIREFRAME,	// FillMode (ワイヤーフレーム表示)
        D3D11_CULL_BACK,		// CullMode
//		D3D11_CULL_NONE,		// CullMode (カリングなし)
        FALSE,					// FrontCounterClockwise
        0,						// DepthBias
        0.0f,					// DepthBiasClamp
        0.0f,					// SlopeScaledDepthBias
        TRUE,					// DepthClipEnable
        FALSE,					// ScissorEnable
        FALSE,					// MultisampleEnable
        FALSE					// AntialiasedLineEnable
    };

    ID3D11RasterizerState * pRasterizerState = NULL;
    hr = pDevice->CreateRasterizerState( &rasterizerStateDesc, &pRasterizerState );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateRasterizerState()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateRasterizerState: ok (pRasterizerState: 0x%p)\n" ), pRasterizerState );

    // ラスタライザステートをバインド
    pDeviceContext->RSSetState( pRasterizerState );
    dtprintf( _T( "ID3D11DeviceContext::RSSetState: ok\n" ) );


    // デプス・ステンシルステートを生成
    D3D11_DEPTH_STENCIL_DESC depthStencilStateDesc = {
        TRUE,								// DepthEnable
        D3D11_DEPTH_WRITE_MASK_ALL,			// DepthWriteMask
        D3D11_COMPARISON_LESS,				// DepthFunc
        FALSE,								// StencilEnable
        D3D11_DEFAULT_STENCIL_READ_MASK,	// StencilReadMask
        D3D11_DEFAULT_STENCIL_WRITE_MASK,	// StencilWriteMask
        {
            D3D11_STENCIL_OP_KEEP,			// FrontFace.StencilFailOp
            D3D11_STENCIL_OP_KEEP,			// FrontFace.StencilDepthFailOp
            D3D11_STENCIL_OP_KEEP,			// FrontFace.StencilPassOp
            D3D11_COMPARISON_ALWAYS			// FrontFace.StencilFunc
        },
        {
            D3D11_STENCIL_OP_KEEP,			// BackFace.StencilFailOp
            D3D11_STENCIL_OP_KEEP,			// BackFace.StencilDepthFailOp
            D3D11_STENCIL_OP_KEEP,			// BackFace.StencilPassOp
            D3D11_COMPARISON_ALWAYS			// BackFace.StencilFunc
        }
    };

    ID3D11DepthStencilState * pDepthStencilState = NULL;
    hr = pDevice->CreateDepthStencilState( &depthStencilStateDesc, &pDepthStencilState );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateDepthStencilState()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateDepthStencilState: ok (pDepthStencilState: 0x%p)\n" ), pDepthStencilState );

    // デプス・ステンシルステートをバインド
    pDeviceContext->OMSetDepthStencilState( pDepthStencilState, 0 );
    dtprintf( _T( "ID3D11DeviceContext::OMSetDepthStencilState: ok\n" ) );



    MSG msg;

    while ( 1 )
    {
        // メッセージを取得
        if ( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
        {
            if ( msg.message == WM_QUIT )
            {
                dtprintf( _T( "PeekMessage: WM_QUIT\n" ) );
                break;
            }
            // メッセージ処理
            DispatchMessage( &msg );
        }
        else
        {
            HRESULT hr;

            static unsigned int count = 0;

            float theta = ( count++ / 200.0f ) * ( 3.141593f / 2.0f );


            // World-View-Projection 行列をそれぞれ生成
            D3DXMATRIX world, view, projection;

            D3DXMatrixIdentity( &world );

            const D3DXVECTOR3 eye( 1.8f * 1.414214f * -cosf( theta ), 1.8f, 1.8f * 1.414214f * sinf( theta ) );
            const D3DXVECTOR3 at( 0.0f, 0.0f, 0.0f );
            const D3DXVECTOR3 up( 0.0f, 1.0f, 0.0f );
            D3DXMatrixLookAtRH( &view, &eye, &at, &up );

            D3DXMatrixPerspectiveFovRH( &projection, 3.141593f / 4.0f, 1280.0f / 720.0f, 1.0f, 10000.0f );


            // 頂点シェーダ用定数バッファへアクセス
            D3D11_MAPPED_SUBRESOURCE mapped;
            hr = pDeviceContext->Map( pVSConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped );
            if ( SUCCEEDED( hr ) )
            {
                D3DXMATRIX * mapped_m = static_cast< D3DXMATRIX * >( mapped.pData );

                mapped_m[0] = world;
                mapped_m[1] = view;
                mapped_m[2] = projection;

                // 後始末
                pDeviceContext->Unmap( pVSConstantBuffer, 0 );
            }


            // レンダーターゲットビューをクリア
            const float clear[ 4 ] = { 0.0f, 0.0f, 0.3f, 1.0f };	// RGBA
            pDeviceContext->ClearRenderTargetView( pRenderTargetView, clear );

            // デプス・ステンシルビューをクリア
            pDeviceContext->ClearDepthStencilView( pDepthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0 );


            // 描画
            pDeviceContext->DrawIndexed( 36, 0, 0 );

            pSwapChain->Present( 1, 0 );

            // ちょっとだけ待つ
            Sleep( 5 );
        }
    }



    // シェーダをアンバインド
    pDeviceContext->VSSetShader( NULL, NULL, 0 );
    pDeviceContext->PSSetShader( NULL, NULL, 0 );

    // デバイス・リソース解放
    COM_SAFE_RELEASE( pDepthStencilState );
    COM_SAFE_RELEASE( pRasterizerState );
    COM_SAFE_RELEASE( pInputLayout );
    COM_SAFE_RELEASE( pPixelShader );
    COM_SAFE_RELEASE( pVertexShader );
    COM_SAFE_RELEASE( pVSConstantBuffer );
    COM_SAFE_RELEASE( pIndexBuffer );
    COM_SAFE_RELEASE( pVertexBuffer );
    COM_SAFE_RELEASE( pDepthStencilView );
    COM_SAFE_RELEASE( pDepthStencilBuffer );
    COM_SAFE_RELEASE( pRenderTargetView );
    COM_SAFE_RELEASE( pSwapChain );
    COM_SAFE_RELEASE( pDeviceContext );
    COM_SAFE_RELEASE( pDevice );


    return msg.wParam;
}
ParticleGenerator::ParticleGenerator(Particle p, DirectX::XMFLOAT3 pos, float lt, float sr, float numRoots)
{
	init = false;
	lifeTime = lt;
	spawnRate = sr;
	position = pos;

	// Get necessary resources
	ResourceManager* rManager = ResourceManager::Instance();
	ID3D11Device* device = rManager->GetDevice();
	ID3D11DeviceContext* deviceContext = rManager->GetDeviceContext();

	generatorVS = dynamic_cast<SimpleVertexShader*>(rManager->GetShader("ParticleGeneratorVS"));
	generatorGS = dynamic_cast<SimpleGeometryShader*>(rManager->GetShader("ParticleGeneratorGS"));

	// Create Stream Output variables
	generatorGS->CreateCompatibleStreamOutBuffer(&readBuff, 1000000);
	generatorGS->CreateCompatibleStreamOutBuffer(&writeBuff, 1000000);

	// Create initial ROOT vertex buffer
	UINT stride = sizeof(Particle);
	UINT offset = 0;
	Particle vertices[] = { p };

	D3D11_BUFFER_DESC vbd;
	vbd.Usage = D3D11_USAGE_IMMUTABLE;
	vbd.ByteWidth = sizeof(Particle);
	vbd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
	vbd.CPUAccessFlags = 0;
	vbd.MiscFlags = 0;
	vbd.StructureByteStride = 0;
	D3D11_SUBRESOURCE_DATA initialVertexData;
	initialVertexData.pSysMem = vertices;
	device->CreateBuffer(&vbd, &initialVertexData, &particleBuff);

	// Set constant variables
	generatorGS->SetFloat("dt", 0.0f);
	generatorGS->SetFloat("tt", 0.0f);
	generatorGS->SetFloat("lifeTime", lifeTime);
	generatorGS->SetFloat("spawnRate", spawnRate);
	generatorGS->SetFloat3("generatorPos", position);
	generatorGS->SetSamplerState("randomSampler", rManager->GetSamplerState("trilinear"));
	generatorGS->SetShaderResourceView("randomTexture", rManager->GetTexture("randomTexture"));

	// Activate shaders
	generatorVS->SetShader(true);
	generatorGS->SetShader(true);
	deviceContext->PSSetShader(0, 0, 0);
	deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);

	// Unbind vertex buffers (incase)
	ID3D11Buffer* unset = 0;
	deviceContext->IASetVertexBuffers(0, 1, &unset, &stride, &offset);

	deviceContext->IASetVertexBuffers(0, 1, &particleBuff, &stride, &offset);
	deviceContext->SOSetTargets(1, &writeBuff, &offset);
	deviceContext->Draw(1, 0);

	SimpleGeometryShader::UnbindStreamOutStage(deviceContext);
	deviceContext->GSSetShader(0, 0, 0);
	SwapBuffers();
}
/** Binds a pipeline-state */
void D3D11GraphicsEngineQueued::BindPipelineState(const PipelineState* state)
{
	D3D11PipelineState* s = (D3D11PipelineState*)state;
	D3D11PipelineState* b = (D3D11PipelineState*)BoundPipelineStateByThread[GetCurrentThreadId()];
	ID3D11DeviceContext* context = GetDeferredContextByThread();

	if(!b) b = (D3D11PipelineState*)&DefaultPipelineState;

	// Bind state
	if(b->BlendState != s->BlendState)
		SC_DBG(context->OMSetBlendState(s->BlendState,  (float *)&D3DXVECTOR4(0, 0, 0, 0), 0xFFFFFFFF), GothicRendererInfo::SC_BS);

	if(b->SamplerState != s->SamplerState)
		SC_DBG(context->PSSetSamplers(0, 1, &s->SamplerState), GothicRendererInfo::SC_SMPL);

	if(b->DepthStencilState != s->DepthStencilState)
		SC_DBG(context->OMSetDepthStencilState(s->DepthStencilState, 0), GothicRendererInfo::SC_DSS);

	if(b->RasterizerState != s->RasterizerState)
		SC_DBG(context->RSSetState(s->RasterizerState), GothicRendererInfo::SC_RS);

	// Bind constantbuffers (They are likely to change for every object)
	if(!s->ConstantBuffersVS.empty() && s->ConstantBuffersVS != b->ConstantBuffersVS)SC_DBG(context->VSSetConstantBuffers(0, s->ConstantBuffersVS.size(), &s->ConstantBuffersVS[0]),GothicRendererInfo::SC_CB);
	if(!s->ConstantBuffersPS.empty() && s->ConstantBuffersPS != b->ConstantBuffersPS)SC_DBG(context->PSSetConstantBuffers(0, s->ConstantBuffersPS.size(), &s->ConstantBuffersPS[0]),GothicRendererInfo::SC_CB);
	if(!s->ConstantBuffersHDS.empty() && s->ConstantBuffersHDS != b->ConstantBuffersHDS)SC_DBG(context->HSSetConstantBuffers(0, s->ConstantBuffersHDS.size(), &s->ConstantBuffersHDS[0]),GothicRendererInfo::SC_CB);
	if(!s->ConstantBuffersHDS.empty() && s->ConstantBuffersHDS != b->ConstantBuffersHDS)SC_DBG(context->DSSetConstantBuffers(0, s->ConstantBuffersHDS.size(), &s->ConstantBuffersHDS[0]),GothicRendererInfo::SC_CB);
	if(!s->ConstantBuffersGS.empty() && s->ConstantBuffersGS != b->ConstantBuffersGS)SC_DBG(context->GSSetConstantBuffers(0, s->ConstantBuffersGS.size(), &s->ConstantBuffersGS[0]),GothicRendererInfo::SC_CB);

	// Vertexbuffers
	UINT off[] = {0,0};
	if(memcmp(s->BaseState.VertexBuffers, b->BaseState.VertexBuffers, sizeof(b->BaseState.VertexBuffers)) != 0)
		SC_DBG(context->IASetVertexBuffers(0, s->VertexBuffers.size(), &s->VertexBuffers[0], s->BaseState.VertexStride, off), GothicRendererInfo::SC_VB);

	if(!s->StructuredBuffersVS.empty() && memcmp(s->BaseState.StructuredBuffersVS, b->BaseState.StructuredBuffersVS, sizeof(b->BaseState.StructuredBuffersVS)) != 0)
		SC_DBG(context->VSSetShaderResources(0, 1, &s->StructuredBuffersVS[0]), GothicRendererInfo::SC_VB);

	if(s->IndexBuffer != b->IndexBuffer)
		SC_DBG(context->IASetIndexBuffer(s->IndexBuffer, s->BaseState.IndexStride == 4 ? DXGI_FORMAT_R32_UINT : DXGI_FORMAT_R16_UINT, 0), GothicRendererInfo::SC_IB);

	// Shaders
	if(s->VertexShader != b->VertexShader)
		SC_DBG(context->VSSetShader(s->VertexShader, NULL, NULL), GothicRendererInfo::SC_VS);
	
	if(s->InputLayout != b->InputLayout)
		SC_DBG(context->IASetInputLayout(s->InputLayout), GothicRendererInfo::SC_IL);
	
	if(s->PixelShader != b->PixelShader)
		SC_DBG(context->PSSetShader(s->PixelShader, NULL, NULL), GothicRendererInfo::SC_PS);
	
	if(s->HullShader != b->HullShader)
		SC_DBG(context->HSSetShader(s->HullShader, NULL, NULL), GothicRendererInfo::SC_HS);
	
	if(s->DomainShader != b->DomainShader)
		SC_DBG(context->DSSetShader(s->DomainShader, NULL, NULL), GothicRendererInfo::SC_DS);
	
	if(s->GeometryShader != b->GeometryShader)
		SC_DBG(context->GSSetShader(s->GeometryShader, NULL, NULL), GothicRendererInfo::SC_GS);

	// Rendertargets
	if(memcmp(s->RenderTargetViews, b->RenderTargetViews, sizeof(void*) * s->NumRenderTargetViews) != 0 ||
		s->DepthStencilView != b->DepthStencilView)
		SC_DBG(context->OMSetRenderTargets(s->NumRenderTargetViews, s->RenderTargetViews, s->DepthStencilView), GothicRendererInfo::SC_RTVDSV);

	// Textures
	if(memcmp(s->Textures, b->Textures, sizeof(void*) * s->BaseState.NumTextures) != 0)
		SC_DBG(context->PSSetShaderResources(0, s->BaseState.NumTextures, s->Textures), GothicRendererInfo::SC_TX);

	// Primitive topology
	//Context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

	// Replace old state
	// FIXME: Might not threadsave
	BoundPipelineStateByThread[GetCurrentThreadId()] = s;
}
Beispiel #19
0
gl::Error Clear11::clearFramebuffer(const ClearParameters &clearParams, const gl::Framebuffer::Data &fboData)
{
    const auto &colorAttachments = fboData.mColorAttachments;
    const auto &drawBufferStates = fboData.mDrawBufferStates;
    const auto *depthAttachment = fboData.mDepthAttachment;
    const auto *stencilAttachment = fboData.mStencilAttachment;

    ASSERT(colorAttachments.size() == drawBufferStates.size());

    // Iterate over the color buffers which require clearing and determine if they can be
    // cleared with ID3D11DeviceContext::ClearRenderTargetView or ID3D11DeviceContext1::ClearView.
    // This requires:
    // 1) The render target is being cleared to a float value (will be cast to integer when clearing integer
    //    render targets as expected but does not work the other way around)
    // 2) The format of the render target has no color channels that are currently masked out.
    // Clear the easy-to-clear buffers on the spot and accumulate the ones that require special work.
    //
    // If these conditions are met, and:
    // - No scissored clear is needed, then clear using ID3D11DeviceContext::ClearRenderTargetView.
    // - A scissored clear is needed then clear using ID3D11DeviceContext1::ClearView if available.
    //   Otherwise draw a quad.
    //
    // Also determine if the depth stencil can be cleared with ID3D11DeviceContext::ClearDepthStencilView
    // by checking if the stencil write mask covers the entire stencil.
    //
    // To clear the remaining buffers, quads must be drawn containing an int, uint or float vertex color
    // attribute.

    gl::Extents framebufferSize;

    auto iter = std::find_if(colorAttachments.begin(), colorAttachments.end(), [](const gl::FramebufferAttachment *attachment) { return attachment != nullptr; });
    if (iter != colorAttachments.end())
    {
        framebufferSize.width = (*iter)->getWidth();
        framebufferSize.height = (*iter)->getHeight();
        framebufferSize.depth = 1;
    }
    else if (depthAttachment != nullptr)
    {
        framebufferSize.width = depthAttachment->getWidth();
        framebufferSize.height = depthAttachment->getHeight();
        framebufferSize.depth = 1;
    }
    else if (stencilAttachment != nullptr)
    {
        framebufferSize.width = stencilAttachment->getWidth();
        framebufferSize.height = stencilAttachment->getHeight();
        framebufferSize.depth = 1;
    }
    else
    {
        UNREACHABLE();
        return gl::Error(GL_INVALID_OPERATION);
    }

    if (clearParams.scissorEnabled && (clearParams.scissor.x >= framebufferSize.width || 
                                       clearParams.scissor.y >= framebufferSize.height ||
                                       clearParams.scissor.x + clearParams.scissor.width <= 0 ||
                                       clearParams.scissor.y + clearParams.scissor.height <= 0))
    {
        // Scissor is enabled and the scissor rectangle is outside the renderbuffer
        return gl::Error(GL_NO_ERROR);
    }

    bool needScissoredClear = clearParams.scissorEnabled && (clearParams.scissor.x > 0 || clearParams.scissor.y > 0 ||
                                                             clearParams.scissor.x + clearParams.scissor.width < framebufferSize.width ||
                                                             clearParams.scissor.y + clearParams.scissor.height < framebufferSize.height);

    std::vector<MaskedRenderTarget> maskedClearRenderTargets;
    RenderTarget11* maskedClearDepthStencil = NULL;

    ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
    ID3D11DeviceContext1 *deviceContext1 = mRenderer->getDeviceContext1IfSupported();

    for (size_t colorAttachment = 0; colorAttachment < colorAttachments.size(); colorAttachment++)
    {
        if (clearParams.clearColor[colorAttachment] &&
            colorAttachments[colorAttachment] != nullptr &&
            drawBufferStates[colorAttachment] != GL_NONE)
        {
            const gl::FramebufferAttachment *attachment = colorAttachments[colorAttachment];

            RenderTarget11 *renderTarget = NULL;
            gl::Error error = d3d11::GetAttachmentRenderTarget(attachment, &renderTarget);
            if (error.isError())
            {
                return error;
            }

            const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(attachment->getInternalFormat());

            if (clearParams.colorClearType == GL_FLOAT &&
                !(formatInfo.componentType == GL_FLOAT || formatInfo.componentType == GL_UNSIGNED_NORMALIZED || formatInfo.componentType == GL_SIGNED_NORMALIZED))
            {
                ERR("It is undefined behaviour to clear a render buffer which is not normalized fixed point or floating-"
                    "point to floating point values (color attachment %u has internal format 0x%X).", colorAttachment,
                    attachment->getInternalFormat());
            }

            if ((formatInfo.redBits == 0 || !clearParams.colorMaskRed) &&
                (formatInfo.greenBits == 0 || !clearParams.colorMaskGreen) &&
                (formatInfo.blueBits == 0 || !clearParams.colorMaskBlue) &&
                (formatInfo.alphaBits == 0 || !clearParams.colorMaskAlpha))
            {
                // Every channel either does not exist in the render target or is masked out
                continue;
            }
            else if ((!mSupportsClearView && needScissoredClear) || clearParams.colorClearType != GL_FLOAT ||
                     (formatInfo.redBits   > 0 && !clearParams.colorMaskRed)   ||
                     (formatInfo.greenBits > 0 && !clearParams.colorMaskGreen) ||
                     (formatInfo.blueBits  > 0 && !clearParams.colorMaskBlue) ||
                     (formatInfo.alphaBits > 0 && !clearParams.colorMaskAlpha))
            {
                // A masked clear is required, or a scissored clear is required and ID3D11DeviceContext1::ClearView is unavailable
                MaskedRenderTarget maskAndRt;
                bool clearColor = clearParams.clearColor[colorAttachment];
                maskAndRt.colorMask[0] = (clearColor && clearParams.colorMaskRed);
                maskAndRt.colorMask[1] = (clearColor && clearParams.colorMaskGreen);
                maskAndRt.colorMask[2] = (clearColor && clearParams.colorMaskBlue);
                maskAndRt.colorMask[3] = (clearColor && clearParams.colorMaskAlpha);
                maskAndRt.renderTarget = renderTarget;
                maskedClearRenderTargets.push_back(maskAndRt);
            }
            else
            {
                 // ID3D11DeviceContext::ClearRenderTargetView or ID3D11DeviceContext1::ClearView is possible

                ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
                if (!framebufferRTV)
                {
                    return gl::Error(GL_OUT_OF_MEMORY, "Internal render target view pointer unexpectedly null.");
                }

                const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(renderTarget->getDXGIFormat());

                // Check if the actual format has a channel that the internal format does not and set them to the
                // default values
                const float clearValues[4] =
                {
                    ((formatInfo.redBits   == 0 && dxgiFormatInfo.redBits   > 0) ? 0.0f : clearParams.colorFClearValue.red),
                    ((formatInfo.greenBits == 0 && dxgiFormatInfo.greenBits > 0) ? 0.0f : clearParams.colorFClearValue.green),
                    ((formatInfo.blueBits  == 0 && dxgiFormatInfo.blueBits  > 0) ? 0.0f : clearParams.colorFClearValue.blue),
                    ((formatInfo.alphaBits == 0 && dxgiFormatInfo.alphaBits > 0) ? 1.0f : clearParams.colorFClearValue.alpha),
                };

                if (needScissoredClear)
                {
                    // We shouldn't reach here if deviceContext1 is unavailable.
                    ASSERT(deviceContext1);

                    D3D11_RECT rect;
                    rect.left = clearParams.scissor.x;
                    rect.right = clearParams.scissor.x + clearParams.scissor.width;
                    rect.top = clearParams.scissor.y;
                    rect.bottom = clearParams.scissor.y + clearParams.scissor.height;

                    deviceContext1->ClearView(framebufferRTV, clearValues, &rect, 1);
                }
                else
                {
                    deviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
                }
            }
        }
    }

    if (clearParams.clearDepth || clearParams.clearStencil)
    {
        const gl::FramebufferAttachment *attachment = (depthAttachment != nullptr) ? depthAttachment : stencilAttachment;
        ASSERT(attachment != nullptr);

        RenderTarget11 *renderTarget = NULL;
        gl::Error error = d3d11::GetAttachmentRenderTarget(attachment, &renderTarget);
        if (error.isError())
        {
            return error;
        }

        const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(renderTarget->getDXGIFormat());

        unsigned int stencilUnmasked = (stencilAttachment != nullptr) ? (1 << dxgiFormatInfo.stencilBits) - 1 : 0;
        bool needMaskedStencilClear = clearParams.clearStencil && (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;

        if (needScissoredClear || needMaskedStencilClear)
        {
            maskedClearDepthStencil = renderTarget;
        }
        else
        {
            ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
            if (!framebufferDSV)
            {
                return gl::Error(GL_OUT_OF_MEMORY, "Internal depth stencil view pointer unexpectedly null.");
            }

            UINT clearFlags = (clearParams.clearDepth   ? D3D11_CLEAR_DEPTH   : 0) |
                                (clearParams.clearStencil ? D3D11_CLEAR_STENCIL : 0);
            FLOAT depthClear = gl::clamp01(clearParams.depthClearValue);
            UINT8 stencilClear = clearParams.stencilClearValue & 0xFF;

            deviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
        }
    }

    if (maskedClearRenderTargets.size() > 0 || maskedClearDepthStencil)
    {
        // To clear the render targets and depth stencil in one pass:
        //
        // Render a quad clipped to the scissor rectangle which draws the clear color and a blend
        // state that will perform the required color masking.
        //
        // The quad's depth is equal to the depth clear value with a depth stencil state that
        // will enable or disable depth test/writes if the depth buffer should be cleared or not.
        //
        // The rasterizer state's stencil is set to always pass or fail based on if the stencil
        // should be cleared or not with a stencil write mask of the stencil clear value.
        //
        // ======================================================================================
        //
        // Luckily, the gl spec (ES 3.0.2 pg 183) states that the results of clearing a render-
        // buffer that is not normalized fixed point or floating point with floating point values
        // are undefined so we can just write floats to them and D3D11 will bit cast them to
        // integers.
        //
        // Also, we don't have to worry about attempting to clear a normalized fixed/floating point
        // buffer with integer values because there is no gl API call which would allow it,
        // glClearBuffer* calls only clear a single renderbuffer at a time which is verified to
        // be a compatible clear type.

        // Bind all the render targets which need clearing
        ASSERT(maskedClearRenderTargets.size() <= mRenderer->getRendererCaps().maxDrawBuffers);
        std::vector<ID3D11RenderTargetView*> rtvs(maskedClearRenderTargets.size());
        for (unsigned int i = 0; i < maskedClearRenderTargets.size(); i++)
        {
            RenderTarget11 *renderTarget = maskedClearRenderTargets[i].renderTarget;
            ID3D11RenderTargetView *rtv = renderTarget->getRenderTargetView();
            if (!rtv)
            {
                return gl::Error(GL_OUT_OF_MEMORY, "Internal render target view pointer unexpectedly null.");
            }

            rtvs[i] = rtv;
        }
        ID3D11DepthStencilView *dsv = maskedClearDepthStencil ? maskedClearDepthStencil->getDepthStencilView() : NULL;

        ID3D11BlendState *blendState = getBlendState(maskedClearRenderTargets);
        const FLOAT blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
        const UINT sampleMask = 0xFFFFFFFF;

        ID3D11DepthStencilState *dsState = getDepthStencilState(clearParams);
        const UINT stencilClear = clearParams.stencilClearValue & 0xFF;

        // Set the vertices
        UINT vertexStride = 0;
        const UINT startIdx = 0;
        const ClearShader* shader = NULL;
        D3D11_MAPPED_SUBRESOURCE mappedResource;
        HRESULT result = deviceContext->Map(mVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
        if (FAILED(result))
        {
            return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal masked clear vertex buffer, HRESULT: 0x%X.", result);
        }

        const gl::Rectangle *scissorPtr = clearParams.scissorEnabled ? &clearParams.scissor : NULL;
        switch (clearParams.colorClearType)
        {
          case GL_FLOAT:
            ApplyVertices(framebufferSize, scissorPtr, clearParams.colorFClearValue, clearParams.depthClearValue, mappedResource.pData);
            vertexStride = sizeof(d3d11::PositionDepthColorVertex<float>);
            shader = &mFloatClearShader;
            break;

          case GL_UNSIGNED_INT:
            ApplyVertices(framebufferSize, scissorPtr, clearParams.colorUIClearValue, clearParams.depthClearValue, mappedResource.pData);
            vertexStride = sizeof(d3d11::PositionDepthColorVertex<unsigned int>);
            shader = &mUintClearShader;
            break;

          case GL_INT:
            ApplyVertices(framebufferSize, scissorPtr, clearParams.colorIClearValue, clearParams.depthClearValue, mappedResource.pData);
            vertexStride = sizeof(d3d11::PositionDepthColorVertex<int>);
            shader = &mIntClearShader;
            break;

          default:
            UNREACHABLE();
            break;
        }

        deviceContext->Unmap(mVertexBuffer, 0);

        // Set the viewport to be the same size as the framebuffer
        D3D11_VIEWPORT viewport;
        viewport.TopLeftX = 0;
        viewport.TopLeftY = 0;
        viewport.Width = framebufferSize.width;
        viewport.Height = framebufferSize.height;
        viewport.MinDepth = 0;
        viewport.MaxDepth = 1;
        deviceContext->RSSetViewports(1, &viewport);

        // Apply state
        deviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
        deviceContext->OMSetDepthStencilState(dsState, stencilClear);
        deviceContext->RSSetState(mRasterizerState);

        // Apply shaders
        deviceContext->IASetInputLayout(shader->inputLayout);
        deviceContext->VSSetShader(shader->vertexShader, NULL, 0);
        deviceContext->PSSetShader(shader->pixelShader, NULL, 0);
        deviceContext->GSSetShader(NULL, NULL, 0);

        // Apply vertex buffer
        deviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &vertexStride, &startIdx);
        deviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);

        // Apply render targets
        deviceContext->OMSetRenderTargets(rtvs.size(), (rtvs.empty() ? NULL : &rtvs[0]), dsv);

        // Draw the clear quad
        deviceContext->Draw(4, 0);

        // Clean up
        mRenderer->markAllStateDirty();
    }

    return gl::Error(GL_NO_ERROR);
}
gl::Error PixelTransfer11::copyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTargetD3D *destRenderTarget,
                                               GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea)
{
    ANGLE_TRY(loadResources());

    gl::Extents destSize = destRenderTarget->getExtents();

    ASSERT(destArea.x >= 0 && destArea.x + destArea.width  <= destSize.width  &&
           destArea.y >= 0 && destArea.y + destArea.height <= destSize.height &&
           destArea.z >= 0 && destArea.z + destArea.depth  <= destSize.depth  );

    const gl::Buffer &sourceBuffer = *unpack.pixelBuffer.get();

    ASSERT(mRenderer->supportsFastCopyBufferToTexture(destinationFormat));

    ID3D11PixelShader *pixelShader = findBufferToTexturePS(destinationFormat);
    ASSERT(pixelShader);

    // The SRV must be in the proper read format, which may be different from the destination format
    // EG: for half float data, we can load full precision floats with implicit conversion
    GLenum unsizedFormat = gl::GetInternalFormatInfo(destinationFormat).format;
    GLenum sourceFormat = gl::GetSizedInternalFormat(unsizedFormat, sourcePixelsType);

    const d3d11::Format &sourceFormatInfo =
        d3d11::Format::Get(sourceFormat, mRenderer->getRenderer11DeviceCaps());
    DXGI_FORMAT srvFormat = sourceFormatInfo.srvFormat;
    ASSERT(srvFormat != DXGI_FORMAT_UNKNOWN);
    Buffer11 *bufferStorage11 = GetAs<Buffer11>(sourceBuffer.getImplementation());
    ID3D11ShaderResourceView *bufferSRV = nullptr;
    ANGLE_TRY_RESULT(bufferStorage11->getSRV(srvFormat), bufferSRV);
    ASSERT(bufferSRV != nullptr);

    ID3D11RenderTargetView *textureRTV = GetAs<RenderTarget11>(destRenderTarget)->getRenderTargetView();
    ASSERT(textureRTV != nullptr);

    CopyShaderParams shaderParams;
    setBufferToTextureCopyParams(destArea, destSize, sourceFormat, unpack, offset, &shaderParams);

    ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();

    ID3D11Buffer *nullBuffer = nullptr;
    UINT zero = 0;

    // Are we doing a 2D or 3D copy?
    ID3D11GeometryShader *geometryShader = ((destSize.depth > 1) ? mBufferToTextureGS : NULL);
    auto stateManager                    = mRenderer->getStateManager();

    deviceContext->VSSetShader(mBufferToTextureVS, NULL, 0);
    deviceContext->GSSetShader(geometryShader, NULL, 0);
    deviceContext->PSSetShader(pixelShader, NULL, 0);
    stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, bufferSRV);
    deviceContext->IASetInputLayout(NULL);
    deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);

    deviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
    deviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
    deviceContext->OMSetDepthStencilState(mCopyDepthStencilState, 0xFFFFFFFF);
    deviceContext->RSSetState(mCopyRasterizerState);

    stateManager->setOneTimeRenderTarget(textureRTV, nullptr);

    if (!StructEquals(mParamsData, shaderParams))
    {
        d3d11::SetBufferData(deviceContext, mParamsConstantBuffer, shaderParams);
        mParamsData = shaderParams;
    }

    deviceContext->VSSetConstantBuffers(0, 1, &mParamsConstantBuffer);

    // Set the viewport
    D3D11_VIEWPORT viewport;
    viewport.TopLeftX = 0;
    viewport.TopLeftY = 0;
    viewport.Width = static_cast<FLOAT>(destSize.width);
    viewport.Height = static_cast<FLOAT>(destSize.height);
    viewport.MinDepth = 0.0f;
    viewport.MaxDepth = 1.0f;
    deviceContext->RSSetViewports(1, &viewport);

    UINT numPixels = (destArea.width * destArea.height * destArea.depth);
    deviceContext->Draw(numPixels, 0);

    // Unbind textures and render targets and vertex buffer
    stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL);
    deviceContext->VSSetConstantBuffers(0, 1, &nullBuffer);

    mRenderer->markAllStateDirty();

    return gl::NoError();
}
Beispiel #21
0
void DrawCoordinate()
{		
    struct CB
    {
        XMMATRIX mWorldViewProj;
    };

    ID3D11Device*               pDevice = WE::D3DDevice();
    ID3D11DeviceContext*        pImmediateContext = WE::ImmediateContext();

    static ID3D11VertexShader*  g_pVertexShader = NULL;
    static ID3D11PixelShader*	g_pPixelShader = NULL;
    static ID3D11Buffer*        g_pCB = NULL;
    static const char* g_strBuffer =
        "	cbuffer cbPerObject : register( b0 )										\r\n"
        "	{																			\r\n"
        "		matrix      g_mWorldViewProjection  : packoffset( c0 );		            \r\n"
        "	};																			\r\n"
        "																				\r\n"
        "	struct VS_In																\r\n"
        "	{																			\r\n"
        "		uint    id      	: SV_VERTEXID;										\r\n"
        "	};																			\r\n"
        "																				\r\n"
        "	struct VS_Out																\r\n"
        "	{																			\r\n"
        "		float4 pos			: SV_POSITION;										\r\n"
        "		float4 color        : COLOR;											\r\n"
        "	};																			\r\n"
        "																				\r\n"
        "																				\r\n"
        "	cbuffer cbImmutable															\r\n"
        "	{																			\r\n"
        "		static float4 g_positions[6] =											\r\n"
        "		{																		\r\n"
        "			float4( 0.0f, 0.0f, 0.0f, 1.0f ),									\r\n"
        "			float4( 1.0f, 0.0f, 0.0f, 1.0f ),									\r\n"
        "			float4( 0.0f, 0.0f, 0.0f, 1.0f ),									\r\n"
        "			float4( 0.0f, 1.0f, 0.0f, 1.0f ),									\r\n"
        "			float4( 0.0f, 0.0f, 0.0f, 1.0f ),									\r\n"
        "			float4( 0.0f, 0.0f, 1.0f, 1.0f ),        							\r\n"
        "		};																		\r\n"
        "																				\r\n"
        "		static float4 g_colors[6] =												\r\n"
        "		{																		\r\n"
        "			float4( 1.0f, 0.0f, 0.0f, 1.0f ),									\r\n"
        "			float4( 1.0f, 0.0f, 0.0f, 1.0f ),									\r\n"
        "			float4( 0.0f, 1.0f, 0.0f, 1.0f ),									\r\n"
        "			float4( 0.0f, 1.0f, 0.0f, 1.0f ),									\r\n"
        "			float4( 0.0f, 0.0f, 1.0f, 1.0f ),									\r\n"
        "			float4( 0.0f, 0.0f, 1.0f, 1.0f ),        							\r\n"
        "		};																		\r\n"
        "	};																			\r\n"
        "	VS_Out VSMain(VS_In input)													\r\n"
        "	{																			\r\n"
        "		VS_Out output;															\r\n"
        "																				\r\n"
        "		output.pos = mul( g_positions[input.id] * 5, g_mWorldViewProjection );	\r\n"
        "		output.color = g_colors[input.id];										\r\n"
        "		return output;															\r\n"
        "	}																			\r\n"
        "																	    		\r\n"
        "	float4 PSMain(VS_Out input) : SV_Target							            \r\n"
        "	{   																		\r\n"
        "		return input.color;														\r\n"
        "		return float4( 1.0f, 1.0f, 0.0f, 1.0f );								\r\n"
        "	}																			\r\n"
        "";

    HRESULT hr;

    if ( g_pVertexShader == NULL )
    {
        // Create shaders
        ID3DBlob* pVSBlob = NULL;
        ID3DBlob* pPSBlob = NULL;

        UINT dwBufferSize = ( UINT )strlen( g_strBuffer ) + 1;
        V( WE::CompileShaderFromMemory( g_strBuffer, dwBufferSize, NULL, "VSMain", "vs_5_0", &pVSBlob ) );
        V( WE::CompileShaderFromMemory( g_strBuffer, dwBufferSize, NULL, "PSMain", "ps_5_0", &pPSBlob ) );

        V( pDevice->CreateVertexShader( pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), NULL, &g_pVertexShader ) );
        V( pDevice->CreatePixelShader( pPSBlob->GetBufferPointer(), pPSBlob->GetBufferSize(), NULL, &g_pPixelShader ) );

        SAFE_RELEASE( pVSBlob );
        SAFE_RELEASE( pPSBlob );

        // Create the constant buffers
        D3D11_BUFFER_DESC Desc;
        Desc.Usage = D3D11_USAGE_DYNAMIC;
        Desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
        Desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
        Desc.MiscFlags = 0;
        Desc.ByteWidth = sizeof( CB );
        V( pDevice->CreateBuffer( &Desc, NULL, &g_pCB ) );
    }

    D3D11_MAPPED_SUBRESOURCE MappedResource;
    V(pImmediateContext->Map( g_pCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource ) );
    CB* pPerFrame = ( CB* )MappedResource.pData;
    pPerFrame->mWorldViewProj = XMMatrixTranspose( WE::Camera()->GetViewProjMtx() );
    pImmediateContext->Unmap( g_pCB, 0 );
    pImmediateContext->VSSetConstantBuffers( 0, 1, &g_pCB );

    pImmediateContext->OMSetDepthStencilState( NULL, 0 );
    float vBlendFactor[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
    pImmediateContext->OMSetBlendState( NULL, vBlendFactor, 0xFFFFFFFF );
    pImmediateContext->RSSetState( NULL );

    pImmediateContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_LINELIST );

    pImmediateContext->VSSetShader( g_pVertexShader, NULL, 0 );
    pImmediateContext->PSSetShader( g_pPixelShader, NULL, 0 );
    pImmediateContext->GSSetShader( NULL, NULL, 0 );

    // Draw
    pImmediateContext->Draw( 6, 0 );
}