static IDXGIFactory *GetDXGIFactoryFromDevice(ID3D11Device *device)
{
    IDXGIDevice *dxgiDevice = nullptr;
    HRESULT result =
        device->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast<void **>(&dxgiDevice));
    if (FAILED(result))
    {
        return nullptr;
    }

    IDXGIAdapter *dxgiAdapter = nullptr;
    result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), reinterpret_cast<void **>(&dxgiAdapter));
    SafeRelease(dxgiDevice);
    if (FAILED(result))
    {
        return nullptr;
    }

    IDXGIFactory *dxgiFactory = nullptr;
    result =
        dxgiAdapter->GetParent(__uuidof(IDXGIFactory), reinterpret_cast<void **>(&dxgiFactory));
    SafeRelease(dxgiAdapter);
    if (FAILED(result))
    {
        return nullptr;
    }

    return dxgiFactory;
}
Ejemplo n.º 2
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bool DX11Engine::CreateSwapChain(HWND handle, UINT xSize, UINT ySize)
{
	mXsize = xSize;
	mYSize = ySize;

	IDXGIDevice* dxgiDevice = nullptr;

	HRESULT hr = m_pDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);

	if (hr != S_OK)
	{
		return false;
	}
	IDXGIAdapter* dxgiAdapter = nullptr;

	hr = dxgiDevice->GetAdapter(&dxgiAdapter);

	if (hr != S_OK)
	{
		return false;
	}

	IDXGIFactory1* dxgiFactory1 = nullptr;

	hr = dxgiAdapter->GetParent(__uuidof(IDXGIFactory1), (void**)&dxgiFactory1);

	if (hr != S_OK)
	{
		return false;
	}

	DXGI_SWAP_CHAIN_DESC desc;
	desc.BufferDesc.Width = xSize;
	desc.BufferDesc.Height = ySize;
	desc.BufferDesc.RefreshRate.Numerator = 0;
	desc.BufferDesc.RefreshRate.Denominator = 1;
	desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	desc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
	desc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
	desc.SampleDesc.Count = 1;
	desc.SampleDesc.Quality = 0;
	desc.BufferUsage = DXGI_USAGE_BACK_BUFFER | DXGI_USAGE_RENDER_TARGET_OUTPUT;
	desc.BufferCount = 2;
	desc.OutputWindow = handle;
	desc.Windowed = TRUE;
	desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
	desc.Flags = 0;

	hr = dxgiFactory1->CreateSwapChain(dxgiDevice, &desc, &m_pSwapChain);
	if (hr != S_OK)
	{
		return false;
	}

	
	dxgiDevice->Release();
	dxgiAdapter->Release();
	dxgiFactory1->Release();
	return true;
}
Ejemplo n.º 3
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	void D3D11RenderWindow::_createSwapChain()
	{
		// Fill out a DXGI_SWAP_CHAIN_DESC to describe our swap chain.

		DXGI_SWAP_CHAIN_DESC sd;
		sd.BufferDesc.Width = mWidth;
		sd.BufferDesc.Height = mHeight;
		sd.BufferDesc.RefreshRate.Numerator = 60;
		sd.BufferDesc.RefreshRate.Denominator = 1;
		sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
		sd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
		sd.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;

		// Use 4X MSAA?
		if (mEnable4xMsaa)
		{
			sd.SampleDesc.Count = 4;
			sd.SampleDesc.Quality = m4xMsaaQuality - 1;
		}
		// No MSAA
		else
		{
			sd.SampleDesc.Count = 1;
			sd.SampleDesc.Quality = 0;
		}

		sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
		sd.BufferCount = 2;
		sd.OutputWindow = mhMainWnd;
		sd.Windowed = true;
		sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
		sd.Flags = 0;

		// To correctly create the swap chain, we must use the IDXGIFactory that was
		// used to create the device.  If we tried to use a different IDXGIFactory instance
		// (by calling CreateDXGIFactory), we get an error: "IDXGIFactory::CreateSwapChain:
		// This function is being called with a device from a different IDXGIFactory."

		IDXGIDevice* dxgiDevice = 0;
		HR(md3dDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice));

		IDXGIAdapter* dxgiAdapter = 0;
		HR(dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&dxgiAdapter));

		IDXGIFactory* dxgiFactory = 0;
		HR(dxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&dxgiFactory));

		HR(dxgiFactory->CreateSwapChain(md3dDevice, &sd, &mSwapChain));

		ReleaseCOM(dxgiDevice);
		ReleaseCOM(dxgiAdapter);
		ReleaseCOM(dxgiFactory);

		// The remaining steps that need to be carried out for d3d creation
		// also need to be executed every time the window is resized.  So
		// just call the OnResize method here to avoid code duplication.

		_updateSwapChain();
	}
Ejemplo n.º 4
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	void D3DContext::InitD3D(HWND hWnd)
	{
		m_MSAAEnabled = true;

		HRESULT hr = D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, m_DebugLayerEnabled ? D3D11_CREATE_DEVICE_DEBUG : D3D11_CREATE_DEVICE_SINGLETHREADED, NULL, NULL, D3D11_SDK_VERSION, &dev, &m_D3DFeatureLevel, &devcon);
		dev->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM, 4, &m_MSAAQuality);
		// assert(m_MSAAQuality > 0);

		DXGI_SWAP_CHAIN_DESC scd;
		ZeroMemory(&scd, sizeof(DXGI_SWAP_CHAIN_DESC));

		scd.BufferDesc.Width = m_Properties.width;
		scd.BufferDesc.Height = m_Properties.height;
		scd.BufferDesc.RefreshRate.Numerator = 60;
		scd.BufferDesc.RefreshRate.Denominator = 1;
		scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;

		scd.SampleDesc.Count = m_MSAAEnabled ? 4 : 1;
		scd.SampleDesc.Quality = m_MSAAEnabled ? (m_MSAAQuality - 1) : 0;

		scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
		scd.BufferCount = 3;
		scd.OutputWindow = hWnd;
		scd.Windowed = !m_Properties.fullscreen;
		scd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
		scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;

		IDXGIDevice* dxgiDevice = 0;
		IDXGIAdapter* dxgiAdapter = 0;
		IDXGIFactory* dxgiFactory = 0;

		dev->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
		dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&dxgiAdapter);
		dxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&dxgiFactory);
		dxgiFactory->CreateSwapChain(dev, &scd, &swapchain);

		dxgiFactory->Release();
		dxgiAdapter->Release();
		dxgiDevice->Release();

		if (m_DebugLayerEnabled)
		{
			dev->QueryInterface(__uuidof(ID3D11Debug), reinterpret_cast<void**>(&m_DebugLayer));
			m_DebugLayer->ReportLiveDeviceObjects(D3D11_RLDO_SUMMARY);

			ID3D11InfoQueue* infoQueue;
			dev->QueryInterface(__uuidof(ID3D11InfoQueue), reinterpret_cast<void**>(&infoQueue));
			D3D11_MESSAGE_ID hide[] = { D3D11_MESSAGE_ID_DEVICE_DRAW_SAMPLER_NOT_SET };
			D3D11_INFO_QUEUE_FILTER filter;
			memset(&filter, 0, sizeof(filter));
			filter.DenyList.NumIDs = 1;
			filter.DenyList.pIDList = hide;
			infoQueue->AddStorageFilterEntries(&filter);
		}

		Resize();
	}
bool TRenderDevice::CreateSwapChain(){
	IDXGIDevice* device;
	if (FAILED(Device->QueryInterface(__uuidof(IDXGIDevice), (void**) &device))){
		MessageBox(0,L"获取设备接口失败",0,0);
		return false;
	}
	
	IDXGIAdapter* adapter;
	if (FAILED(device->GetParent(__uuidof(IDXGIAdapter), (void**) &adapter))){
		MessageBox(0,L"获取适配器接口失败",0,0);
		return false;
	}
	
	IDXGIFactory* factory;
	if (FAILED(adapter->GetParent(__uuidof(IDXGIFactory), (void**) &factory))){
		MessageBox(0,L"获取Factory接口失败",0,0);
		return false;
	}
	
	DXGI_SWAP_CHAIN_DESC sd;
	sd.BufferDesc.Width                   = RenderSize->GetRenderWidth();
	sd.BufferDesc.Height                  = RenderSize->GetRenderHeight();
	sd.BufferDesc.RefreshRate.Numerator   = 60;
	sd.BufferDesc.RefreshRate.Denominator = 1;
	sd.BufferDesc.Format                  = DXGI_FORMAT_R8G8B8A8_UNORM;
	sd.BufferDesc.ScanlineOrdering        = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
	sd.BufferDesc.Scaling                 = DXGI_MODE_SCALING_UNSPECIFIED;
	
	if (MsaaQuality>0){
		sd.SampleDesc.Count = MsaaQuality;
		sd.SampleDesc.Quality = MsaaQuality - 1;
	}else{
		sd.SampleDesc.Count=1;
		sd.SampleDesc.Quality=0;
	}
	
	sd.BufferUsage  = DXGI_USAGE_RENDER_TARGET_OUTPUT;
	sd.BufferCount  = 1;
	sd.OutputWindow = RenderWindow->GetHWnd();
	sd.Windowed     = true;
	sd.SwapEffect   = DXGI_SWAP_EFFECT_DISCARD;
	sd.Flags        = 0;
	
	if (FAILED(factory->CreateSwapChain(Device, &sd, &SwapChain))){
		MessageBox(0,L"创建SwapChain失败",0,0);
		return false;
	}
	
	device->Release();
	adapter->Release();
	factory->Release();
	
	return true;
}
Ejemplo n.º 6
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//*************************************************************************************************
// Create the swap chain for the device
//*************************************************************************************************
SBOOL RenderContext::createSwapChain(HWND clientWindow, SUINT clientWidth, SUINT clientHeight)
{
	// Fill out DXGI swap chain description
	DXGI_SWAP_CHAIN_DESC sd;
	sd.BufferDesc.Width = clientWidth;
	sd.BufferDesc.Height = clientHeight;
	sd.BufferDesc.RefreshRate.Numerator = 60;
	sd.BufferDesc.RefreshRate.Denominator = 1;
	sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	sd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
	sd.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;

	// Use 4x Msaa
	if(_4xMsaaEnabled)
	{
		sd.SampleDesc.Count = 4;
		sd.SampleDesc.Quality = _4xMsaaQuality - 1;
	}

	// No Msaa
	else
	{
		sd.SampleDesc.Count = 1;
		sd.SampleDesc.Quality = 0;
	}

	sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
	sd.BufferCount = 1;
	sd.OutputWindow = clientWindow;
	sd.Windowed = true;
	sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
	sd.Flags = 0;

	// Generate an IDXGI factory to properly initialize the swap chain
	IDXGIDevice* dxgiDevice = 0;
	HR(_d3dDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice));

	IDXGIAdapter* dxgiAdapter = 0;
	HR(dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&dxgiAdapter));

	IDXGIFactory* dxgiFactory = 0;
	HR(dxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&dxgiFactory));

	HR(dxgiFactory->CreateSwapChain(_d3dDevice, &sd, &_swapChain));

	ReleaseCOM(dxgiDevice);
	ReleaseCOM(dxgiAdapter);
	ReleaseCOM(dxgiFactory);	

	return true;
}
Ejemplo n.º 7
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        std::shared_ptr<SwapChain> Device::createSwapChain(const Window& window)
        {
            std::shared_ptr<SwapChain> swapChain;

            IDXGIDevice* dxgiDevice = nullptr;
            if (SUCCEEDED(m_device->QueryInterface<IDXGIDevice>(&dxgiDevice)))
            {
                IDXGIAdapter* adapter = nullptr;
                if (SUCCEEDED(dxgiDevice->GetAdapter(&adapter)))
                {
                    IDXGIFactory* dxgiFactory = nullptr;
                    if (SUCCEEDED(adapter->GetParent(__uuidof(IDXGIFactory), reinterpret_cast<void**>(&dxgiFactory))))
                    {
                        DXGI_SWAP_CHAIN_DESC sd;
                        ZeroMemory(&sd, sizeof(sd));
                        sd.BufferCount = 1;
                        sd.BufferDesc.Width = window.getWidth();
                        sd.BufferDesc.Height = window.getHeight();
                        sd.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
                        sd.BufferDesc.RefreshRate.Numerator = 0;
                        sd.BufferDesc.RefreshRate.Denominator = 1;
                        sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
                        sd.OutputWindow = window.getPlatformData()->getHandle();
                        sd.SampleDesc.Count = 1;
                        sd.SampleDesc.Quality = 0;
                        sd.Windowed = TRUE;
                        IDXGISwapChain* nativeSwapChain = nullptr;
                        if (SUCCEEDED(dxgiFactory->CreateSwapChain(m_device, &sd, &nativeSwapChain)))
                        {
                            ID3D11Texture2D* backBufferTexture = nullptr;
                            if (SUCCEEDED(nativeSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&backBufferTexture))))
                            {
                                auto texture = std::make_shared<Texture2d>(backBufferTexture);
                                auto backBufferRenderCommandEncoder = createRenderCommandEncoder(1, &texture, nullptr, false);
                                swapChain = std::make_shared<SwapChain>(nativeSwapChain, backBufferRenderCommandEncoder);
                            }

                            dxgiFactory->Release();
                        }

                        adapter->Release();
                    }
                }

                dxgiDevice->Release();
            }

            return swapChain;
        }
inline void DisableDXGIWindowChanges(IUnknown* device, HWND window)
{
    IDXGIDevice * pDXGIDevice;
    ThrowIfFailed(device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)));
    IDXGIAdapter * pDXGIAdapter;
    ThrowIfFailed(pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)));
    IDXGIFactory * pIDXGIFactory;
    ThrowIfFailed(pDXGIAdapter->GetParent(IID_PPV_ARGS(&pIDXGIFactory)));

    ThrowIfFailed(pIDXGIFactory->MakeWindowAssociation(window, DXGI_MWA_NO_WINDOW_CHANGES | DXGI_MWA_NO_ALT_ENTER));

    pIDXGIFactory->Release();
    pDXGIAdapter->Release();
    pDXGIDevice->Release();
}
Ejemplo n.º 9
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static IDXGIFactory* FactoryFromDevice(ID3D11Device *device) {
    assert(device);

    IDXGIDevice *dxgiDevice = nullptr;
    DEBUG_HR(device->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast<void**>(&dxgiDevice)));

    IDXGIAdapter *dxgiAdapter = nullptr;
    DEBUG_HR(dxgiDevice->GetParent(__uuidof(IDXGIAdapter), reinterpret_cast<void**>(&dxgiAdapter)));

    IDXGIFactory *dxgiFactory = nullptr;
    DEBUG_HR(dxgiAdapter->GetParent(__uuidof(IDXGIFactory), reinterpret_cast<void**>(&dxgiFactory)));

    ReleaseCom(dxgiAdapter);
    ReleaseCom(dxgiDevice);
    return dxgiFactory;
}
Ejemplo n.º 10
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//========================================================================
// For specified ID3D10Device returns IDXGIFactory used to create it
//========================================================================
IDXGIFactory *getDeviceFactory(ID3D10Device *device)
{
	IDXGIDevice  *dxgiDevice  = 0;
	IDXGIAdapter *dxgiAdapter = 0;
	IDXGIFactory *dxgiFactory = 0;

	if (SUCCEEDED( device->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice) ))
	{
		if (SUCCEEDED( dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&dxgiAdapter) ))
		{
			dxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&dxgiFactory);
			dxgiAdapter->Release();
		}
		dxgiDevice->Release();
	}
	return dxgiFactory;
}
Ejemplo n.º 11
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bool Renderer::CreateSwapChain() {
	// Determine buffer size
	RECT rect;
	GetClientRect(hwnd,&rect);
	
	// Create swap chain
	DXGI_SWAP_CHAIN_DESC SwapChainDesc;
	SwapChainDesc.BufferCount = 1;
	SwapChainDesc.BufferDesc.Width = rect.right - rect.left;
	SwapChainDesc.BufferDesc.Height = rect.bottom - rect.top;
	SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	SwapChainDesc.BufferDesc.RefreshRate.Numerator = 60;
	SwapChainDesc.BufferDesc.RefreshRate.Denominator = 1; // 60/1 = 60 Hz
	SwapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
	SwapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
	SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
	SwapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
	SwapChainDesc.OutputWindow = hwnd;
	SwapChainDesc.SampleDesc.Count = 1;
	SwapChainDesc.SampleDesc.Quality = 0; // no  AA
	SwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
	SwapChainDesc.Windowed = true;
	
	// Obtain DXGI factory that was used to create the device
	// ???
	IDXGIDevice* DXGIDevice;
	D3DDevice->QueryInterface(__uuidof(IDXGIDevice),(void**)&DXGIDevice);
	IDXGIAdapter* DXGIAdapter;
	DXGIDevice->GetParent(__uuidof(IDXGIAdapter),(void**)&DXGIAdapter);
	IDXGIFactory* DXGIFactory;
	DXGIAdapter->GetParent(__uuidof(IDXGIFactory),(void**)&DXGIFactory);

	// Use it
	if(DXGIFactory->CreateSwapChain(D3DDevice,&SwapChainDesc,&SwapChain) != S_OK) {
		MessageBox(hwnd,"Error creating swap chain","Error",MB_OK);
		return false;
	}
	
	// Release unused stuff
	DXGIDevice->Release();
	DXGIAdapter->Release();
	DXGIFactory->Release();
	return true;
}
Ejemplo n.º 12
0
void DirectXController::Initialize( void )
{
	WindowController::Get()->Initialize();
	WindowController::Get()->OpenWindow();

	driverType = D3D_DRIVER_TYPE_HARDWARE;
	enable4xMsaa = false;
	msaa4xQuality = 0;
	device.dx = nullptr;
	deviceContext.dx = nullptr;
	swapChain = nullptr;
	depthStencilBuffer = nullptr;
	renderTargetView = nullptr;
	depthStencilView = nullptr;
	ZeroMemory( &viewport, sizeof(D3D11_VIEWPORT) );

	UINT createDeviceFlags = 0;
#if defined(_DEBUG) || defined(DEBUG)
    createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif

	D3D_FEATURE_LEVEL requiredFeatureLevel = D3D_FEATURE_LEVEL_11_0;
	D3D_FEATURE_LEVEL featureLevel;
	
	HRESULT hResult = D3D11CreateDevice(
		NULL,					// Adapter
		driverType,				// Driver Type
		NULL,					// Software
		createDeviceFlags,		// Flags
		&requiredFeatureLevel,	// Feature levels
		1,						// num Feature levels
		D3D11_SDK_VERSION,		// SDK Version
		&device.dx,				// Device
		&featureLevel,			// Feature Level
		&deviceContext.dx );	// Device Context


	// Handle any device creation or DirectX version errors
	if( FAILED(hResult) )
	{
		MessageBox(NULL, L"D3D11CreateDevice Failed", NULL, NULL);
		//return false;
	}

	if( featureLevel != requiredFeatureLevel )
	{
		MessageBox(NULL, L"Direct3D Feature Level 11 unsupported", NULL, NULL);
		//return false;
	}

	// Check for 4X MSAA quality support
	HR(device.dx->CheckMultisampleQualityLevels(
		DXGI_FORMAT_R8G8B8A8_UNORM,
		4,
		&msaa4xQuality));
	//assert( msaa4xQuality > 0 ); // Potential problem if quality is 0
	
	// set up swap chain
	DXGI_SWAP_CHAIN_DESC swapChainDesc;
	ZeroMemory(&swapChainDesc, sizeof(swapChainDesc) );
	swapChainDesc.BufferCount							= 1;
	swapChainDesc.BufferDesc.Width						= WindowController::Get()->GetWidth();//windowWidth;
	swapChainDesc.BufferDesc.Height						= WindowController::Get()->GetHeight();//windowHeight;
	swapChainDesc.BufferDesc.RefreshRate.Numerator		= 60;
	swapChainDesc.BufferDesc.RefreshRate.Denominator	= 1;
	swapChainDesc.BufferDesc.Format						= DXGI_FORMAT_R8G8B8A8_UNORM;
	swapChainDesc.BufferDesc.ScanlineOrdering			= DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
	swapChainDesc.BufferDesc.Scaling					= DXGI_MODE_SCALING_UNSPECIFIED;
	swapChainDesc.BufferUsage							= DXGI_USAGE_RENDER_TARGET_OUTPUT;
	swapChainDesc.OutputWindow							= Win32Controller::Get()->GetHWnd();//hMainWnd;
	swapChainDesc.Windowed								= true;
	swapChainDesc.Flags									= 0;

	if( enable4xMsaa )
	{ // Set up 4x MSAA
		swapChainDesc.SampleDesc.Count   = 4;
		swapChainDesc.SampleDesc.Quality = msaa4xQuality - 1;
	}
	else
	{ // No MSAA
		swapChainDesc.SampleDesc.Count   = 1;
		swapChainDesc.SampleDesc.Quality = 0;
	}

	// To correctly create the swap chain, we must use the IDXGIFactory that
	// was used to create the device.
	IDXGIDevice*	dxgiDevice	= 0;
	IDXGIAdapter*	dxgiAdapter = 0;
	IDXGIFactory*	dxgiFactory = 0;
	HR(device.dx->QueryInterface(	__uuidof(IDXGIDevice),	(void**)&dxgiDevice));
	HR(dxgiDevice->GetParent(	__uuidof(IDXGIAdapter), (void**)&dxgiAdapter));
	HR(dxgiAdapter->GetParent(	__uuidof(IDXGIFactory), (void**)&dxgiFactory));

	// Finally make the swap chain and release the DXGI stuff
	HR(dxgiFactory->CreateSwapChain(device.dx, &swapChainDesc, &swapChain));
	ReleaseCOMobjMacro(dxgiDevice);
	ReleaseCOMobjMacro(dxgiAdapter);
	ReleaseCOMobjMacro(dxgiFactory);

	// The remaining steps also need to happen each time the window
	// is resized, so just run the OnResize method
	Resize();
}
Ejemplo n.º 13
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bool D3DApp::InitDirect3D()
{
	/* -----------------------------------------
	Create the D3D11 Device and DeviceContext
	----------------------------------------- */

	/*  -----------------------
	//? D3D11CreateDevice Notes
	-----------------------

	//! Function Signature

	HRESULT result = D3D11CreateDevice(
	pAdapter,
	DriverType,
	Software,
	Flags,
	pFeatureLevels,
	FeatureLevels,
	SDKVersion,
	ppDevice,
	pFeatureLevel,
	ppImmediateContext
	);

	//! Parameter Descriptions

	// The display adapter we want the created device to represent
	// Notes: Specifying "null" indicates the primary display adapter.
	//! IDXGIAdapter* pAdapter;

	// Type of driver our device will represent
	// Notes: In general, this should always be D3D_DRIVER_TYPE_HARDWARE, unless you need a reference, software, or WARP device.
	//! D3D_DRIVER_TYPE DriverType;

	// Software Driver
	// Notes: This is "null" if using a hardware driver.
	//! HMODULE Software;

	// (Optional) Device creation flags
	// Ex: D3D11_CREATE_DEVICE_DEBUG - Enables the Debug Layer, Direct3D will send debug messages to the VC++ output window.
	// Ex: D3D11_CREATE_DEVICE_SINGLETHREADED - Improves performance if you guarantee that Direct3D will not be called from multiple threads.
	//! UINT Flags;

	// Array of D3D feature levels
	// Notes: The order indicates the order in which to check for feature level support.
	// Specifying "null" indicates to choose the greatest feature level supported.
	//! const D3D_FEATURE_LEVEL* pFeatureLevels;

	// Size of pFeatureLevels array.
	// Notes: Specify "0" if you specified "null" for pFeatureLevels.
	//! UINT FeatureLevels;

	// Direct3D SDK Version
	// Notes: While studying this book, always use D3D11_SDK_VERSION.
	//! UINT SDKVersion;

	// Returns: Pointer to the device which this function will create
	//! ID3D11Device** ppDevice;

	// Returns: The first (highest) supported feature level from pFeatureLevels
	//! D3D_FEATURE_LEVEL* pFeatureLevel;

	// Returns: The created device context
	//! ID3D11DeviceContext** ppImmediateContext;

	*/

	UINT CreateDeviceFlags = 0;

#if defined(DEBUG) || defined(_DEBUG)
	CreateDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif

	D3D_FEATURE_LEVEL FeatureLevel;

	HRESULT CreateDeviceResult = D3D11CreateDevice(
		nullptr,
		mD3DDriverType,
		nullptr,
		CreateDeviceFlags,
		nullptr, 0,
		D3D11_SDK_VERSION,
		&mDevice,
		&FeatureLevel,
		&mImmediateContext
		);

	if (FAILED(CreateDeviceResult)) {
		MessageBox(0, L"D3D11CreateDevice failed.", 0, 0);
		return false;
	}

	if (FeatureLevel != D3D_FEATURE_LEVEL_11_0) {
		MessageBox(0, L"Direct3D Feature Level 11 unsupported.", 0, 0);
		return false;
	}

	/* -----------------------------------
	Check 4X MSAA Quality Level Support
	----------------------------------- */

	HR(mDevice->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM, 4, &mMultisampleQuality));
	assert(mMultisampleQuality > 0);

	/* ----------------------------------------------
	Describe the characteristics of the swap chain
	---------------------------------------------- */

	/*  --------------------------
	//? DXGI_SWAP_CHAIN_DESC Notes
	--------------------------

	//! Structure Signature

	typedef struct DXGI_SWAP_CHAIN_DESC {
	DXGI_MODE_DESC   BufferDesc;
	DXGI_SAMPLE_DESC SampleDesc;
	DXGI_USAGE       BufferUsage;
	UINT             BufferCount;
	HWND             OutputWindow;
	BOOL             Windowed;
	DXGI_SWAP_EFFECT SwapEffect;
	UINT             Flags;
	} DXGI_SWAP_CHAIN_DESC;

	//! Member Descriptions

	// Properties of the back buffer
	// Notes: The main properties that concern us are the width, height, and pixel format.
	//! DXGI_MODE_DESC BufferDesc;

	// Number of multisamples and quality level
	//! DXGI_SAMPLE_DESC SampleDesc;

	// Usage of the back buffer
	// Notes: Specify DXGI_USAGE_RENDER_TARGET_OUTPUT to indicate that the back buffer will be used for rendering.
	//! DXGI_USAGE BufferUsage;

	// Number of back buffers in the swap chain
	// Notes: Use "1" to allocate one back buffer (double buffering)
	//! UINT BufferCount;

	// Handle to the window we are rendering to
	//! HWND OutputWindow;

	// Notes: "true" indicates windowed-mode, "false" indicates full-screen mode
	//! BOOL Windowed;

	// Notes: Specify DXGI_SWAP_EFFECT_DISCARD to let the display driver select the most efficient presentation method
	//! DXGI_SWAP_EFFECT SwapEffect;

	// (Optional) flags
	// Notes: If you use DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH, then when you switch to full-screen mode, the application
	// will select a display mode that best matches the current back buffer settings.
	//! UINT Flags;

	*/

	DXGI_SWAP_CHAIN_DESC SwapChainDesc;

	/*  --------------------------
	//? DXGI_DESC_MODE Notes
	--------------------------

	//! Structure Signature

	typedef struct DXGI_MODE_DESC {
	UINT                     Width;
	UINT                     Height;
	DXGI_RATIONAL            RefreshRate;
	DXGI_FORMAT              Format;
	DXGI_MODE_SCANLINE_ORDER ScanlineOrdering;
	DXGI_MODE_SCALING        Scaling;
	} DXGI_MODE_DESC;

	//! Member Descriptions

	// Window resolution width
	//! UINT Width;

	// Window resolution height
	//! UINT Height;

	// Refresh rate defined in Hz (Numerator and Denominator)
	//! DXGI_RATIONAL RefreshRate;

	// Display format
	//! DXGI_FORMAT Format;

	// Scanline Drawing Mode
	//! DXGI_MODE_SCANLINE_ORDER ScanlineOrdering;

	// Scaling Mode
	// Notes: Indicates how an image is stretched to fit the screen resolution.
	//! DXGI_MODE_SCALING Scaling;

	*/

	DXGI_MODE_DESC BackBufferDesc;
	BackBufferDesc.Width = 800;
	BackBufferDesc.Height = 600;
	// Most monitors cannot output more than 24-bit color, so extra precision would be wasted
	// Even though the monitor cannot output the 8-bit alpha, those bits can be used for other things like effects
	BackBufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	BackBufferDesc.RefreshRate.Numerator = 60;
	BackBufferDesc.RefreshRate.Denominator = 1;
	BackBufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
	BackBufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
	SwapChainDesc.BufferDesc = BackBufferDesc;

	if (mEnableMultisample) {
		SwapChainDesc.SampleDesc.Count = 4;
		SwapChainDesc.SampleDesc.Quality = mMultisampleQuality - 1;
	}
	else {
		SwapChainDesc.SampleDesc.Count = 1;
		SwapChainDesc.SampleDesc.Quality = 0;
	}

	SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
	SwapChainDesc.BufferCount = 1;
	SwapChainDesc.OutputWindow = mMainWindow;
	SwapChainDesc.Windowed = true;
	SwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
	SwapChainDesc.Flags = 0;

	/* ---------------------
	Create the swap chain
	--------------------- */

	IDXGIDevice* dxgiDevice = 0;
	mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);

	IDXGIAdapter* dxgiAdapter = 0;
	dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&dxgiAdapter);

	IDXGIFactory* dxgiFactory = 0;
	dxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&dxgiFactory);

	dxgiFactory->CreateSwapChain(mDevice, &SwapChainDesc, &mSwapChain);

	ReleaseCOM(dxgiDevice);
	ReleaseCOM(dxgiAdapter);
	ReleaseCOM(dxgiFactory);

	OnResize();

	return true;
}
Ejemplo n.º 14
0
void BBWin8Game::CreateD3dDevice(){

	CoreWindow ^window=CoreWindow::GetForCurrentThread();

	int width=DipsToPixels( window->Bounds.Width );
	int height=DipsToPixels( window->Bounds.Height );

#if WINDOWS_8
	switch( DisplayProperties::CurrentOrientation ){
	case DisplayOrientations::Portrait:
	case DisplayOrientations::PortraitFlipped:
		std::swap( width,height );
		break;
	}
#endif

	UINT creationFlags=D3D11_CREATE_DEVICE_BGRA_SUPPORT;
	
#ifdef _DEBUG
	creationFlags|=D3D11_CREATE_DEVICE_DEBUG;
#endif

#if WINDOWS_8	
	D3D_FEATURE_LEVEL featureLevels[]={
		D3D_FEATURE_LEVEL_11_1,
		D3D_FEATURE_LEVEL_11_0,
		D3D_FEATURE_LEVEL_10_1,
		D3D_FEATURE_LEVEL_10_0,
		D3D_FEATURE_LEVEL_9_3,
		D3D_FEATURE_LEVEL_9_2,
		D3D_FEATURE_LEVEL_9_1
	};
#elif WINDOWS_PHONE_8
	D3D_FEATURE_LEVEL featureLevels[]={
		D3D_FEATURE_LEVEL_11_1,
		D3D_FEATURE_LEVEL_11_0,
		D3D_FEATURE_LEVEL_10_1,
		D3D_FEATURE_LEVEL_10_0,
		D3D_FEATURE_LEVEL_9_3
	};
#endif
	
	ID3D11Device *device;
	ID3D11DeviceContext *context;

	DXASS( D3D11CreateDevice( 
		0,
		D3D_DRIVER_TYPE_HARDWARE,
		0,
		creationFlags,
		featureLevels,
		ARRAYSIZE(featureLevels),
		D3D11_SDK_VERSION,
		&device,
		&_featureLevel,
		&context ) );
		
	DXASS( device->QueryInterface( __uuidof( ID3D11Device1 ),(void**)&_d3dDevice ) );
	DXASS( context->QueryInterface( __uuidof( ID3D11DeviceContext1 ),(void**)&_d3dContext ) );
	
	device->Release();
	context->Release();
	
	//create swap chain
	
	if( _swapChain ){

		DXASS( _swapChain->ResizeBuffers( 2,width,height,DXGI_FORMAT_B8G8R8A8_UNORM,0 ) );

	}else{

#if WINDOWS_8
		DXGI_SWAP_CHAIN_DESC1 swapChainDesc={0};
		swapChainDesc.Width=width;
		swapChainDesc.Height=height;
		swapChainDesc.Format=DXGI_FORMAT_B8G8R8A8_UNORM;
		swapChainDesc.Stereo=false;
		swapChainDesc.SampleDesc.Count=1;
		swapChainDesc.SampleDesc.Quality=0;
		swapChainDesc.BufferUsage=DXGI_USAGE_RENDER_TARGET_OUTPUT;
		swapChainDesc.BufferCount=2;
		swapChainDesc.Scaling=DXGI_SCALING_NONE;
		swapChainDesc.SwapEffect=DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
		swapChainDesc.Flags=0;
#elif WINDOWS_PHONE_8
		DXGI_SWAP_CHAIN_DESC1 swapChainDesc={0};
		swapChainDesc.Width=width;
		swapChainDesc.Height=height;
		swapChainDesc.Format=DXGI_FORMAT_B8G8R8A8_UNORM;
		swapChainDesc.Stereo=false;
		swapChainDesc.SampleDesc.Count=1;
		swapChainDesc.SampleDesc.Quality=0;
		swapChainDesc.BufferUsage=DXGI_USAGE_RENDER_TARGET_OUTPUT;
		swapChainDesc.BufferCount=1;
		swapChainDesc.Scaling=DXGI_SCALING_STRETCH;
		swapChainDesc.SwapEffect=DXGI_SWAP_EFFECT_DISCARD;
		swapChainDesc.Flags=0;
#endif
		IDXGIDevice1 *dxgiDevice;
		DXASS( _d3dDevice->QueryInterface( __uuidof( IDXGIDevice1 ),(void**)&dxgiDevice ) );
		
		IDXGIAdapter *dxgiAdapter;
		DXASS( dxgiDevice->GetAdapter( &dxgiAdapter ) );

		IDXGIFactory2 *dxgiFactory;
		DXASS( dxgiAdapter->GetParent( __uuidof( IDXGIFactory2 ),(void**)&dxgiFactory ) );
	
		DXASS( dxgiFactory->CreateSwapChainForCoreWindow( _d3dDevice,(IUnknown*)window,&swapChainDesc,0,&_swapChain ) );

		DXASS( dxgiDevice->SetMaximumFrameLatency( 1 ) );
		
		dxgiFactory->Release();
		dxgiAdapter->Release();
		dxgiDevice->Release();
	}
	
	// Create a render target view of the swap chain back buffer.
	//
	ID3D11Texture2D *backBuffer;
	DXASS( _swapChain->GetBuffer( 0,__uuidof( ID3D11Texture2D ),(void**)&backBuffer ) );
	DXASS( _d3dDevice->CreateRenderTargetView( backBuffer,0,&_renderTargetView ) );
	backBuffer->Release();

/*
	// Create a depth stencil view
	//
	D3D11_TEXTURE2D_DESC dsdesc;
	ZEROMEM( dsdesc );
	dsdesc.Width=width;
	dsdesc.Height=height;
	dsdesc.MipLevels=1;
	dsdesc.ArraySize=1;
	dsdesc.Format=DXGI_FORMAT_D24_UNORM_S8_UINT;
	dsdesc.SampleDesc.Count=1;
	dsdesc.SampleDesc.Quality=0;
	dsdesc.Usage=D3D11_USAGE_DEFAULT;
	dsdesc.BindFlags=D3D11_BIND_DEPTH_STENCIL;
	dsdesc.CpuAccessFlags=0;
	dsdesc.MiscFlags=0;
	ID3D11Texture2D *depthStencil;
	DXASS( _d3dDevice->CreateTexture2D( &dsdesc,0,&depthStencil ) );
	DXASS( _d3dDevice->CreateDepthStencilView( depthStencil,0,&_depthStencilView ) );
	depthStencil->Release();
*/

	D3D11_VIEWPORT viewport={ 0,0,width,height,0,1 };
	_d3dContext->RSSetViewports( 1,&viewport );
}
bool DirectX11Graphics::Initialise()
{
	if ( _is_initialised )
	{
		//LogError( "F11", "Cannot initialise F11Graphics; F11Graphics is currently initialised." );
		return false;
	}

	// Return false if no game has been set.
	if ( !GetGame() )
	{
		//LogError( "F11", "Cannot initialise F11Graphics; F11Graphics has no graphics message listener set." );
		return false;
	}

	// Get the dimensions of the screen.

	RECT rectangle;
	GetClientRect( HWND(GetGame()->GetHWND()), &rectangle );

	unsigned int width = rectangle.right - rectangle.left;
	unsigned int height = rectangle.bottom - rectangle.top;

	if ( VRIsEnabled() )
	{	
		GetGame()->GetVRTextureDimensions( width, height );
	}

	// Use the default adapter and hardware drivers.

	IDXGIFactory* factory = nullptr;
	IDXGIAdapter* adapter = nullptr;

	auto f = CreateDXGIFactory( __uuidof(IDXGIFactory), (void**)&factory );

	auto a = factory->EnumAdapters( 0, &adapter );
	
	// Create a debug device if in debug mode.

#ifdef _DEBUG
	unsigned int device_flags = D3D11_CREATE_DEVICE_DEBUG;
#else
	unsigned int device_flags = 0;
#endif

	// Create a swap chain description.

	DXGI_SWAP_CHAIN_DESC swap_chain_desc;
	
	memset( &swap_chain_desc, 0, sizeof(swap_chain_desc) );
	swap_chain_desc.BufferDesc.Width = width;
	swap_chain_desc.BufferDesc.Height = height;
	swap_chain_desc.BufferDesc.RefreshRate.Numerator = 0;
	swap_chain_desc.BufferDesc.RefreshRate.Denominator = 1;
	swap_chain_desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	//swap_chain_desc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
	//swap_chain_desc.BufferDesc.Scaling = DXGI_MODE_SCALING_CENTERED;
	swap_chain_desc.SampleDesc.Count = 1;
	swap_chain_desc.SampleDesc.Quality = 0;
	swap_chain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
	swap_chain_desc.BufferCount = 2;
	swap_chain_desc.OutputWindow = HWND(GetGame()->GetHWND());
	swap_chain_desc.Windowed = true;
	swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_SEQUENTIAL;
	swap_chain_desc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;

	// Create the swap chain, device and immediate device context.
	
	if ( FAILED( D3D11CreateDevice(	adapter,
									adapter ? D3D_DRIVER_TYPE_UNKNOWN : D3D_DRIVER_TYPE_HARDWARE,
									nullptr,
									device_flags,
									nullptr,
									0,
									D3D11_SDK_VERSION,
									&_device,
									nullptr,
									&_immediate_device_context ) ) )
	{
		//LogError( "F11", "Cannot initialise F11Graphics; cannot create device and swapchain." );
		return false;
	}

	if ( adapter )
	{
		adapter->Release();
	}

	if ( FAILED( factory->CreateSwapChain( _device, &swap_chain_desc, &_swap_chain ) ) )
	{
		return false;
	}
	ID3D11Texture2D* backbuffer = nullptr;
    HRESULT hr = _swap_chain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backbuffer);
    if (FAILED(hr))
        return false;

    hr = _device->CreateRenderTargetView(backbuffer, nullptr, &_back_buffer);
    if (FAILED(hr))
        return false;

	SetWidth( width );
	SetHeight( height );

	if ( backbuffer )
	{
		backbuffer->Release();
	}

	if ( factory )
	{
		factory->Release();
	}

	if ( VRIsEnabled() )
	{
		{
			D3D11_BUFFER_DESC cbuffer_desc;
			cbuffer_desc.ByteWidth = sizeof(OculusBlit_cbuffer);
			cbuffer_desc.Usage = D3D11_USAGE_DYNAMIC;
			cbuffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
			cbuffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
			cbuffer_desc.MiscFlags = 0;
			cbuffer_desc.StructureByteStride = sizeof(OculusBlit_cbuffer);

			if ( FAILED( Device()->CreateBuffer( &cbuffer_desc, nullptr, &_oculus_blit_cbuffer ) ) )
			{
				return false;
			}
		}
		
		_swap_chain->SetFullscreenState( 1, nullptr );
	}


	if (0)
	{
		// Get the dxgi factory and disable fullscreen toggling with alt+enter.

		IDXGIDevice* dxgi_device = nullptr;
		if ( FAILED( _device->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgi_device) ) )
		{
			//LogError( "F11", "Cannot initialise F11Graphics; cannot get DXGI device." );
			return false;
		}

		if ( FAILED( dxgi_device->GetParent(__uuidof(IDXGIAdapter), (void **)&adapter) ) )
		{
			//LogError( "F11", "Cannot initialise F11Graphics; cannot get DXGI adapter." );
			return false;
		}

		IDXGIFactory * factory = nullptr;
		if ( FAILED( adapter->GetParent(__uuidof(IDXGIFactory), (void **)&factory) ) )
		{
			//LogError( "F11", "Cannot initialise F11Graphics; cannot get DXGI factory." );
			return false;
		}

		factory->MakeWindowAssociation( HWND(GetGame()->GetHWND()), DXGI_MWA_NO_WINDOW_CHANGES );

		dxgi_device->Release();
		adapter->Release();
		factory->Release();
	}
	
	// Create the back buffer by resizing
	//Resize( width, height );

	_resources.SetConfig(GetGraphicsSettings());
	if ( !_resources.Initialise() )
	{
		return false;
	}
		
	Resize( width, height );

	_is_initialised = true;
	
	return true;
}
Ejemplo n.º 16
0
bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hwnd, bool fullscreen, float screenDepth, float screenNear){
	HRESULT hr;
	float fov, screenAspect;

	m_vsync_enabled = vsync;
	m_featureLevel = D3D_FEATURE_LEVEL_11_0;

	D3D_DRIVER_TYPE driverTypes[] = {
		D3D_DRIVER_TYPE_HARDWARE,
		D3D_DRIVER_TYPE_WARP,
		D3D_DRIVER_TYPE_REFERENCE,
	};
	UINT numDriverTypes = ARRAYSIZE(driverTypes);
	D3D_FEATURE_LEVEL featureLevels[] = {
		//D3D_FEATURE_LEVEL_11_1,
		D3D_FEATURE_LEVEL_11_0,
		D3D_FEATURE_LEVEL_10_1,
		D3D_FEATURE_LEVEL_10_0,
	};
	UINT numFeatureLevels = ARRAYSIZE(featureLevels);

	for (int driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++){
		m_driverType = driverTypes[driverTypeIndex];
		hr = D3D11CreateDevice(NULL, m_driverType, NULL, 0, featureLevels, numFeatureLevels, D3D11_SDK_VERSION, &m_device, &m_featureLevel, &m_deviceContext);
		if (hr == E_INVALIDARG){
			hr = D3D11CreateDevice(NULL, m_driverType, NULL, 0, &featureLevels[1], numFeatureLevels - 1, D3D11_SDK_VERSION, &m_device, &m_featureLevel, &m_deviceContext);
		}
		if (SUCCEEDED(hr)){
			break;
		}
	}
	if (FAILED(hr)){
		return false;
	}

	IDXGIFactory1* factory = 0;
	IDXGIDevice* device = 0;
	hr = m_device->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast<void**>(&device));
	if (SUCCEEDED(hr)){
		IDXGIAdapter* adapter = 0;
		hr = device->GetAdapter(&adapter);
		if (SUCCEEDED(hr)){
			hr = adapter->GetParent(__uuidof(IDXGIFactory1), reinterpret_cast<void**>(&factory));
			adapter->Release();
		}
		device->Release();
	}
	if (FAILED(hr)){
		return false;
	}

	IDXGIFactory2* factory2 = 0;
	hr = factory->QueryInterface(__uuidof(IDXGIFactory2), reinterpret_cast<void**>(&factory2));
	if (factory2){
		hr = m_device->QueryInterface(__uuidof(ID3D11Device1), reinterpret_cast<void**>(&m_device1));
		if (SUCCEEDED(hr)){
			(void)m_deviceContext->QueryInterface(__uuidof(ID3D11DeviceContext1), reinterpret_cast<void**>(&m_deviceContext1));
		}
		DXGI_SWAP_CHAIN_DESC1 sd;
		ZeroMemory(&sd, sizeof(sd));
		sd.Width = screenWidth;
		sd.Height = screenHeight;
		sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
		sd.SampleDesc.Count = 1;
		sd.SampleDesc.Quality = 0;
		sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
		sd.BufferCount = 1;
		hr = factory2->CreateSwapChainForHwnd(m_device, hwnd, &sd, NULL, NULL, &m_swapChain1);
		if (SUCCEEDED(hr)){
			m_swapChain = NULL;
			hr = m_swapChain1->QueryInterface(__uuidof(IDXGISwapChain), reinterpret_cast<void**>(&m_swapChain));
		}
		factory2->Release();
	}
	else{
		DXGI_SWAP_CHAIN_DESC sd;
		ZeroMemory(&sd, sizeof(sd));
		sd.BufferCount = 1;
		sd.BufferDesc.Width = screenWidth;
		sd.BufferDesc.Height = screenHeight;
		sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
		sd.BufferDesc.RefreshRate.Numerator = 60;
		sd.BufferDesc.RefreshRate.Denominator = 1;
		sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
		sd.OutputWindow = hwnd;
		sd.SampleDesc.Count = 1;
		sd.SampleDesc.Quality = 0;
		sd.Windowed = TRUE;
		hr = factory->CreateSwapChain(m_device, &sd, &m_swapChain);
	}
	factory->MakeWindowAssociation(hwnd, DXGI_MWA_NO_ALT_ENTER);
	factory->Release();
	if (FAILED(hr)){
		return false;
	}

	ID3D11Texture2D* backBuffer = 0;
	hr = m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&backBuffer));
	if (FAILED(hr)){
		return false;
	}
	hr = m_device->CreateRenderTargetView(backBuffer, NULL, &m_renderTargetView);
	backBuffer->Release();
	if (FAILED(hr)){
		return false;
	}
	m_deviceContext->OMSetRenderTargets(1, &m_renderTargetView, NULL);

	D3D11_TEXTURE2D_DESC depthBufferDesc;
	ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc));
	depthBufferDesc.Width = screenWidth;
	depthBufferDesc.Height = screenHeight;
	depthBufferDesc.MipLevels = 1;
	depthBufferDesc.ArraySize = 1;
	depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
	depthBufferDesc.SampleDesc.Count = 1;
	depthBufferDesc.SampleDesc.Quality = 0;
	depthBufferDesc.Usage = D3D11_USAGE_DEFAULT;
	depthBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
	depthBufferDesc.CPUAccessFlags = 0;
	depthBufferDesc.MiscFlags = 0;
	hr = m_device->CreateTexture2D(&depthBufferDesc, NULL, &m_depthStencilBuffer);
	if (FAILED(hr)){
		return false;
	}

	D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
	ZeroMemory(&depthStencilDesc, sizeof(depthStencilDesc));
	depthStencilDesc.DepthEnable = true;
	depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
	depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;
	depthStencilDesc.StencilEnable = true;
	depthStencilDesc.StencilReadMask = 0xFF;
	depthStencilDesc.StencilWriteMask = 0xFF;
	depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
	depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
	depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
	depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
	depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
	depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
	depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
	depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
	hr = m_device->CreateDepthStencilState(&depthStencilDesc, &m_depthStencilState);
	if (FAILED(hr)){
		return false;
	}
	m_deviceContext->OMSetDepthStencilState(m_depthStencilState, 1);

	D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
	ZeroMemory(&depthStencilViewDesc, sizeof(depthStencilViewDesc));
	depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
	depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
	depthStencilViewDesc.Texture2D.MipSlice = 0;
	hr = m_device->CreateDepthStencilView(m_depthStencilBuffer, &depthStencilViewDesc, &m_depthStencilView);
	if (FAILED(hr)){
		return false;
	}
	m_deviceContext->OMSetRenderTargets(1, &m_renderTargetView, m_depthStencilView);

	D3D11_RASTERIZER_DESC rasterDesc;
	rasterDesc.AntialiasedLineEnable = false;
	rasterDesc.CullMode = D3D11_CULL_BACK;
	rasterDesc.DepthBias = 0;
	rasterDesc.DepthBiasClamp = 0.0f;
	rasterDesc.DepthClipEnable = true;
	rasterDesc.FillMode = D3D11_FILL_SOLID;
	rasterDesc.FrontCounterClockwise = false;
	rasterDesc.MultisampleEnable = false;
	rasterDesc.ScissorEnable = false;
	rasterDesc.SlopeScaledDepthBias = 0.0f;
	hr = m_device->CreateRasterizerState(&rasterDesc, &m_rasterState);
	if (FAILED(hr)){
		return false;
	}
	m_deviceContext->RSSetState(m_rasterState);

	D3D11_VIEWPORT viewport;
	viewport.Width = (float)screenWidth;
	viewport.Height = (float)screenHeight;
	viewport.MinDepth = 0.0f;
	viewport.MaxDepth = 1.0f;
	viewport.TopLeftX = 0.0f;
	viewport.TopLeftY = 0.0f;
	m_deviceContext->RSSetViewports(1, &viewport);

	fov = XM_PI / 4.0f;
	screenAspect = (float)screenWidth / (float)screenHeight;
	m_projectionMatrix = XMMatrixPerspectiveFovLH(fov, screenAspect, screenNear, screenDepth);
	m_worldMatrix = XMMatrixIdentity();
	m_orthoMatrix = XMMatrixOrthographicLH((float)screenWidth, (float)screenHeight, screenNear, screenDepth);
	
	D3D11_DEPTH_STENCIL_DESC depthDisabledStencilDesc;
	ZeroMemory(&depthDisabledStencilDesc, sizeof(depthDisabledStencilDesc));
	depthDisabledStencilDesc.DepthEnable = false;
	depthDisabledStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
	depthDisabledStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;
	depthDisabledStencilDesc.StencilEnable = true;
	depthDisabledStencilDesc.StencilReadMask = 0xFF;
	depthDisabledStencilDesc.StencilWriteMask = 0xFF;
	depthDisabledStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
	depthDisabledStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
	depthDisabledStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
	depthDisabledStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
	depthDisabledStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
	depthDisabledStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
	depthDisabledStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
	depthDisabledStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;

	hr = m_device->CreateDepthStencilState(&depthDisabledStencilDesc, &m_depthDisabledStencilState);
	if (FAILED(hr)){
		return false;
	}

	D3D11_BLEND_DESC blendStateDescription;
	ZeroMemory(&blendStateDescription, sizeof(D3D11_BLEND_DESC));
	blendStateDescription.RenderTarget[0].BlendEnable = TRUE;
	blendStateDescription.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
	blendStateDescription.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
	blendStateDescription.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
	blendStateDescription.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
	//blendStateDescription.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
	blendStateDescription.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
//	blendStateDescription.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ONE;
	blendStateDescription.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
	blendStateDescription.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
	blendStateDescription.RenderTarget[0].RenderTargetWriteMask = 0x0f;
	hr = m_device->CreateBlendState(&blendStateDescription, &m_alphaEnableBlendingState);
	if (FAILED(hr)){
		return false;
	}

	blendStateDescription.RenderTarget[0].BlendEnable = FALSE;
	hr = m_device->CreateBlendState(&blendStateDescription, &m_alphaDisableBlendingState);
	if (FAILED(hr)){
		return false;
	}

	return true;
}
Ejemplo n.º 17
0
bool D3D11Context::Init(HINSTANCE hInst, HWND wnd, std::string *error_message) {
	hWnd_ = wnd;
	LoadD3D11Error result = LoadD3D11();

	HRESULT hr = E_FAIL;
	std::vector<std::string> adapterNames;
	std::string chosenAdapterName;
	if (result == LoadD3D11Error::SUCCESS) {
		std::vector<IDXGIAdapter *> adapters;
		int chosenAdapter = 0;

		IDXGIFactory * pFactory = nullptr;
		ptr_CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&pFactory);

		IDXGIAdapter *pAdapter;
		for (UINT i = 0; pFactory->EnumAdapters(i, &pAdapter) != DXGI_ERROR_NOT_FOUND; i++) {
			adapters.push_back(pAdapter);
			DXGI_ADAPTER_DESC desc;
			pAdapter->GetDesc(&desc);
			std::string str = ConvertWStringToUTF8(desc.Description);
			adapterNames.push_back(str);
			if (str == g_Config.sD3D11Device) {
				chosenAdapter = i;
			}
		}

		chosenAdapterName = adapterNames[chosenAdapter];
		hr = CreateTheDevice(adapters[chosenAdapter]);
		for (int i = 0; i < (int)adapters.size(); i++) {
			adapters[i]->Release();
		}
	}

	if (FAILED(hr)) {
		const char *defaultError = "Your GPU does not appear to support Direct3D 11.\n\nWould you like to try again using Direct3D 9 instead?";
		I18NCategory *err = GetI18NCategory("Error");

		std::wstring error;

		if (result == LoadD3D11Error::FAIL_NO_COMPILER) {
			error = ConvertUTF8ToWString(err->T("D3D11CompilerMissing", "D3DCompiler_47.dll not found. Please install. Or press Yes to try again using Direct3D9 instead."));
		} else if (result == LoadD3D11Error::FAIL_NO_D3D11) {
			error = ConvertUTF8ToWString(err->T("D3D11Missing", "Your operating system version does not include D3D11. Please run Windows Update.\n\nPress Yes to try again using Direct3D9 instead."));
		}

		error = ConvertUTF8ToWString(err->T("D3D11NotSupported", defaultError));
		std::wstring title = ConvertUTF8ToWString(err->T("D3D11InitializationError", "Direct3D 11 initialization error"));
		bool yes = IDYES == MessageBox(hWnd_, error.c_str(), title.c_str(), MB_ICONERROR | MB_YESNO);
		if (yes) {
			// Change the config to D3D9 and restart.
			g_Config.iGPUBackend = (int)GPUBackend::DIRECT3D9;
			g_Config.sFailedGPUBackends.clear();
			g_Config.Save("save_d3d9_fallback");

			W32Util::ExitAndRestart();
		}
		return false;
	}

	if (FAILED(device_->QueryInterface(__uuidof (ID3D11Device1), (void **)&device1_))) {
		device1_ = nullptr;
	}

	if (FAILED(context_->QueryInterface(__uuidof (ID3D11DeviceContext1), (void **)&context1_))) {
		context1_ = nullptr;
	}

#ifdef _DEBUG
	if (SUCCEEDED(device_->QueryInterface(__uuidof(ID3D11Debug), (void**)&d3dDebug_))) {
		if (SUCCEEDED(d3dDebug_->QueryInterface(__uuidof(ID3D11InfoQueue), (void**)&d3dInfoQueue_))) {
			d3dInfoQueue_->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
			d3dInfoQueue_->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
			d3dInfoQueue_->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, true);
		}
	}
#endif

	draw_ = Draw::T3DCreateD3D11Context(device_, context_, device1_, context1_, featureLevel_, hWnd_, adapterNames);
	SetGPUBackend(GPUBackend::DIRECT3D11, chosenAdapterName);
	bool success = draw_->CreatePresets();  // If we can run D3D11, there's a compiler installed. I think.
	_assert_msg_(G3D, success, "Failed to compile preset shaders");

	int width;
	int height;
	GetRes(hWnd_, width, height);

	// Obtain DXGI factory from device (since we used nullptr for pAdapter above)
	IDXGIFactory1* dxgiFactory = nullptr;
	IDXGIDevice* dxgiDevice = nullptr;
	IDXGIAdapter* adapter = nullptr;
	hr = device_->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast<void**>(&dxgiDevice));
	if (SUCCEEDED(hr)) {
		hr = dxgiDevice->GetAdapter(&adapter);
		if (SUCCEEDED(hr)) {
			hr = adapter->GetParent(__uuidof(IDXGIFactory1), reinterpret_cast<void**>(&dxgiFactory));
			DXGI_ADAPTER_DESC desc;
			adapter->GetDesc(&desc);
			adapter->Release();
		}
		dxgiDevice->Release();
	}

	// DirectX 11.0 systems
	DXGI_SWAP_CHAIN_DESC sd;
	ZeroMemory(&sd, sizeof(sd));
	sd.BufferCount = 1;
	sd.BufferDesc.Width = width;
	sd.BufferDesc.Height = height;
	sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	sd.BufferDesc.RefreshRate.Numerator = 60;
	sd.BufferDesc.RefreshRate.Denominator = 1;
	sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
	sd.OutputWindow = hWnd_;
	sd.SampleDesc.Count = 1;
	sd.SampleDesc.Quality = 0;
	sd.Windowed = TRUE;

	hr = dxgiFactory->CreateSwapChain(device_, &sd, &swapChain_);
	dxgiFactory->MakeWindowAssociation(hWnd_, DXGI_MWA_NO_ALT_ENTER);
	dxgiFactory->Release();

	GotBackbuffer();
	return true;
}
Ejemplo n.º 18
0
bool DXApp::InitDirectX()
{
	UINT createDeviceFlags = 0;
#if defined(DEBUG) || defined(_DEBUG)
	createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
	D3D_FEATURE_LEVEL featurelvl;
	HRESULT hr = D3D11CreateDevice(
		0,				//default adapter
		D3D_DRIVER_TYPE_HARDWARE,
		0,
		createDeviceFlags,
		0, 0,
		D3D11_SDK_VERSION,
		&m_d3dDevice,
		&featurelvl,
		&m_d3dImmediateContext);

	if (FAILED(hr))
	{
		MessageBox(0, L"Creation of Context failed", 0, 0);
		return false;
	}

	if (featurelvl != D3D_FEATURE_LEVEL_11_0)
	{
		MessageBox(0, L"DirectX11 not supported", 0, 0);
		return false;
	}

	m_d3dDevice->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM, 4, &m_4xMsaaQuality);
	assert(m_4xMsaaQuality > 0);

	DXGI_SWAP_CHAIN_DESC sd;
	sd.BufferDesc.Width = m_clientWidth;
	sd.BufferDesc.Height = m_clientHeight;
	sd.BufferDesc.RefreshRate.Numerator = 60;
	sd.BufferDesc.RefreshRate.Denominator = 1;
	sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	sd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
	sd.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;

	if (m_enable4xMsaa)
	{
		sd.SampleDesc.Count = 4;
		sd.SampleDesc.Quality = m_4xMsaaQuality - 1;
	}
	else
	{
		sd.SampleDesc.Count = 1;
		sd.SampleDesc.Quality = m_4xMsaaQuality - 1;
	}

	sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
	sd.BufferCount = 1;
	sd.OutputWindow =m_mainHandle;
	sd.Windowed = m_windowed;
	sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
	sd.Flags = 0;

	IDXGIDevice* dxgiDevice = 0;
	m_d3dDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);

	IDXGIAdapter* dxgiAdapter = 0;
	dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&dxgiAdapter);

	IDXGIFactory* dxgiFactory = 0;
	dxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&dxgiFactory);

	dxgiFactory->CreateSwapChain(m_d3dDevice, &sd, &m_d3dSwapChain);
	//NO ALT-ENTER
	dxgiFactory->MakeWindowAssociation(m_mainHandle, DXGI_MWA_NO_ALT_ENTER);

	UINT i = 0;
	IDXGIAdapter* pAdapter;
	std::vector<IDXGIAdapter*> vAdapters;
	while (dxgiFactory->EnumAdapters(i, &pAdapter) != DXGI_ERROR_NOT_FOUND)
	{
		vAdapters.push_back(pAdapter);
		//pAdapter->CheckInterfaceSupport(__uuidof(DIRECT3D_VERSION), DIRECT3D_11.0);
		i++;
	}

	//MessageBox(0, LPCWSTR(std::to_string(vAdapters.size()).c_str()), 0, 0);

	for (auto a : vAdapters)a->Release();
	dxgiDevice->Release();
	dxgiAdapter->Release();
	dxgiFactory->Release();

	ID3D11Texture2D* backBuffer;
	m_d3dSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D),
		reinterpret_cast<void**>(&backBuffer));
	m_d3dDevice->CreateRenderTargetView(backBuffer, 0, &m_d3dRenderTargetView);
	backBuffer->Release();

	D3D11_TEXTURE2D_DESC depthStencilDesc;
	depthStencilDesc.Width = m_clientWidth;
	depthStencilDesc.Height = m_clientHeight;
	depthStencilDesc.MipLevels = 1;
	depthStencilDesc.ArraySize = 1;
	depthStencilDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
	if (m_enable4xMsaa)
	{
		depthStencilDesc.SampleDesc.Count = 4;
		depthStencilDesc.SampleDesc.Quality = m_4xMsaaQuality - 1;
	}
	else
	{
		depthStencilDesc.SampleDesc.Count = 1;
		depthStencilDesc.SampleDesc.Quality = m_4xMsaaQuality - 0;
	}
	depthStencilDesc.Usage = D3D11_USAGE_DEFAULT;
	depthStencilDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
	depthStencilDesc.CPUAccessFlags = 0;
	depthStencilDesc.MiscFlags = 0;

	m_d3dDevice->CreateTexture2D(&depthStencilDesc,
		0,
		&m_d3dDepthStencilBuffer);

	m_d3dDevice->CreateDepthStencilView(m_d3dDepthStencilBuffer,
		0,
		&m_d3dDepthStencilView);

	m_d3dImmediateContext->OMSetRenderTargets(1, &m_d3dRenderTargetView, m_d3dDepthStencilView);

	D3D11_VIEWPORT vp;
	vp.TopLeftX = 0.f;
	vp.TopLeftY = 0.f;
	vp.Width	= static_cast<float>(m_clientWidth);
	vp.Height	= static_cast<float>(m_clientHeight);
	vp.MinDepth = 0.f;
	vp.MaxDepth = 0.f;

	m_d3dImmediateContext->RSSetViewports(1, &vp);

	return true;
}
Ejemplo n.º 19
0
bool D3DApp::InitDirect3D()
{
	// Create the device and device context.

	UINT createDeviceFlags = 0;
#if defined(DEBUG) || defined(_DEBUG)  
    createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif

	D3D_FEATURE_LEVEL featureLevel;
	HRESULT hr = D3D11CreateDevice(
			0,                 // default adapter
			md3dDriverType,
			0,                 // no software device
			createDeviceFlags, 
			0, 0,              // default feature level array
			D3D11_SDK_VERSION,
			&md3dDevice,
			&featureLevel,
			&md3dImmediateContext);

	if( FAILED(hr) )
	{
		MessageBox(0, L"D3D11CreateDevice Failed.", 0, 0);
		return false;
	}

	if( featureLevel != D3D_FEATURE_LEVEL_11_0 )
	{
		MessageBox(0, L"Direct3D Feature Level 11 unsupported.", 0, 0);
		return false;
	}

	// Check 4X MSAA quality support for our back buffer format.
	// All Direct3D 11 capable devices support 4X MSAA for all render 
	// target formats, so we only need to check quality support.

	HR(md3dDevice->CheckMultisampleQualityLevels(
		DXGI_FORMAT_R8G8B8A8_UNORM, 4, &m4xMsaaQuality));
	assert( m4xMsaaQuality > 0 );

	// Fill out a DXGI_SWAP_CHAIN_DESC to describe our swap chain.

	DXGI_SWAP_CHAIN_DESC sd;
	ZeroMemory(&sd, sizeof(DXGI_SWAP_CHAIN_DESC));
	sd.BufferDesc.Width = mClientWidth;
	sd.BufferDesc.Height = mClientHeight;
	sd.Windowed = true;


	sd.BufferDesc.RefreshRate.Numerator		= m_MonitorNumerator;
	sd.BufferDesc.RefreshRate.Denominator	= m_MonitorDenumerator;
	sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	sd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
	sd.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;

	// Use 4X MSAA? 
	if( mEnable4xMsaa )
	{
		sd.SampleDesc.Count   = 4;
		sd.SampleDesc.Quality = m4xMsaaQuality-1;
	}
	// No MSAA
	else
	{
		sd.SampleDesc.Count   = 1;
		sd.SampleDesc.Quality = 0;
	}

	sd.BufferUsage  = DXGI_USAGE_RENDER_TARGET_OUTPUT;
	sd.BufferCount  = 1;
	sd.OutputWindow = mhMainWnd;
	sd.SwapEffect   = DXGI_SWAP_EFFECT_DISCARD;
	sd.Flags		= 0;

	// To correctly create the swap chain, we must use the IDXGIFactory that was
	// used to create the device.  If we tried to use a different IDXGIFactory instance
	// (by calling CreateDXGIFactory), we get an error: "IDXGIFactory::CreateSwapChain: 
	// This function is being called with a device from a different IDXGIFactory."

	IDXGIDevice* dxgiDevice = 0;
	HR(md3dDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice));
	      
	IDXGIAdapter* dxgiAdapter = 0;
	HR(dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&dxgiAdapter));

	IDXGIFactory* dxgiFactory = 0;

	HR(dxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&dxgiFactory));

	HR(dxgiFactory->CreateSwapChain(md3dDevice, &sd, &mSwapChain));
	

	//Disable Alt-Enter Sequence
	dxgiFactory->MakeWindowAssociation(mhMainWnd, DXGI_MWA_NO_ALT_ENTER);


	ReleaseCOM(dxgiDevice);
	ReleaseCOM(dxgiAdapter);
	ReleaseCOM(dxgiFactory);

	// The remaining steps that need to be carried out for d3d creation
	// also need to be executed every time the window is resized.  So
	// just call the OnResize method here to avoid code duplication.
	
	OnResize();

	if (mFullScreen){ mSwapChain->SetFullscreenState(true, NULL); }

	

	return true;
}
Ejemplo n.º 20
0
//--------------------------------------------------------------------------------------
// Create Direct3D device and swap chain
//--------------------------------------------------------------------------------------
HRESULT InitDevice()
{
    HRESULT hr = S_OK;

    RECT rc;
    GetClientRect( g_hWnd, &rc );
    UINT width = rc.right - rc.left;
    UINT height = rc.bottom - rc.top;

    UINT createDeviceFlags = 0;
#ifdef _DEBUG
    createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif

    D3D_DRIVER_TYPE driverTypes[] =
    {
        D3D_DRIVER_TYPE_HARDWARE,
        D3D_DRIVER_TYPE_WARP,
        D3D_DRIVER_TYPE_REFERENCE,
    };
    UINT numDriverTypes = ARRAYSIZE( driverTypes );

    D3D_FEATURE_LEVEL featureLevels[] =
    {
        D3D_FEATURE_LEVEL_11_1,
        D3D_FEATURE_LEVEL_11_0,
        D3D_FEATURE_LEVEL_10_1,
        D3D_FEATURE_LEVEL_10_0,
    };
	UINT numFeatureLevels = ARRAYSIZE( featureLevels );

    for( UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++ )
    {
        g_driverType = driverTypes[driverTypeIndex];
        hr = D3D11CreateDevice( nullptr, g_driverType, nullptr, createDeviceFlags, featureLevels, numFeatureLevels,
                                D3D11_SDK_VERSION, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext );

        if ( hr == E_INVALIDARG )
        {
            // DirectX 11.0 platforms will not recognize D3D_FEATURE_LEVEL_11_1 so we need to retry without it
            hr = D3D11CreateDevice( nullptr, g_driverType, nullptr, createDeviceFlags, &featureLevels[1], numFeatureLevels - 1,
                                    D3D11_SDK_VERSION, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext );
        }

        if( SUCCEEDED( hr ) )
            break;
    }
    if( FAILED( hr ) )
        return hr;

    // Obtain DXGI factory from device (since we used nullptr for pAdapter above)
    IDXGIFactory1* dxgiFactory = nullptr;
    {
        IDXGIDevice* dxgiDevice = nullptr;
        hr = g_pd3dDevice->QueryInterface( __uuidof(IDXGIDevice), reinterpret_cast<void**>(&dxgiDevice) );
        if (SUCCEEDED(hr))
        {
            IDXGIAdapter* adapter = nullptr;
            hr = dxgiDevice->GetAdapter(&adapter);
            if (SUCCEEDED(hr))
            {
                hr = adapter->GetParent( __uuidof(IDXGIFactory1), reinterpret_cast<void**>(&dxgiFactory) );
                adapter->Release();
            }
            dxgiDevice->Release();
        }
    }
    if (FAILED(hr))
        return hr;

    // Create swap chain
    IDXGIFactory2* dxgiFactory2 = nullptr;
    hr = dxgiFactory->QueryInterface( __uuidof(IDXGIFactory2), reinterpret_cast<void**>(&dxgiFactory2) );
    if ( dxgiFactory2 )
    {
        // DirectX 11.1 or later
        hr = g_pd3dDevice->QueryInterface( __uuidof(ID3D11Device1), reinterpret_cast<void**>(&g_pd3dDevice1) );
        if (SUCCEEDED(hr))
        {
            (void) g_pImmediateContext->QueryInterface( __uuidof(ID3D11DeviceContext1), reinterpret_cast<void**>(&g_pImmediateContext1) );
        }

        DXGI_SWAP_CHAIN_DESC1 sd = {};
        sd.Width = width;
        sd.Height = height;
        sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
        sd.SampleDesc.Count = 1;
        sd.SampleDesc.Quality = 0;
        sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
        sd.BufferCount = 1;

        hr = dxgiFactory2->CreateSwapChainForHwnd( g_pd3dDevice, g_hWnd, &sd, nullptr, nullptr, &g_pSwapChain1 );
        if (SUCCEEDED(hr))
        {
            hr = g_pSwapChain1->QueryInterface( __uuidof(IDXGISwapChain), reinterpret_cast<void**>(&g_pSwapChain) );
        }

        dxgiFactory2->Release();
    }
    else
    {
        // DirectX 11.0 systems
        DXGI_SWAP_CHAIN_DESC sd = {};
        sd.BufferCount = 1;
        sd.BufferDesc.Width = width;
        sd.BufferDesc.Height = height;
        sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
        sd.BufferDesc.RefreshRate.Numerator = 60;
        sd.BufferDesc.RefreshRate.Denominator = 1;
        sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
        sd.OutputWindow = g_hWnd;
        sd.SampleDesc.Count = 1;
        sd.SampleDesc.Quality = 0;
        sd.Windowed = TRUE;

        hr = dxgiFactory->CreateSwapChain( g_pd3dDevice, &sd, &g_pSwapChain );
    }

    // Note this tutorial doesn't handle full-screen swapchains so we block the ALT+ENTER shortcut
    dxgiFactory->MakeWindowAssociation( g_hWnd, DXGI_MWA_NO_ALT_ENTER );

    dxgiFactory->Release();

    if (FAILED(hr))
        return hr;

    // Create a render target view
    ID3D11Texture2D* pBackBuffer = nullptr;
    hr = g_pSwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), reinterpret_cast<void**>( &pBackBuffer ) );
    if( FAILED( hr ) )
        return hr;

    hr = g_pd3dDevice->CreateRenderTargetView( pBackBuffer, nullptr, &g_pRenderTargetView );
    pBackBuffer->Release();
    if( FAILED( hr ) )
        return hr;

    g_pImmediateContext->OMSetRenderTargets( 1, &g_pRenderTargetView, nullptr );

    // Setup the viewport
    D3D11_VIEWPORT vp;
    vp.Width = (FLOAT)width;
    vp.Height = (FLOAT)height;
    vp.MinDepth = 0.0f;
    vp.MaxDepth = 1.0f;
    vp.TopLeftX = 0;
    vp.TopLeftY = 0;
    g_pImmediateContext->RSSetViewports( 1, &vp );

    return S_OK;
}
Ejemplo n.º 21
0
//
// Initialize all state
//
DUPL_RETURN OUTPUTMANAGER::InitOutput(HWND Window, INT SingleOutput, _Out_ UINT* OutCount, _Out_ RECT* DeskBounds)
{
    HRESULT hr;

    // Store window handle
    m_WindowHandle = Window;

    // Driver types supported
    D3D_DRIVER_TYPE DriverTypes[] =
    {
        D3D_DRIVER_TYPE_HARDWARE,
        D3D_DRIVER_TYPE_WARP,
        D3D_DRIVER_TYPE_REFERENCE,
    };
    UINT NumDriverTypes = ARRAYSIZE(DriverTypes);

    // Feature levels supported
    D3D_FEATURE_LEVEL FeatureLevels[] =
    {
        D3D_FEATURE_LEVEL_11_0,
        D3D_FEATURE_LEVEL_10_1,
        D3D_FEATURE_LEVEL_10_0,
        D3D_FEATURE_LEVEL_9_1
    };
    UINT NumFeatureLevels = ARRAYSIZE(FeatureLevels);
    D3D_FEATURE_LEVEL FeatureLevel;

    // Create device
    for (UINT DriverTypeIndex = 0; DriverTypeIndex < NumDriverTypes; ++DriverTypeIndex)
    {
        hr = D3D11CreateDevice(nullptr, DriverTypes[DriverTypeIndex], nullptr, 0, FeatureLevels, NumFeatureLevels,
        D3D11_SDK_VERSION, &m_Device, &FeatureLevel, &m_DeviceContext);
        if (SUCCEEDED(hr))
        {
            // Device creation succeeded, no need to loop anymore
            break;
        }
    }
    if (FAILED(hr))
    {
        return ProcessFailure(m_Device, L"Device creation in OUTPUTMANAGER failed", L"Error", hr, SystemTransitionsExpectedErrors);
    }

    // Get DXGI factory
    IDXGIDevice* DxgiDevice = nullptr;
    hr = m_Device->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast<void**>(&DxgiDevice));
    if (FAILED(hr))
    {
        return ProcessFailure(nullptr, L"Failed to QI for DXGI Device", L"Error", hr, nullptr);
    }

    IDXGIAdapter* DxgiAdapter = nullptr;
    hr = DxgiDevice->GetParent(__uuidof(IDXGIAdapter), reinterpret_cast<void**>(&DxgiAdapter));
    DxgiDevice->Release();
    DxgiDevice = nullptr;
    if (FAILED(hr))
    {
        return ProcessFailure(m_Device, L"Failed to get parent DXGI Adapter", L"Error", hr, SystemTransitionsExpectedErrors);
    }

    hr = DxgiAdapter->GetParent(__uuidof(IDXGIFactory2), reinterpret_cast<void**>(&m_Factory));
    DxgiAdapter->Release();
    DxgiAdapter = nullptr;
    if (FAILED(hr))
    {
        return ProcessFailure(m_Device, L"Failed to get parent DXGI Factory", L"Error", hr, SystemTransitionsExpectedErrors);
    }

    // Register for occlusion status windows message
    hr = m_Factory->RegisterOcclusionStatusWindow(Window, OCCLUSION_STATUS_MSG, &m_OcclusionCookie);
    if (FAILED(hr))
    {
        return ProcessFailure(m_Device, L"Failed to register for occlusion message", L"Error", hr, SystemTransitionsExpectedErrors);
    }

    // Get window size
    RECT WindowRect;
    GetClientRect(m_WindowHandle, &WindowRect);
    UINT Width = WindowRect.right - WindowRect.left;
    UINT Height = WindowRect.bottom - WindowRect.top;

    // Create swapchain for window
    DXGI_SWAP_CHAIN_DESC1 SwapChainDesc;
    RtlZeroMemory(&SwapChainDesc, sizeof(SwapChainDesc));

    SwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
    SwapChainDesc.BufferCount = 2;
    SwapChainDesc.Width = Width;
    SwapChainDesc.Height = Height;
    SwapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
    SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
    SwapChainDesc.SampleDesc.Count = 1;
    SwapChainDesc.SampleDesc.Quality = 0;
    hr = m_Factory->CreateSwapChainForHwnd(m_Device, Window, &SwapChainDesc, nullptr, nullptr, &m_SwapChain);
    if (FAILED(hr))
    {
        return ProcessFailure(m_Device, L"Failed to create window swapchain", L"Error", hr, SystemTransitionsExpectedErrors);
    }

    // Disable the ALT-ENTER shortcut for entering full-screen mode
    hr = m_Factory->MakeWindowAssociation(Window, DXGI_MWA_NO_ALT_ENTER);
    if (FAILED(hr))
    {
        return ProcessFailure(m_Device, L"Failed to make window association", L"Error", hr, SystemTransitionsExpectedErrors);
    }

    // Create shared texture
    DUPL_RETURN Return = CreateSharedSurf(SingleOutput, OutCount, DeskBounds);
    if (Return != DUPL_RETURN_SUCCESS)
    {
        return Return;
    }

    // Make new render target view
    Return = MakeRTV();
    if (Return != DUPL_RETURN_SUCCESS)
    {
        return Return;
    }

    // Set view port
    SetViewPort(Width, Height);

    // Create the sample state
    D3D11_SAMPLER_DESC SampDesc;
    RtlZeroMemory(&SampDesc, sizeof(SampDesc));
    SampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
    SampDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
    SampDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
    SampDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
    SampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
    SampDesc.MinLOD = 0;
    SampDesc.MaxLOD = D3D11_FLOAT32_MAX;
    hr = m_Device->CreateSamplerState(&SampDesc, &m_SamplerLinear);
    if (FAILED(hr))
    {
        return ProcessFailure(m_Device, L"Failed to create sampler state in OUTPUTMANAGER", L"Error", hr, SystemTransitionsExpectedErrors);
    }

    // Create the blend state
    D3D11_BLEND_DESC BlendStateDesc;
    BlendStateDesc.AlphaToCoverageEnable = FALSE;
    BlendStateDesc.IndependentBlendEnable = FALSE;
    BlendStateDesc.RenderTarget[0].BlendEnable = TRUE;
    BlendStateDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
    BlendStateDesc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
    BlendStateDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
    BlendStateDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
    BlendStateDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
    BlendStateDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
    BlendStateDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
    hr = m_Device->CreateBlendState(&BlendStateDesc, &m_BlendState);
    if (FAILED(hr))
    {
        return ProcessFailure(m_Device, L"Failed to create blend state in OUTPUTMANAGER", L"Error", hr, SystemTransitionsExpectedErrors);
    }

    // Initialize shaders
    Return = InitShaders();
    if (Return != DUPL_RETURN_SUCCESS)
    {
        return Return;
    }

    GetWindowRect(m_WindowHandle, &WindowRect);
    MoveWindow(m_WindowHandle, WindowRect.left, WindowRect.top, (DeskBounds->right - DeskBounds->left) / 2, (DeskBounds->bottom - DeskBounds->top) / 2, TRUE);

    return Return;
}
Ejemplo n.º 22
0
bool Renderer::Init()
{
    UINT createDeviceFlags = 0;
#if defined(DEBUG) || defined(_DEBUG)
    //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
    //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUGGABLE;
#endif

    D3D_FEATURE_LEVEL featureLevel;
    HRESULT hresult = D3D11CreateDevice(0, _d3dDriverType, 0, createDeviceFlags, 0, 0, D3D11_SDK_VERSION, &_d3dDevice, &featureLevel, &_d3dImmediateContext);

    if (FAILED(hresult))
    {
        // TODO: Throw exceptions
        _logger.LogLine(L"Failed to initialize Renderer: Failed to create D3D11CreateDevice.");
        _logger.LogHResult(hresult);
        MessageBox(0, L"Failed to initialize Renderer, see log for details.", 0, 0);
        return false;
    }

    if (featureLevel != D3D_FEATURE_LEVEL_11_0)
        //if (featureLevel != 0xc000)
    {
        // TODO: Throw exceptions
        _logger.LogLine(L"Failed to initialize Renderer: Required D3D feature level 11 not supported.");
        MessageBox(0, L"Failed to initialize Renderer, see log for details.", 0, 0);
        return false;
    }

    hresult = (_d3dDevice->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM, 4, &_4xMsaaQuality));
    if (FAILED(hresult))
    {
        _logger.LogHResult(hresult);
    }
    assert(_4xMsaaQuality > 0);

    DXGI_SWAP_CHAIN_DESC swapChainDescription;
    swapChainDescription.BufferDesc.Width = _clientWidth;
    swapChainDescription.BufferDesc.Height = _clientHeight;
    swapChainDescription.BufferDesc.RefreshRate.Numerator = 60;
    swapChainDescription.BufferDesc.RefreshRate.Denominator = 1;
    swapChainDescription.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
    swapChainDescription.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
    swapChainDescription.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;

    if (_enable4xMsaa)
    {
        swapChainDescription.SampleDesc.Count = 4;
        swapChainDescription.SampleDesc.Quality = _4xMsaaQuality - 1;
    }
    else
    {
        swapChainDescription.SampleDesc.Count = 1;
        swapChainDescription.SampleDesc.Quality = 0;
    }
    swapChainDescription.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
    swapChainDescription.BufferCount = 1;
    swapChainDescription.OutputWindow = _windowHandle;
    swapChainDescription.Windowed = true;
    swapChainDescription.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
    swapChainDescription.Flags = 0;

    IDXGIDevice* dxgiDevice = 0;
    hresult = (_d3dDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice));
    if (FAILED(hresult))
    {
        _logger.LogHResult(hresult);
    }

    IDXGIAdapter* dxgiAdapter = 0;
    hresult = (dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&dxgiAdapter));
    if (FAILED(hresult))
    {
        _logger.LogHResult(hresult);
    }

    IDXGIFactory* dxgiFactory = 0;
    hresult = (dxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&dxgiFactory));
    if (FAILED(hresult))
    {
        _logger.LogHResult(hresult);
    }

    hresult = (dxgiFactory->CreateSwapChain(_d3dDevice, &swapChainDescription, &_swapChain));
    if (FAILED(hresult))
    {
        _logger.LogHResult(hresult);
    }

    if (dxgiDevice)
    {
        dxgiDevice->Release();
        dxgiDevice = 0;
    }
    if (dxgiAdapter)
    {
        dxgiAdapter->Release();
        dxgiAdapter = 0;
    }
    if (dxgiFactory)
    {
        dxgiFactory->Release();
        dxgiFactory = 0;
    }

    OnResize();

    return true;
}
Ejemplo n.º 23
0
void InitializeDirectX()
{
	UINT createDeviceFlags = 0;

#if defined(DEBUG) || defined(_DEBUG)  
	createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif

	D3D_FEATURE_LEVEL featureLevels[] = {
		D3D_FEATURE_LEVEL_11_0,
		D3D_FEATURE_LEVEL_10_1,
		D3D_FEATURE_LEVEL_10_0
	};

	ID3D11Device* direct3DDevice = nullptr;
	ID3D11DeviceContext* direct3DDeviceContext = nullptr;
	ThrowIfFailed(D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevels, ARRAYSIZE(featureLevels), D3D11_SDK_VERSION, &direct3DDevice, &mFeatureLevel, &direct3DDeviceContext), "D3D11CreateDevice() failed");

	ThrowIfFailed(direct3DDevice->QueryInterface(__uuidof(ID3D11Device1), reinterpret_cast<void**>(&mDirect3DDevice)), "ID3D11Device::QueryInterface() failed");
	ThrowIfFailed(direct3DDeviceContext->QueryInterface(__uuidof(ID3D11DeviceContext1), reinterpret_cast<void**>(&mDirect3DDeviceContext)), "ID3D11Device::QueryInterface() failed");

	ReleaseObject(direct3DDevice);
	ReleaseObject(direct3DDeviceContext);

	UINT multiSamplingCount = 4;
	UINT multiSamplingQualityLevels;
	mDirect3DDevice->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM, multiSamplingCount, &multiSamplingQualityLevels);
	if (multiSamplingQualityLevels == 0)
	{
		throw GameException("Unsupported multi-sampling quality");
	}

	DXGI_SWAP_CHAIN_DESC1 swapChainDesc;
	ZeroMemory(&swapChainDesc, sizeof(swapChainDesc));
	swapChainDesc.Width = mScreenWidth;
	swapChainDesc.Height = mScreenHeight;
	swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	swapChainDesc.SampleDesc.Count = multiSamplingCount;
	swapChainDesc.SampleDesc.Quality = multiSamplingQualityLevels - 1;
	swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
	swapChainDesc.BufferCount = 1;
	swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;

	IDXGIDevice* dxgiDevice = nullptr;
	ThrowIfFailed(mDirect3DDevice->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast<void**>(&dxgiDevice)), "ID3D11Device::QueryInterface() failed");

	IDXGIAdapter *dxgiAdapter = nullptr;
	HRESULT hr;
	if (FAILED(hr = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), reinterpret_cast<void**>(&dxgiAdapter))))
	{
		ReleaseObject(dxgiDevice);
		throw GameException("IDXGIDevice::GetParent() failed retrieving adapter.", hr);
	}

	IDXGIFactory2* dxgiFactory = nullptr;
	if (FAILED(hr = dxgiAdapter->GetParent(__uuidof(IDXGIFactory2), reinterpret_cast<void**>(&dxgiFactory))))
	{
		ReleaseObject(dxgiDevice);
		ReleaseObject(dxgiAdapter);
		throw GameException("IDXGIAdapter::GetParent() failed retrieving factory.", hr);
	}

	DXGI_SWAP_CHAIN_FULLSCREEN_DESC fullScreenDesc;
	ZeroMemory(&fullScreenDesc, sizeof(fullScreenDesc));
	fullScreenDesc.RefreshRate.Numerator = 60;
	fullScreenDesc.RefreshRate.Denominator = 1;
	fullScreenDesc.Windowed = true;

	if (FAILED(hr = dxgiFactory->CreateSwapChainForHwnd(dxgiDevice, mWindowHandle, &swapChainDesc, &fullScreenDesc, nullptr, &mSwapChain)))
	{
		ReleaseObject(dxgiDevice);
		ReleaseObject(dxgiAdapter);
		ReleaseObject(dxgiFactory);
		throw GameException("IDXGIDevice::CreateSwapChainForHwnd() failed.", hr);
	}

	ReleaseObject(dxgiDevice);
	ReleaseObject(dxgiAdapter);
	ReleaseObject(dxgiFactory);

	ID3D11Texture2D* backBuffer;
	ThrowIfFailed(mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&backBuffer)), "IDXGISwapChain::GetBuffer() failed.");
	if (FAILED(hr = mDirect3DDevice->CreateRenderTargetView(backBuffer, nullptr, &mRenderTargetView)))
	{
		ReleaseObject(backBuffer);
		throw GameException("IDXGIDevice::CreateRenderTargetView() failed.", hr);
	}

	ReleaseObject(backBuffer);

	D3D11_TEXTURE2D_DESC depthStencilDesc;
	ZeroMemory(&depthStencilDesc, sizeof(depthStencilDesc));
	depthStencilDesc.Width = mScreenWidth;
	depthStencilDesc.Height = mScreenHeight;
	depthStencilDesc.MipLevels = 1;
	depthStencilDesc.ArraySize = 1;
	depthStencilDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
	depthStencilDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
	depthStencilDesc.Usage = D3D11_USAGE_DEFAULT;
	depthStencilDesc.SampleDesc.Count = multiSamplingCount;
	depthStencilDesc.SampleDesc.Quality = multiSamplingQualityLevels - 1;

	ThrowIfFailed(mDirect3DDevice->CreateTexture2D(&depthStencilDesc, nullptr, &mDepthStencilBuffer), "IDXGIDevice::CreateTexture2D() failed.");
	ThrowIfFailed(mDirect3DDevice->CreateDepthStencilView(mDepthStencilBuffer, nullptr, &mDepthStencilView), "IDXGIDevice::CreateDepthStencilView() failed.");

	D3D11_VIEWPORT viewport;
	viewport.TopLeftX = 0.0f;
	viewport.TopLeftY = 0.0f;
	viewport.Width = static_cast<float>(mScreenWidth);
	viewport.Height = static_cast<float>(mScreenHeight);
	viewport.MinDepth = 0.0f;
	viewport.MaxDepth = 1.0f;

	mDirect3DDeviceContext->OMSetRenderTargets(1, &mRenderTargetView, mDepthStencilView);
	mDirect3DDeviceContext->RSSetViewports(1, &viewport);
}
Ejemplo n.º 24
0
// ´ÙÀÌ·ºÆ® °´Ã¼ ÃʱâÈ­
// - °¢Á¾±â´ÉÀ» Áö¿øÇϴ°¡ üũÇÏ°í(´ÙÁß »ùÇøµ µî), ½º¿ÒüÀÎ, ÄÄ °´Ã¼ µîÀ» »ý¼º, Á¦°ÅÇÑ´Ù.
bool cInitD3D::InitDirect3D()
{
	// µð¹ÙÀ̽º, µð¹ÙÀ̽º ÄÁÅؽºÆ® »ý¼º
	UINT createDeviceFlags = 0;
#if defined(DEBUG) || defined(_DEBUG)  
	createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif

	D3D_FEATURE_LEVEL featureLevel;
	HRESULT hr = D3D11CreateDevice(
		0,                 // default adapter
		md3dDriverType,
		0,                 // no software device
		createDeviceFlags,
		0, 0,              // default feature level array
		D3D11_SDK_VERSION,
		&md3dDevice,
		&featureLevel,
		&md3dImmediateContext);

	if (FAILED(hr))
	{
		MessageBox(0, L"D3D11CreateDevice Failed.", 0, 0);
		return false;
	}

	if (featureLevel != D3D_FEATURE_LEVEL_11_0)
	{
		MessageBox(0, L"Direct3D Feature Level 11 unsupported.", 0, 0);
		return false;
	}

	// ¹é¹öÆÛ¿¡ 4X MSAA Ç°Áú Áö¿øÀ» È®ÀÎ
	HR(md3dDevice->CheckMultisampleQualityLevels(
		DXGI_FORMAT_R8G8B8A8_UNORM, 4, &m4xMsaaQuality));
	assert(m4xMsaaQuality > 0);

	// ½º¿ÒüÀÎ »ý¼º
	DXGI_SWAP_CHAIN_DESC sd;
	sd.BufferDesc.Width = mClientWidth;
	sd.BufferDesc.Height = mClientHeight;
	sd.BufferDesc.RefreshRate.Numerator = 60;
	sd.BufferDesc.RefreshRate.Denominator = 1;
	sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	sd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
	sd.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;

	// ´ÙÁß »ùÇøµ À¯¹« (Use 4X MSAA?) 
	if (mEnable4xMsaa)
	{
		sd.SampleDesc.Count = 4;
		sd.SampleDesc.Quality = m4xMsaaQuality - 1;
	}
	// No MSAA
	else
	{
		sd.SampleDesc.Count = 1;
		sd.SampleDesc.Quality = 0;
	}

	// ¹öÆÛ »ý¼º
	sd.BufferUsage  = DXGI_USAGE_RENDER_TARGET_OUTPUT;
	sd.BufferCount  = 1;
	sd.OutputWindow = mhMainWnd;
	sd.Windowed     = true;
	sd.SwapEffect   = DXGI_SWAP_EFFECT_DISCARD;
	sd.Flags		= 0;

	// µð¹ÙÀ̽º »ý¼º
	IDXGIDevice* dxgiDevice = 0;
	HR(md3dDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice));

	IDXGIAdapter* dxgiAdapter = 0;
	HR(dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&dxgiAdapter));

	IDXGIFactory* dxgiFactory = 0;
	HR(dxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&dxgiFactory));

	// ½º¿ÒüÀÎ »ý¼º ¹× È®ÀÎ
	HR(dxgiFactory->CreateSwapChain(md3dDevice, &sd, &mSwapChain));

	// ÄÄ °´Ã¼ »èÁ¦
	ReleaseCOM(dxgiDevice);
	ReleaseCOM(dxgiAdapter);
	ReleaseCOM(dxgiFactory);

	// â Å©±â Á¶Àý (ÄÚµå Áߺ¹ ÇÇÇϱâ À§ÇØ »ç¿ë)
	OnResize();

	return true;
}
Ejemplo n.º 25
0
//--------------------------------------------------------------------------------------
// Create Direct3D device and swap chain
//--------------------------------------------------------------------------------------
HRESULT InitDevice()
{
    HRESULT hr = S_OK;

    RECT rc;
    GetClientRect( g_hWnd, &rc );
    UINT width = rc.right - rc.left;
    UINT height = rc.bottom - rc.top;

    UINT createDeviceFlags = 0;
#ifdef _DEBUG
    createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif

    D3D_DRIVER_TYPE driverTypes[] =
    {
        D3D_DRIVER_TYPE_HARDWARE,
        D3D_DRIVER_TYPE_WARP,
        D3D_DRIVER_TYPE_REFERENCE,
    };
    UINT numDriverTypes = ARRAYSIZE( driverTypes );

    D3D_FEATURE_LEVEL featureLevels[] =
    {
        D3D_FEATURE_LEVEL_11_1,
        D3D_FEATURE_LEVEL_11_0,
        D3D_FEATURE_LEVEL_10_1,
        D3D_FEATURE_LEVEL_10_0,
    };
    UINT numFeatureLevels = ARRAYSIZE( featureLevels );

    for( UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++ )
    {
        g_driverType = driverTypes[driverTypeIndex];
        hr = D3D11CreateDevice( nullptr, g_driverType, nullptr, createDeviceFlags, featureLevels, numFeatureLevels,
                                D3D11_SDK_VERSION, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext );

        if ( hr == E_INVALIDARG )
        {
            // DirectX 11.0 platforms will not recognize D3D_FEATURE_LEVEL_11_1 so we need to retry without it
            hr = D3D11CreateDevice( nullptr, g_driverType, nullptr, createDeviceFlags, &featureLevels[1], numFeatureLevels - 1,
                                    D3D11_SDK_VERSION, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext );
        }

        if( SUCCEEDED( hr ) )
            break;
    }
    if( FAILED( hr ) )
        return hr;

    // Obtain DXGI factory from device (since we used nullptr for pAdapter above)
    IDXGIFactory1* dxgiFactory = nullptr;
    {
        IDXGIDevice* dxgiDevice = nullptr;
        hr = g_pd3dDevice->QueryInterface( __uuidof(IDXGIDevice), reinterpret_cast<void**>(&dxgiDevice) );
        if (SUCCEEDED(hr))
        {
            IDXGIAdapter* adapter = nullptr;
            hr = dxgiDevice->GetAdapter(&adapter);
            if (SUCCEEDED(hr))
            {
                hr = adapter->GetParent( __uuidof(IDXGIFactory1), reinterpret_cast<void**>(&dxgiFactory) );
                adapter->Release();
            }
            dxgiDevice->Release();
        }
    }
    if (FAILED(hr))
        return hr;

    // Create swap chain
    IDXGIFactory2* dxgiFactory2 = nullptr;
    hr = dxgiFactory->QueryInterface( __uuidof(IDXGIFactory2), reinterpret_cast<void**>(&dxgiFactory2) );
    if ( dxgiFactory2 )
    {
        // DirectX 11.1 or later
        hr = g_pd3dDevice->QueryInterface( __uuidof(ID3D11Device1), reinterpret_cast<void**>(&g_pd3dDevice1) );
        if (SUCCEEDED(hr))
        {
            (void) g_pImmediateContext->QueryInterface( __uuidof(ID3D11DeviceContext1), reinterpret_cast<void**>(&g_pImmediateContext1) );
        }

        DXGI_SWAP_CHAIN_DESC1 sd;
        ZeroMemory(&sd, sizeof(sd));
        sd.Width = width;
        sd.Height = height;
        sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
        sd.SampleDesc.Count = 1;
        sd.SampleDesc.Quality = 0;
        sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
        sd.BufferCount = 1;

        hr = dxgiFactory2->CreateSwapChainForHwnd( g_pd3dDevice, g_hWnd, &sd, nullptr, nullptr, &g_pSwapChain1 );
        if (SUCCEEDED(hr))
        {
            hr = g_pSwapChain1->QueryInterface( __uuidof(IDXGISwapChain), reinterpret_cast<void**>(&g_pSwapChain) );
        }

        dxgiFactory2->Release();
    }
    else
    {
        // DirectX 11.0 systems
        DXGI_SWAP_CHAIN_DESC sd;
        ZeroMemory(&sd, sizeof(sd));
        sd.BufferCount = 1;
        sd.BufferDesc.Width = width;
        sd.BufferDesc.Height = height;
        sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
        sd.BufferDesc.RefreshRate.Numerator = 60;
        sd.BufferDesc.RefreshRate.Denominator = 1;
        sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
        sd.OutputWindow = g_hWnd;
        sd.SampleDesc.Count = 1;
        sd.SampleDesc.Quality = 0;
        sd.Windowed = TRUE;

        hr = dxgiFactory->CreateSwapChain( g_pd3dDevice, &sd, &g_pSwapChain );
    }

    // Note this tutorial doesn't handle full-screen swapchains so we block the ALT+ENTER shortcut
    dxgiFactory->MakeWindowAssociation( g_hWnd, DXGI_MWA_NO_ALT_ENTER );

    dxgiFactory->Release();

    if (FAILED(hr))
        return hr;

    // Create a render target view
    ID3D11Texture2D* pBackBuffer = nullptr;
    hr = g_pSwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), reinterpret_cast<void**>( &pBackBuffer ) );
    if( FAILED( hr ) )
        return hr;

    hr = g_pd3dDevice->CreateRenderTargetView( pBackBuffer, nullptr, &g_pRenderTargetView );
    pBackBuffer->Release();
    if( FAILED( hr ) )
        return hr;

    // Create depth stencil texture
    D3D11_TEXTURE2D_DESC descDepth;
    ZeroMemory( &descDepth, sizeof(descDepth) );
    descDepth.Width = width;
    descDepth.Height = height;
    descDepth.MipLevels = 1;
    descDepth.ArraySize = 1;
    descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
    descDepth.SampleDesc.Count = 1;
    descDepth.SampleDesc.Quality = 0;
    descDepth.Usage = D3D11_USAGE_DEFAULT;
    descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
    descDepth.CPUAccessFlags = 0;
    descDepth.MiscFlags = 0;
    hr = g_pd3dDevice->CreateTexture2D( &descDepth, nullptr, &g_pDepthStencil );
    if( FAILED( hr ) )
        return hr;

    // Create the depth stencil view
    D3D11_DEPTH_STENCIL_VIEW_DESC descDSV;
    ZeroMemory( &descDSV, sizeof(descDSV) );
    descDSV.Format = descDepth.Format;
    descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
    descDSV.Texture2D.MipSlice = 0;
    hr = g_pd3dDevice->CreateDepthStencilView( g_pDepthStencil, &descDSV, &g_pDepthStencilView );
    if( FAILED( hr ) )
        return hr;

    g_pImmediateContext->OMSetRenderTargets( 1, &g_pRenderTargetView, g_pDepthStencilView );

    // Setup the viewport
    D3D11_VIEWPORT vp;
    vp.Width = (FLOAT)width;
    vp.Height = (FLOAT)height;
    vp.MinDepth = 0.0f;
    vp.MaxDepth = 1.0f;
    vp.TopLeftX = 0;
    vp.TopLeftY = 0;
    g_pImmediateContext->RSSetViewports( 1, &vp );

    // Compile the vertex shader
    ID3DBlob* pVSBlob = nullptr;
    hr = CompileShaderFromFile( L"Tutorial07.fx", "VS", "vs_4_0", &pVSBlob );
    if( FAILED( hr ) )
    {
        MessageBox( nullptr,
                    L"The FX file cannot be compiled.  Please run this executable from the directory that contains the FX file.", L"Error", MB_OK );
        return hr;
    }

    // Create the vertex shader
    hr = g_pd3dDevice->CreateVertexShader( pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), nullptr, &g_pVertexShader );
    if( FAILED( hr ) )
    {    
        pVSBlob->Release();
        return hr;
    }

    // Define the input layout
    D3D11_INPUT_ELEMENT_DESC layout[] =
    {
        { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
        { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
    };
    UINT numElements = ARRAYSIZE( layout );

    // Create the input layout
    hr = g_pd3dDevice->CreateInputLayout( layout, numElements, pVSBlob->GetBufferPointer(),
                                          pVSBlob->GetBufferSize(), &g_pVertexLayout );
    pVSBlob->Release();
    if( FAILED( hr ) )
        return hr;

    // Set the input layout
    g_pImmediateContext->IASetInputLayout( g_pVertexLayout );

    // Compile the pixel shader
    ID3DBlob* pPSBlob = nullptr;
    hr = CompileShaderFromFile( L"Tutorial07.fx", "PS", "ps_4_0", &pPSBlob );
    if( FAILED( hr ) )
    {
        MessageBox( nullptr,
                    L"The FX file cannot be compiled.  Please run this executable from the directory that contains the FX file.", L"Error", MB_OK );
        return hr;
    }

    // Create the pixel shader
    hr = g_pd3dDevice->CreatePixelShader( pPSBlob->GetBufferPointer(), pPSBlob->GetBufferSize(), nullptr, &g_pPixelShader );
    pPSBlob->Release();
    if( FAILED( hr ) )
        return hr;

    // Create vertex buffer
    SimpleVertex vertices[] =
    {
        { XMFLOAT3( -1.0f, 1.0f, -1.0f ), XMFLOAT2( 1.0f, 0.0f ) },
        { XMFLOAT3( 1.0f, 1.0f, -1.0f ), XMFLOAT2( 0.0f, 0.0f ) },
        { XMFLOAT3( 1.0f, 1.0f, 1.0f ), XMFLOAT2( 0.0f, 1.0f ) },
        { XMFLOAT3( -1.0f, 1.0f, 1.0f ), XMFLOAT2( 1.0f, 1.0f ) },

        { XMFLOAT3( -1.0f, -1.0f, -1.0f ), XMFLOAT2( 0.0f, 0.0f ) },
        { XMFLOAT3( 1.0f, -1.0f, -1.0f ), XMFLOAT2( 1.0f, 0.0f ) },
        { XMFLOAT3( 1.0f, -1.0f, 1.0f ), XMFLOAT2( 1.0f, 1.0f ) },
        { XMFLOAT3( -1.0f, -1.0f, 1.0f ), XMFLOAT2( 0.0f, 1.0f ) },

        { XMFLOAT3( -1.0f, -1.0f, 1.0f ), XMFLOAT2( 0.0f, 1.0f ) },
        { XMFLOAT3( -1.0f, -1.0f, -1.0f ), XMFLOAT2( 1.0f, 1.0f ) },
        { XMFLOAT3( -1.0f, 1.0f, -1.0f ), XMFLOAT2( 1.0f, 0.0f ) },
        { XMFLOAT3( -1.0f, 1.0f, 1.0f ), XMFLOAT2( 0.0f, 0.0f ) },

        { XMFLOAT3( 1.0f, -1.0f, 1.0f ), XMFLOAT2( 1.0f, 1.0f ) },
        { XMFLOAT3( 1.0f, -1.0f, -1.0f ), XMFLOAT2( 0.0f, 1.0f ) },
        { XMFLOAT3( 1.0f, 1.0f, -1.0f ), XMFLOAT2( 0.0f, 0.0f ) },
        { XMFLOAT3( 1.0f, 1.0f, 1.0f ), XMFLOAT2( 1.0f, 0.0f ) },

        { XMFLOAT3( -1.0f, -1.0f, -1.0f ), XMFLOAT2( 0.0f, 1.0f ) },
        { XMFLOAT3( 1.0f, -1.0f, -1.0f ), XMFLOAT2( 1.0f, 1.0f ) },
        { XMFLOAT3( 1.0f, 1.0f, -1.0f ), XMFLOAT2( 1.0f, 0.0f ) },
        { XMFLOAT3( -1.0f, 1.0f, -1.0f ), XMFLOAT2( 0.0f, 0.0f ) },

        { XMFLOAT3( -1.0f, -1.0f, 1.0f ), XMFLOAT2( 1.0f, 1.0f ) },
        { XMFLOAT3( 1.0f, -1.0f, 1.0f ), XMFLOAT2( 0.0f, 1.0f ) },
        { XMFLOAT3( 1.0f, 1.0f, 1.0f ), XMFLOAT2( 0.0f, 0.0f ) },
        { XMFLOAT3( -1.0f, 1.0f, 1.0f ), XMFLOAT2( 1.0f, 0.0f ) },
    };

    D3D11_BUFFER_DESC bd;
    ZeroMemory( &bd, sizeof(bd) );
    bd.Usage = D3D11_USAGE_DEFAULT;
    bd.ByteWidth = sizeof( SimpleVertex ) * 24;
    bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
    bd.CPUAccessFlags = 0;
    D3D11_SUBRESOURCE_DATA InitData;
    ZeroMemory( &InitData, sizeof(InitData) );
    InitData.pSysMem = vertices;
    hr = g_pd3dDevice->CreateBuffer( &bd, &InitData, &g_pVertexBuffer );
    if( FAILED( hr ) )
        return hr;

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

    // Create index buffer
    // Create vertex buffer
    WORD indices[] =
    {
        3,1,0,
        2,1,3,

        6,4,5,
        7,4,6,

        11,9,8,
        10,9,11,

        14,12,13,
        15,12,14,

        19,17,16,
        18,17,19,

        22,20,21,
        23,20,22
    };

    bd.Usage = D3D11_USAGE_DEFAULT;
    bd.ByteWidth = sizeof( WORD ) * 36;
    bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
    bd.CPUAccessFlags = 0;
    InitData.pSysMem = indices;
    hr = g_pd3dDevice->CreateBuffer( &bd, &InitData, &g_pIndexBuffer );
    if( FAILED( hr ) )
        return hr;

    // Set index buffer
    g_pImmediateContext->IASetIndexBuffer( g_pIndexBuffer, DXGI_FORMAT_R16_UINT, 0 );

    // Set primitive topology
    g_pImmediateContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );

    // Create the constant buffers
    bd.Usage = D3D11_USAGE_DEFAULT;
    bd.ByteWidth = sizeof(CBNeverChanges);
    bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
    bd.CPUAccessFlags = 0;
    hr = g_pd3dDevice->CreateBuffer( &bd, nullptr, &g_pCBNeverChanges );
    if( FAILED( hr ) )
        return hr;
    
    bd.ByteWidth = sizeof(CBChangeOnResize);
    hr = g_pd3dDevice->CreateBuffer( &bd, nullptr, &g_pCBChangeOnResize );
    if( FAILED( hr ) )
        return hr;
    
    bd.ByteWidth = sizeof(CBChangesEveryFrame);
    hr = g_pd3dDevice->CreateBuffer( &bd, nullptr, &g_pCBChangesEveryFrame );
    if( FAILED( hr ) )
        return hr;

    // Load the Texture
    hr = CreateDDSTextureFromFile( g_pd3dDevice, L"seafloor.dds", nullptr, &g_pTextureRV );
    if( FAILED( hr ) )
        return hr;

    // Create the sample state
    D3D11_SAMPLER_DESC sampDesc;
    ZeroMemory( &sampDesc, sizeof(sampDesc) );
    sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
    sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
    sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
    sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
    sampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
    sampDesc.MinLOD = 0;
    sampDesc.MaxLOD = D3D11_FLOAT32_MAX;
    hr = g_pd3dDevice->CreateSamplerState( &sampDesc, &g_pSamplerLinear );
    if( FAILED( hr ) )
        return hr;

    // Initialize the world matrices
    g_World = XMMatrixIdentity();

    // Initialize the view matrix
    XMVECTOR Eye = XMVectorSet( 0.0f, 3.0f, -6.0f, 0.0f );
    XMVECTOR At = XMVectorSet( 0.0f, 1.0f, 0.0f, 0.0f );
    XMVECTOR Up = XMVectorSet( 0.0f, 1.0f, 0.0f, 0.0f );
    g_View = XMMatrixLookAtLH( Eye, At, Up );

    CBNeverChanges cbNeverChanges;
    cbNeverChanges.mView = XMMatrixTranspose( g_View );
    g_pImmediateContext->UpdateSubresource( g_pCBNeverChanges, 0, nullptr, &cbNeverChanges, 0, 0 );

    // Initialize the projection matrix
    g_Projection = XMMatrixPerspectiveFovLH( XM_PIDIV4, width / (FLOAT)height, 0.01f, 100.0f );
    
    CBChangeOnResize cbChangesOnResize;
    cbChangesOnResize.mProjection = XMMatrixTranspose( g_Projection );
    g_pImmediateContext->UpdateSubresource( g_pCBChangeOnResize, 0, nullptr, &cbChangesOnResize, 0, 0 );

#ifdef USE_OPENVR
    // OpenVR.
    // Loading the SteamVR Runtime
	  vr::EVRInitError eError = vr::VRInitError_None;
	  openvr_system_ = vr::VR_Init(&eError, vr::VRApplication_Scene);
	  if (eError != vr::VRInitError_None) {
		    openvr_system_ = nullptr;
        ShowMessageBoxAndExit("Unable to init VR runtime: %s", vr::VR_GetVRInitErrorAsEnglishDescription(eError));
	  }
    if (!vr::VRCompositor()) {
        ShowMessageBoxAndExit("Failed to obtain compositor.");
    }
#endif

    return S_OK;
}
Ejemplo n.º 26
0
bool Direct3D::Initialize(HWND* hWnd)
{
	mcWidth = &Settings->GetData()->mWidth;
	mcHeight = &Settings->GetData()->mHeight;

	UINT createDeviceFlags = 0;
#if defined(_DEBUG) | (DEBUG)
	createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif

	D3D_FEATURE_LEVEL featureLevel;
	if( FAILED ( D3D11CreateDevice(
		nullptr,
		mDriverType,
		nullptr,
		0,
		nullptr,
		0,
		D3D11_SDK_VERSION,
		&mDevice,
		&featureLevel,
		&mDevCon)))
	{
		cout << "D3D11CreateDevice failed." << endl;
		return false;
	}

	if(featureLevel != D3D_FEATURE_LEVEL_11_0)
	{
		cout << "Direct3D feature level 11 unsupported." << endl;
		return false;
	}

	mDevice->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM, 4, &m4xMSAAQuality);
	assert(m4xMSAAQuality > 0);

	DXGI_SWAP_CHAIN_DESC sd = {};
	sd.BufferDesc.Width = *mcWidth;
	sd.BufferDesc.Height = *mcHeight;
	sd.BufferDesc.RefreshRate.Numerator = 60;
	sd.BufferDesc.RefreshRate.Denominator = 1;
	sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	sd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
	sd.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;

	if (mEnable4xMsaa)
	{
		sd.SampleDesc.Count = 4;
		sd.SampleDesc.Quality = m4xMSAAQuality-1;
	}
	else
	{
		sd.SampleDesc.Count = 1;
		sd.SampleDesc.Quality = 0;
	}

	sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; // Use back buffer as render target
	sd.BufferCount = 1;								  // Number of back buffers to use in swap chain
	sd.OutputWindow = *hWnd;					  // Specify window we render into
	sd.Windowed = !Settings->GetData()->mIsFullscreen;	// Windowed mode or full-screen mode
	sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;	      // Let display driver select most efficient presentation method
	sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;

	IDXGIDevice* dxgiDevice = nullptr;
	mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);

	IDXGIAdapter* dxgiAdapter = nullptr;
	dxgiDevice->GetParent(__uuidof(IDXGIAdapter),(void**)&dxgiAdapter);

	IDXGIFactory* dxgiFactory = nullptr;
	dxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&dxgiFactory);

	dxgiFactory->CreateSwapChain(mDevice, &sd, &mSwapChain);

	SafeRelease(dxgiDevice);
	SafeRelease(dxgiAdapter);
	SafeRelease(dxgiFactory);

	this->OnResize();
	return true;
}
// Direct3Dの初期化
HRESULT InitD3D( void )
{
    HRESULT hr = S_OK;
	D3D_FEATURE_LEVEL  FeatureLevelsRequested[6] = { D3D_FEATURE_LEVEL_11_0,
													 D3D_FEATURE_LEVEL_10_1,
													 D3D_FEATURE_LEVEL_10_0,
													 D3D_FEATURE_LEVEL_9_3,
													 D3D_FEATURE_LEVEL_9_2,
													 D3D_FEATURE_LEVEL_9_1 };
	UINT               numLevelsRequested = 6;
	D3D_FEATURE_LEVEL  FeatureLevelsSupported;

	// デバイス作成
	hr = D3D11CreateDevice( NULL,
					D3D_DRIVER_TYPE_HARDWARE, 
					NULL, 
					0,
					FeatureLevelsRequested, 
					numLevelsRequested,
					D3D11_SDK_VERSION, 
					&g_pd3dDevice,
					&FeatureLevelsSupported,
					&g_pImmediateContext );
	if( FAILED ( hr ) ) {
		return hr;
	}

	// ファクトリの取得
	IDXGIDevice * pDXGIDevice;
	hr = g_pd3dDevice->QueryInterface( __uuidof( IDXGIDevice ), ( void ** )&pDXGIDevice );
	IDXGIAdapter * pDXGIAdapter;
	hr = pDXGIDevice->GetParent( __uuidof( IDXGIAdapter ), ( void ** )&pDXGIAdapter );
	IDXGIFactory * pIDXGIFactory;
	pDXGIAdapter->GetParent( __uuidof( IDXGIFactory ), ( void ** )&pIDXGIFactory);

	// スワップチェインの作成
    DXGI_SWAP_CHAIN_DESC	sd;
	ZeroMemory( &sd, sizeof( sd ) );
	sd.BufferCount = 1;
	sd.BufferDesc.Width = g_nClientWidth;
	sd.BufferDesc.Height = g_nClientHeight;
	sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	sd.BufferDesc.RefreshRate.Numerator = 60;
	sd.BufferDesc.RefreshRate.Denominator = 1;
	sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
	sd.OutputWindow = g_hWnd;
	sd.SampleDesc.Count = 1;
	sd.SampleDesc.Quality = 0;
	sd.Windowed = TRUE;
	hr = pIDXGIFactory->CreateSwapChain( g_pd3dDevice, &sd, &g_pSwapChain );

	pDXGIDevice->Release();
	pDXGIAdapter->Release();
	pIDXGIFactory->Release();

	if( FAILED ( hr ) ) {
		return hr;
	}

    // レンダリングターゲットの生成
    ID3D11Texture2D			*pBackBuffer = NULL;
    D3D11_TEXTURE2D_DESC BackBufferSurfaceDesc;
    hr = g_pSwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), ( LPVOID* )&pBackBuffer );
    if ( FAILED( hr ) ) {
		MessageBox( NULL, _T( "Can't get backbuffer." ), _T( "Error" ), MB_OK );
        return hr;
    }
    pBackBuffer->GetDesc( &BackBufferSurfaceDesc );
    hr = g_pd3dDevice->CreateRenderTargetView( pBackBuffer, NULL, &g_pRTV );
    SAFE_RELEASE( pBackBuffer );
    if ( FAILED( hr ) ) {
		MessageBox( NULL, _T( "Can't create render target view." ), _T( "Error" ), MB_OK );
        return hr;
    }

    g_pImmediateContext->OMSetRenderTargets( 1, &g_pRTV, NULL );

    // ラスタライザの設定
    D3D11_RASTERIZER_DESC drd;
	ZeroMemory( &drd, sizeof( drd ) );
	drd.FillMode				= D3D11_FILL_SOLID;
	drd.CullMode				= D3D11_CULL_NONE;
	drd.FrontCounterClockwise	= FALSE;
	drd.DepthClipEnable			= TRUE;
    hr = g_pd3dDevice->CreateRasterizerState( &drd, &g_pRS );
    if ( FAILED( hr ) ) {
		MessageBox( NULL, _T( "Can't create rasterizer state." ), _T( "Error" ), MB_OK );
        return hr;
    }
    g_pImmediateContext->RSSetState( g_pRS );

    // ビューポートの設定
    D3D11_VIEWPORT vp;
    vp.Width    = ( FLOAT )g_nClientWidth;
    vp.Height   = ( FLOAT )g_nClientHeight;
    vp.MinDepth = 0.0f;
    vp.MaxDepth = 1.0f;
    vp.TopLeftX = 0.0f;
    vp.TopLeftY = 0.0f;
    g_pImmediateContext->RSSetViewports( 1, &vp );

    return S_OK;
}
Ejemplo n.º 28
0
	//[-------------------------------------------------------]
	//[ Public methods                                        ]
	//[-------------------------------------------------------]
	SwapChain::SwapChain(Direct3D11Renderer &direct3D11Renderer, handle nativeWindowHandle) :
		ISwapChain(direct3D11Renderer),
		mDxgiSwapChain(nullptr),
		mD3D11RenderTargetView(nullptr),
		mD3D11DepthStencilView(nullptr)
	{
		// Get the Direct3D 11 device instance
		ID3D11Device *d3d11Device = direct3D11Renderer.getD3D11Device();

		// Get the native window handle
		const HWND hWnd = reinterpret_cast<HWND>(nativeWindowHandle);

		// Get a DXGI factory instance
		IDXGIFactory1 *dxgiFactory1 = nullptr;
		{
			IDXGIDevice *dxgiDevice = nullptr;
			IDXGIAdapter *dxgiAdapter = nullptr;
			d3d11Device->QueryInterface(IID_PPV_ARGS(&dxgiDevice));
			dxgiDevice->GetAdapter(&dxgiAdapter);
			dxgiAdapter->GetParent(IID_PPV_ARGS(&dxgiFactory1));
			dxgiAdapter->Release();
			dxgiDevice->Release();
		}

		// Get the width and height of the given native window and ensure they are never ever zero
		// -> See "getSafeWidthAndHeight()"-method comments for details
		long width  = 1;
		long height = 1;
		{
			// Get the client rectangle of the given native window
			RECT rect;
			::GetClientRect(hWnd, &rect);

			// Get the width and height...
			width  = rect.right  - rect.left;
			height = rect.bottom - rect.top;

			// ... and ensure that none of them is ever zero
			if (width < 1)
			{
				width = 1;
			}
			if (height < 1)
			{
				height = 1;
			}
		}

		// Create the swap chain
		DXGI_SWAP_CHAIN_DESC dxgiSwapChainDesc = {};
		dxgiSwapChainDesc.BufferCount						 = 1;
		dxgiSwapChainDesc.BufferDesc.Width					 = static_cast<UINT>(width);
		dxgiSwapChainDesc.BufferDesc.Height					 = static_cast<UINT>(height);
		dxgiSwapChainDesc.BufferDesc.Format					 = DXGI_FORMAT_R8G8B8A8_UNORM;
		dxgiSwapChainDesc.BufferDesc.RefreshRate.Numerator	 = 60;
		dxgiSwapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
		dxgiSwapChainDesc.BufferUsage						 = DXGI_USAGE_RENDER_TARGET_OUTPUT;
		dxgiSwapChainDesc.OutputWindow						 = hWnd;
		dxgiSwapChainDesc.SampleDesc.Count					 = 1;
		dxgiSwapChainDesc.SampleDesc.Quality				 = 0;
		dxgiSwapChainDesc.Windowed							 = TRUE;
		dxgiFactory1->CreateSwapChain(d3d11Device, &dxgiSwapChainDesc, &mDxgiSwapChain);

		// Disable alt-return for automatic fullscreen state change
		// -> We handle this manually to have more control over it
		dxgiFactory1->MakeWindowAssociation(hWnd, DXGI_MWA_NO_ALT_ENTER);

		// Release our DXGI factory
		dxgiFactory1->Release();

		// Create the Direct3D 11 views
		if (nullptr != mDxgiSwapChain)
		{
			createDirect3D11Views();
		}

		// Assign a default name to the resource for debugging purposes
		#ifndef DIRECT3D11RENDERER_NO_DEBUG
			setDebugName("Swap chain");
		#endif
	}
Ejemplo n.º 29
0
//--------------------------------------------------------------------------------------
// Create Direct3D device and swap chain
//--------------------------------------------------------------------------------------
HRESULT InitDevice()
{
    HRESULT hr = S_OK;

    RECT rc;
    GetClientRect( g_hWnd, &rc );
    UINT width = rc.right - rc.left;
    UINT height = rc.bottom - rc.top;

    UINT createDeviceFlags = 0;
#ifdef _DEBUG
    createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif

    D3D_DRIVER_TYPE driverTypes[] =
    {
        D3D_DRIVER_TYPE_HARDWARE,
        D3D_DRIVER_TYPE_WARP,
        D3D_DRIVER_TYPE_REFERENCE,
    };
    UINT numDriverTypes = ARRAYSIZE( driverTypes );

    D3D_FEATURE_LEVEL featureLevels[] =
    {
        D3D_FEATURE_LEVEL_11_1,
        D3D_FEATURE_LEVEL_11_0,
        D3D_FEATURE_LEVEL_10_1,
        D3D_FEATURE_LEVEL_10_0,
    };
	UINT numFeatureLevels = ARRAYSIZE( featureLevels );

    for( UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++ )
    {
        g_driverType = driverTypes[driverTypeIndex];
        hr = D3D11CreateDevice( nullptr, g_driverType, nullptr, createDeviceFlags, featureLevels, numFeatureLevels,
                                D3D11_SDK_VERSION, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext );

        if ( hr == E_INVALIDARG )
        {
            // DirectX 11.0 platforms will not recognize D3D_FEATURE_LEVEL_11_1 so we need to retry without it
            hr = D3D11CreateDevice( nullptr, g_driverType, nullptr, createDeviceFlags, &featureLevels[1], numFeatureLevels - 1,
                                    D3D11_SDK_VERSION, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext );
        }

        if( SUCCEEDED( hr ) )
            break;
    }
    if( FAILED( hr ) )
        return hr;

    // Obtain DXGI factory from device (since we used nullptr for pAdapter above)
    IDXGIFactory1* dxgiFactory = nullptr;
    {
        IDXGIDevice* dxgiDevice = nullptr;
        hr = g_pd3dDevice->QueryInterface( __uuidof(IDXGIDevice), reinterpret_cast<void**>(&dxgiDevice) );
        if (SUCCEEDED(hr))
        {
            IDXGIAdapter* adapter = nullptr;
            hr = dxgiDevice->GetAdapter(&adapter);
            if (SUCCEEDED(hr))
            {
                hr = adapter->GetParent( __uuidof(IDXGIFactory1), reinterpret_cast<void**>(&dxgiFactory) );
                adapter->Release();
            }
            dxgiDevice->Release();
        }
    }
    if (FAILED(hr))
        return hr;

    // Create swap chain
    IDXGIFactory2* dxgiFactory2 = nullptr;
    hr = dxgiFactory->QueryInterface( __uuidof(IDXGIFactory2), reinterpret_cast<void**>(&dxgiFactory2) );
    if ( dxgiFactory2 )
    {
        // DirectX 11.1 or later
        hr = g_pd3dDevice->QueryInterface( __uuidof(ID3D11Device1), reinterpret_cast<void**>(&g_pd3dDevice1) );
        if (SUCCEEDED(hr))
        {
            (void) g_pImmediateContext->QueryInterface( __uuidof(ID3D11DeviceContext1), reinterpret_cast<void**>(&g_pImmediateContext1) );
        }

        DXGI_SWAP_CHAIN_DESC1 sd;
        ZeroMemory(&sd, sizeof(sd));
        sd.Width = width;
        sd.Height = height;
        sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
        sd.SampleDesc.Count = 1;
        sd.SampleDesc.Quality = 0;
        sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
        sd.BufferCount = 1;

        hr = dxgiFactory2->CreateSwapChainForHwnd( g_pd3dDevice, g_hWnd, &sd, nullptr, nullptr, &g_pSwapChain1 );
        if (SUCCEEDED(hr))
        {
            hr = g_pSwapChain1->QueryInterface( __uuidof(IDXGISwapChain), reinterpret_cast<void**>(&g_pSwapChain) );
        }

        dxgiFactory2->Release();
    }
    else
    {
        // DirectX 11.0 systems
        DXGI_SWAP_CHAIN_DESC sd;
        ZeroMemory(&sd, sizeof(sd));
        sd.BufferCount = 1;
        sd.BufferDesc.Width = width;
        sd.BufferDesc.Height = height;
        sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
        sd.BufferDesc.RefreshRate.Numerator = 60;
        sd.BufferDesc.RefreshRate.Denominator = 1;
        sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
        sd.OutputWindow = g_hWnd;
        sd.SampleDesc.Count = 1;
        sd.SampleDesc.Quality = 0;
        sd.Windowed = TRUE;

        hr = dxgiFactory->CreateSwapChain( g_pd3dDevice, &sd, &g_pSwapChain );
    }

    // Note this tutorial doesn't handle full-screen swapchains so we block the ALT+ENTER shortcut
    dxgiFactory->MakeWindowAssociation( g_hWnd, DXGI_MWA_NO_ALT_ENTER );

    dxgiFactory->Release();

    if (FAILED(hr))
        return hr;

    // Create a render target view
    ID3D11Texture2D* pBackBuffer = nullptr;
    hr = g_pSwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), reinterpret_cast<void**>( &pBackBuffer ) );
    if( FAILED( hr ) )
        return hr;

    hr = g_pd3dDevice->CreateRenderTargetView( pBackBuffer, nullptr, &g_pRenderTargetView );
    pBackBuffer->Release();
    if( FAILED( hr ) )
        return hr;

    g_pImmediateContext->OMSetRenderTargets( 1, &g_pRenderTargetView, nullptr );

    // Setup the viewport
    D3D11_VIEWPORT vp;
    vp.Width = (FLOAT)width;
    vp.Height = (FLOAT)height;
    vp.MinDepth = 0.0f;
    vp.MaxDepth = 1.0f;
    vp.TopLeftX = 0;
    vp.TopLeftY = 0;
    g_pImmediateContext->RSSetViewports( 1, &vp );

    // Compile the vertex shader
    ID3DBlob* pVSBlob = nullptr;
    hr = CompileShaderFromFile( L"Tutorial02.fx", "VS", "vs_4_0", &pVSBlob );
    if( FAILED( hr ) )
    {
        MessageBox( nullptr,
                    "The FX file cannot be compiled.  Please run this executable from the directory that contains the FX file.", "Error", MB_OK );
        return hr;
    }

	// Create the vertex shader
	hr = g_pd3dDevice->CreateVertexShader( pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), nullptr, &g_pVertexShader );
	if( FAILED( hr ) )
	{	
		pVSBlob->Release();
        return hr;
	}

    // Define the input layout
    D3D11_INPUT_ELEMENT_DESC layout[] =
    {
        { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
    };
	UINT numElements = ARRAYSIZE( layout );

    // Create the input layout
	hr = g_pd3dDevice->CreateInputLayout( layout, numElements, pVSBlob->GetBufferPointer(),
                                          pVSBlob->GetBufferSize(), &g_pVertexLayout );
	pVSBlob->Release();
	if( FAILED( hr ) )
        return hr;

    // Set the input layout
    g_pImmediateContext->IASetInputLayout( g_pVertexLayout );

	// Compile the pixel shader
	ID3DBlob* pPSBlob = nullptr;
    hr = CompileShaderFromFile( L"Tutorial02.fx", "PS", "ps_4_0", &pPSBlob );
    if( FAILED( hr ) )
    {
        MessageBox( nullptr,
                    "The FX file cannot be compiled.  Please run this executable from the directory that contains the FX file.", "Error", MB_OK );
        return hr;
    }

	// Create the pixel shader
	hr = g_pd3dDevice->CreatePixelShader( pPSBlob->GetBufferPointer(), pPSBlob->GetBufferSize(), nullptr, &g_pPixelShader );
	pPSBlob->Release();
    if( FAILED( hr ) )
        return hr;

    // Create vertex buffer
    SimpleVertex vertices[] =
    {
        XMFLOAT3( 0.0f, 0.5f, 0.5f ),
        XMFLOAT3( 0.5f, -0.5f, 0.5f ),
        XMFLOAT3( -0.5f, -0.5f, 0.5f ),
    };
    D3D11_BUFFER_DESC bd;
	ZeroMemory( &bd, sizeof(bd) );
    bd.Usage = D3D11_USAGE_DEFAULT;
    bd.ByteWidth = sizeof( SimpleVertex ) * 3;
    bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
	bd.CPUAccessFlags = 0;
    D3D11_SUBRESOURCE_DATA InitData;
	ZeroMemory( &InitData, sizeof(InitData) );
    InitData.pSysMem = vertices;
    hr = g_pd3dDevice->CreateBuffer( &bd, &InitData, &g_pVertexBuffer );
    if( FAILED( hr ) )
        return hr;

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

    // Set primitive topology
    g_pImmediateContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );

    return S_OK;
}
//
// FUNCTION: GraphicsDeviceInterface::Initialize()
//
// PURPOSE: Initializes Direct3D
// 
bool GraphicsDeviceInterface::Initialize(HWND hWnd, WindowSize* wind) {
	HRESULT hResult;

	// Clear the struct
	ZeroMemory(&scd, sizeof(DXGI_SWAP_CHAIN_DESC));

	// Set the swap chain values
	scd.BufferCount = 1;								// one back buffer
	scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;	// use 32 bit color
	scd.BufferDesc.Width = wind->getWidth();			// set width using windowSize object
	scd.BufferDesc.Height = wind->getHeight();			// set height using windowSize object
	scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;	// swap chain is output
	scd.OutputWindow = hWnd;							// window to render into
	scd.SampleDesc.Count = 4;							// use 4 multisamples for antialiasing
	scd.Windowed = wind->getWindowed();					// Sets windowed mode
	scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;	// Allow full-screen switching


	// Create the device, context, and swap chain
	hResult = D3D11CreateDeviceAndSwapChain(NULL,
		D3D_DRIVER_TYPE_HARDWARE,
		NULL,
		NULL, //D3D_FEATURE_LEVEL_10_0,
		NULL,
		NULL,
		D3D11_SDK_VERSION,
		&scd,
		&m_Swapchain,
		&m_Device,
		NULL,
		&m_Context);

	if (hResult != S_OK)
	{
		return FALSE;
	}

	// Retrieves the IDXGIFactory that created "m_Device"
	IDXGIDevice *pDXGIDevice;
	m_Device->QueryInterface(__uuidof(IDXGIDevice), (void **)&pDXGIDevice);
	IDXGIAdapter *pDXGIAdapter;
	pDXGIDevice->GetParent(__uuidof(IDXGIAdapter), (void **)&pDXGIAdapter);
	IDXGIFactory *pDXGIFactory;
	pDXGIAdapter->GetParent(__uuidof(IDXGIFactory), (void **)&pDXGIFactory);

	// Disables the use of Alt-Enter to switch between fullscreen/windowed
	pDXGIFactory->MakeWindowAssociation(hWnd, DXGI_MWA_NO_ALT_ENTER);
	
	// Resized the target (window or screen resolution) and back buffers
	m_Swapchain->ResizeTarget(&scd.BufferDesc);
	m_Swapchain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, scd.Flags);

	// Get the back buffer address
	ID3D11Texture1D *pBackBuffer;
	m_Swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);

	// Use the back buffer address to create a render target
	m_Device->CreateRenderTargetView(pBackBuffer, NULL, &m_BackBuffer);
	pBackBuffer->Release();

	D3D11_TEXTURE2D_DESC depthBufferDesc;
	D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
	D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
	D3D11_RASTERIZER_DESC rasterDesc;

	ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc));

	depthBufferDesc.Width = wind->getWidth();
	depthBufferDesc.Height = wind->getHeight();
	depthBufferDesc.MipLevels = 1;
	depthBufferDesc.ArraySize = 1;
	depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
	depthBufferDesc.SampleDesc.Count = 4;
	depthBufferDesc.SampleDesc.Quality = 0;
	depthBufferDesc.Usage = D3D11_USAGE_DEFAULT;
	depthBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
	depthBufferDesc.CPUAccessFlags = 0;
	depthBufferDesc.MiscFlags = 0;

	m_Device->CreateTexture2D(&depthBufferDesc, NULL, &m_DepthStencilBuffer);

	// Initialize the description of the stencil state.
	ZeroMemory(&depthStencilDesc, sizeof(depthStencilDesc));

	// Set up the description of the stencil state.
	depthStencilDesc.DepthEnable = true;
	depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
	depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;

	depthStencilDesc.StencilEnable = true;
	depthStencilDesc.StencilReadMask = 0xFF;
	depthStencilDesc.StencilWriteMask = 0xFF;

	// Stencil operations if pixel is front-facing.
	depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
	depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
	depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
	depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;

	// Stencil operations if pixel is back-facing.
	depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
	depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
	depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
	depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;

	m_Device->CreateDepthStencilState(&depthStencilDesc, &m_DepthStencilState);

	m_Context->OMSetDepthStencilState(m_DepthStencilState, 1);
	
	// Initailze the depth stencil view.
	ZeroMemory(&depthStencilViewDesc, sizeof(depthStencilViewDesc));

	// Set up the depth stencil view description.
	depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
	depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
	depthStencilViewDesc.Texture2D.MipSlice = 0;

	m_Device->CreateDepthStencilView(m_DepthStencilBuffer, NULL, &m_DepthStencilView);

	// set the render target as the back buffer
	m_Context->OMSetRenderTargets(1, &m_BackBuffer, m_DepthStencilView);

	// Set the viewport using windowSize object
	D3D11_VIEWPORT viewport;
	ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT));

	viewport.TopLeftX = 0;
	viewport.TopLeftY = 0;
	viewport.MinDepth = 0.0f;
	viewport.MaxDepth = 1.0f;
	viewport.Width = (float)wind->getWidth();
	viewport.Height = (float)wind->getHeight();

	m_Context->RSSetViewports(1, &viewport);

	// Setup the projection matrix.
	float fieldOfView = (float)D3DX_PI / 4.0f;
	float screenAspect = (float)wind->getWidth() / (float)wind->getHeight();

	// TODO: Make constants for screen depth and screen near.
	// Create the projection matrix for 3D rendering.
	D3DXMatrixPerspectiveFovLH(&m_projMatrix, fieldOfView, screenAspect, 0.1f, 1000.0f);

	InitPipeline();
	InitGraphics();


	return TRUE;
}