Ejemplo n.º 1
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 2
0
int ContextD3D11::CreateWindowSizeDependentResources(uint32_t width, uint32_t height) { 

  ID3D11RenderTargetView* nullViews[] = {nullptr};
  device_context_->OMSetRenderTargets(ARRAYSIZE(nullViews), nullViews, nullptr);
  SafeRelease(&render_target_view_);
  SafeRelease(&depth_stencil_view_);
  device_context_->Flush();

  //RECT rc;
  //GetClientRect( window_handle_, &rc );
  width_ = width;//rc.right - rc.left;
  height_ = height;//rc.bottom - rc.top;


  if(swap_chain_ != nullptr)
  {
      swap_chain_->ResizeBuffers(2,	static_cast<UINT>(width_),static_cast<UINT>(height_),	DXGI_FORMAT_B8G8R8A8_UNORM,	0);
  }
  else
  {
    // Otherwise, create a new one using the same adapter as the existing Direct3D device.
    DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {0};
    swapChainDesc.Width = static_cast<UINT>(width_); // Match the size of the window.
    swapChainDesc.Height = static_cast<UINT>(height_);
    swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; // This is the most common swap chain format.
    swapChainDesc.Stereo = false;
    swapChainDesc.SampleDesc.Count = 1; // Don't use multi-sampling.
    swapChainDesc.SampleDesc.Quality = 0;
    swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
    swapChainDesc.BufferCount = 2; // Use double-buffering to minimize latency.
    swapChainDesc.Scaling = DXGI_SCALING_NONE;
    
    swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; // All Windows Store apps must use this SwapEffect.
    swapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
    
    IDXGIDevice1* dxgiDevice;
    device_->QueryInterface(__uuidof(dxgiDevice),(void**)&dxgiDevice);
    //IDXGIAdapter* dxgiAdapter;
    //dxgiDevice->GetAdapter(&dxgiAdapter);
    IDXGIFactory2* dxgiFactory;
    adaptor_->GetParent(__uuidof(IDXGIFactory2), 		(void**)&dxgiFactory		);

    DXGI_SWAP_CHAIN_FULLSCREEN_DESC fullscreen_desc;
    memset(&fullscreen_desc,0,sizeof(fullscreen_desc));
    fullscreen_desc.Windowed = true;
    dxgiFactory->CreateSwapChainForHwnd(device_,window_handle_,	&swapChainDesc,	&fullscreen_desc,nullptr, &swap_chain_);
    dxgiDevice->SetMaximumFrameLatency(1);

    SafeRelease(&dxgiFactory);
    //SafeRelease(&dxgiAdapter);
    SafeRelease(&dxgiDevice);
  }
  
  ID3D11Texture2D* backBuffer;
  swap_chain_->GetBuffer(0,__uuidof(ID3D11Texture2D),(void**)&backBuffer);
  device_->CreateRenderTargetView(backBuffer,nullptr,&render_target_view_);
  SafeRelease(&backBuffer);
  // Create a depth stencil view.
  CD3D11_TEXTURE2D_DESC depthStencilTextureDesc(
    DXGI_FORMAT_D24_UNORM_S8_UINT, 
    static_cast<UINT>(width_),
    static_cast<UINT>(height_),
    1,
    0,
    D3D11_BIND_DEPTH_STENCIL
    );

  ID3D11Texture2D* depth_stencil_tex;
  device_->CreateTexture2D(&depthStencilTextureDesc,nullptr,&depth_stencil_tex);
  CD3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc(D3D11_DSV_DIMENSION_TEXTURE2D);
  device_->CreateDepthStencilView(depth_stencil_tex,&depthStencilViewDesc,&depth_stencil_view_);
  SafeRelease(&depth_stencil_tex);

  SafeRelease(&default_depth_state);
  D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
// Initialize the description of the stencil state.
	ZeroMemory(&depthStencilDesc, sizeof(depthStencilDesc));

	depthStencilDesc.DepthEnable = true;
	depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
	depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;

	depthStencilDesc.StencilEnable = true;
	depthStencilDesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
	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;
  device_->CreateDepthStencilState(&depthStencilDesc, &default_depth_state);
  SetDepthState(null,0);

  // Set the rendering viewport to target the entire window.
  CD3D11_VIEWPORT viewport(0.0f,0.0f,width_,height_);

  device_context_->RSSetViewports(1, &viewport);
  device_context_->OMSetRenderTargets( 1, &render_target_view_, depth_stencil_view_ );
  return S_OK;
}