Example #1
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 );
}
Example #2
0
void Graphics4::init(int windowId, int depthBufferBits, int stencilBufferBits, bool vSync) {
#ifdef KORE_VR
	vsync = false;
#else
	vsync = vSync;
#endif
	for (int i = 0; i < 1024 * 4; ++i) vertexConstants[i] = 0;
	for (int i = 0; i < 1024 * 4; ++i) fragmentConstants[i] = 0;

#ifdef KORE_WINDOWS
	HWND hwnd = Window::get(windowId)->_data.handle;
#endif

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

	D3D_FEATURE_LEVEL featureLevels[] = {
#ifdef KORE_WINDOWSAPP
	    D3D_FEATURE_LEVEL_11_1,
#endif
	    D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0};

#ifdef KORE_WINDOWSAPP
	IDXGIAdapter3* adapter = nullptr;
#ifdef KORE_HOLOLENS
	adapter = holographicFrameController->getCompatibleDxgiAdapter().Get();
#endif
	Kore_Microsoft_affirm(D3D11CreateDevice(adapter, D3D_DRIVER_TYPE_HARDWARE, nullptr, creationFlags, featureLevels, ARRAYSIZE(featureLevels), D3D11_SDK_VERSION,
	                                    &device, &featureLevel, &context));

#elif KORE_OCULUS
	IDXGIFactory* dxgiFactory = nullptr;
	Windows::affirm(CreateDXGIFactory1(__uuidof(IDXGIFactory), (void**)(&dxgiFactory)));

	Windows::affirm(D3D11CreateDevice(nullptr, D3D_DRIVER_TYPE_HARDWARE, 0, creationFlags, featureLevels, ARRAYSIZE(featureLevels), D3D11_SDK_VERSION, &device,
	                                  &featureLevel, &context));
#endif
	// affirm(device0.As(&device));
	// affirm(context0.As(&context));

	// m_windowBounds = m_window->Bounds;

	const int _DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL = 3;
	const int _DXGI_SWAP_EFFECT_FLIP_DISCARD = 4;

	if (swapChain != nullptr) {
		Kore_Microsoft_affirm(swapChain->ResizeBuffers(2, 0, 0, DXGI_FORMAT_B8G8R8A8_UNORM, 0));
	}
	else {
#ifdef KORE_WINDOWS
		DXGI_SWAP_CHAIN_DESC swapChainDesc = {0};
		swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
		swapChainDesc.BufferDesc.RefreshRate.Denominator = 1; // 60Hz
		swapChainDesc.BufferDesc.RefreshRate.Numerator = 60;
		swapChainDesc.BufferDesc.Width = System::windowWidth(windowId); // use automatic sizing
		swapChainDesc.BufferDesc.Height = System::windowHeight(windowId);
		swapChainDesc.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; // this is the most common swapchain format
		// swapChainDesc.Stereo = false;
		swapChainDesc.SampleDesc.Count = antialiasingSamples() > 1 ? antialiasingSamples() : 1;
		swapChainDesc.SampleDesc.Quality = antialiasingSamples() > 1 ? D3D11_STANDARD_MULTISAMPLE_PATTERN : 0;
		swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
		swapChainDesc.BufferCount = 2; // use two buffers to enable flip effect
		swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
		swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED; // DXGI_SCALING_NONE;
		if (isWindows10OrGreater()) {
			swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
			//(DXGI_SWAP_EFFECT) _DXGI_SWAP_EFFECT_FLIP_DISCARD;
		}
		else if (isWindows8OrGreater()) {
			swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
			//(DXGI_SWAP_EFFECT) _DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
		}
		else {
			swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
		}
		swapChainDesc.Flags = 0;
		swapChainDesc.OutputWindow = Window::get(windowId)->_data.handle;
		swapChainDesc.Windowed = true;
#endif

#if defined(KORE_WINDOWSAPP)
#ifdef KORE_HOLOLENS
		// The Windows::Graphics::Holographic::HolographicSpace owns its own swapchain so we don't need to create one here
#else
		DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {0};
		swapChainDesc.Width = 0; // use automatic sizing
		swapChainDesc.Height = 0;
		swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; // this is the most common swapchain format
		swapChainDesc.Stereo = false;
		swapChainDesc.SampleDesc.Count = antialiasingSamples() > 1 ? antialiasingSamples() : 1;
		swapChainDesc.SampleDesc.Quality = antialiasingSamples() > 1 ? D3D11_STANDARD_MULTISAMPLE_PATTERN : 0;
		swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
		swapChainDesc.BufferCount = 2; // use two buffers to enable flip effect
		swapChainDesc.Scaling = DXGI_SCALING_NONE;
		swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; // we recommend using this swap effect for all applications
		swapChainDesc.Flags = 0;

		IDXGIDevice1* dxgiDevice;
		Kore_Microsoft_affirm(device->QueryInterface(IID_IDXGIDevice1, (void**)&dxgiDevice));

		IDXGIAdapter* dxgiAdapter;
		Kore_Microsoft_affirm(dxgiDevice->GetAdapter(&dxgiAdapter));

		IDXGIFactory2* dxgiFactory;
		Kore_Microsoft_affirm(dxgiAdapter->GetParent(__uuidof(IDXGIFactory2), (void**)&dxgiFactory));

		Kore_Microsoft_affirm(dxgiFactory->CreateSwapChainForCoreWindow(device, reinterpret_cast<IUnknown*>(CoreWindow::GetForCurrentThread()), &swapChainDesc,
		                                                            nullptr, &swapChain));
		Kore_Microsoft_affirm(dxgiDevice->SetMaximumFrameLatency(1));
#endif

#elif KORE_OCULUS
		DXGI_SWAP_CHAIN_DESC scDesc = {0};
		scDesc.BufferCount = 2;
		scDesc.BufferDesc.Width = System::windowWidth(windowId);
		scDesc.BufferDesc.Height = System::windowHeight(windowId);
		scDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
		scDesc.BufferDesc.RefreshRate.Denominator = 1;
		scDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
		scDesc.OutputWindow = (HWND)System::windowHandle(windowId);
		;
		scDesc.SampleDesc.Count = antialiasingSamples() > 1 ? antialiasingSamples() : 1;
		scDesc.SampleDesc.Quality = antialiasingSamples() > 1 ? D3D11_STANDARD_MULTISAMPLE_PATTERN : 0;
		scDesc.Windowed = true;
		scDesc.SwapEffect = DXGI_SWAP_EFFECT_SEQUENTIAL;

		Windows::affirm(dxgiFactory->CreateSwapChain(device, &scDesc, &swapChain));
		dxgiFactory->Release();

		IDXGIDevice1* dxgiDevice = nullptr;
		Windows::affirm(device->QueryInterface(__uuidof(IDXGIDevice1), (void**)&dxgiDevice));
		Windows::affirm(dxgiDevice->SetMaximumFrameLatency(1));
		dxgiDevice->Release();
#else
		UINT flags = 0;

#ifdef _DEBUG
		flags = D3D11_CREATE_DEVICE_DEBUG;
#endif
		HRESULT result = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, flags, featureLevels, 3, D3D11_SDK_VERSION, &swapChainDesc,
		                                               &swapChain, &device, nullptr, &context);
		if (result != S_OK) {
			Kore_Microsoft_affirm(D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_WARP, nullptr, flags, featureLevels, 3, D3D11_SDK_VERSION, &swapChainDesc,
			                                                &swapChain, &device, nullptr, &context));
		}
#endif
	}

#ifdef KORE_HOLOLENS
	// holographicFrameController manages the targets and views for hololens.
	// the views have to be created/deleted on the CameraAdded/Removed events
	// at this point we don't know if this event has alread occured so we cannot
	// simply set the renderTargetWidth, renderTargetHeight, currentRenderTargetViews and currentDepthStencilView.
	// to bind the targets for hololens one has to use the VrInterface::beginRender(eye) instead of the methods in this class.
	ComPtr<ID3D11Device> devicePtr = device;
	ComPtr<ID3D11DeviceContext> contextPtr = context;
	Microsoft::WRL::ComPtr<ID3D11Device4> device4Ptr;
	Microsoft::WRL::ComPtr<ID3D11DeviceContext3> context3Ptr;
	affirm(devicePtr.As(&device4Ptr));
	affirm(contextPtr.As(&context3Ptr));
	holographicFrameController->setDeviceAndContext(device4Ptr, context3Ptr);
#else
	createBackbuffer(antialiasingSamples());
	currentRenderTargetViews[0] = renderTargetView;
	currentDepthStencilView = depthStencilView;
	context->OMSetRenderTargets(1, &renderTargetView, depthStencilView);

	CD3D11_VIEWPORT viewPort(0.0f, 0.0f, static_cast<float>(renderTargetWidth), static_cast<float>(renderTargetHeight));
	context->RSSetViewports(1, &viewPort);
#endif

	D3D11_SAMPLER_DESC samplerDesc;
	ZeroMemory(&samplerDesc, sizeof(samplerDesc));
	samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
	samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
	samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
	samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
	samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
	samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;

	for (int i = 0; i < 16; ++i) {
		lastSamplers[i] = samplerDesc;
	}

	initSamplers();

	D3D11_BLEND_DESC blendDesc;
	ZeroMemory(&blendDesc, sizeof(blendDesc));

	D3D11_RENDER_TARGET_BLEND_DESC rtbd;
	ZeroMemory(&rtbd, sizeof(rtbd));

	rtbd.BlendEnable = true;
	rtbd.SrcBlend = D3D11_BLEND_SRC_ALPHA;
	rtbd.DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
	rtbd.BlendOp = D3D11_BLEND_OP_ADD;
	rtbd.SrcBlendAlpha = D3D11_BLEND_ONE;
	rtbd.DestBlendAlpha = D3D11_BLEND_ZERO;
	rtbd.BlendOpAlpha = D3D11_BLEND_OP_ADD;
#ifdef KORE_WINDOWSAPP
	rtbd.RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
#else
	rtbd.RenderTargetWriteMask = D3D10_COLOR_WRITE_ENABLE_ALL;
#endif

	blendDesc.AlphaToCoverageEnable = false;
	blendDesc.RenderTarget[0] = rtbd;

	ID3D11BlendState* blending;
	device->CreateBlendState(&blendDesc, &blending);

	Kore_Microsoft_affirm(device->CreateBlendState(&blendDesc, &blending));
	context->OMSetBlendState(blending, nullptr, 0xffffffff);
}
Example #3
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;
}
Example #4
0
void Graphics::init(int windowId, int depthBufferBits, int stencilBufferBits) {
	for (int i = 0; i < 1024 * 4; ++i) vertexConstants[i] = 0;
	for (int i = 0; i < 1024 * 4; ++i) fragmentConstants[i] = 0;

	HWND hwnd = (HWND)System::windowHandle(windowId);

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

	D3D_FEATURE_LEVEL featureLevels[] = {
#ifdef SYS_WINDOWSAPP
	    D3D_FEATURE_LEVEL_11_1,
#endif
	    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};

// ID3D11Device* device0;
// ID3D11DeviceContext* context0;
#ifdef SYS_WINDOWSAPP
	affirm(D3D11CreateDevice(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, creationFlags, featureLevels, ARRAYSIZE(featureLevels), D3D11_SDK_VERSION, &device,
	                         &featureLevel, &context));
#endif
	// affirm(device0.As(&device));
	// affirm(context0.As(&context));

	// m_windowBounds = m_window->Bounds;

	if (swapChain != nullptr) {
		affirm(swapChain->ResizeBuffers(2, 0, 0, DXGI_FORMAT_B8G8R8A8_UNORM, 0));
	}
	else {
#ifdef SYS_WINDOWS
		DXGI_SWAP_CHAIN_DESC swapChainDesc = {0};
		swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
		swapChainDesc.BufferDesc.RefreshRate.Denominator = 1; // 60Hz
		swapChainDesc.BufferDesc.RefreshRate.Numerator = 60;
		swapChainDesc.BufferDesc.Width = System::windowWidth(windowId); // use automatic sizing
		swapChainDesc.BufferDesc.Height = System::windowHeight(windowId);
		swapChainDesc.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; // this is the most common swapchain 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 two buffers to enable flip effect
		swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
		swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED; // DXGI_SCALING_NONE;
		swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; // DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; // we recommend using this swap effect for all applications
		swapChainDesc.Flags = 0;
		swapChainDesc.OutputWindow = (HWND)System::windowHandle(windowId);
		swapChainDesc.Windowed = true;
#endif

#ifdef SYS_WINDOWSAPP
		DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {0};
		swapChainDesc.Width = 0; // use automatic sizing
		swapChainDesc.Height = 0;
		swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; // this is the most common swapchain 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 two buffers to enable flip effect
		swapChainDesc.Scaling = DXGI_SCALING_NONE;
		swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; // we recommend using this swap effect for all applications
		swapChainDesc.Flags = 0;

		IDXGIDevice1* dxgiDevice;
		affirm(device->QueryInterface(IID_IDXGIDevice1, (void**)&dxgiDevice));

		IDXGIAdapter* dxgiAdapter;
		affirm(dxgiDevice->GetAdapter(&dxgiAdapter));

		IDXGIFactory2* dxgiFactory;
		affirm(dxgiAdapter->GetParent(__uuidof(IDXGIFactory2), (void**)&dxgiFactory));

		affirm(dxgiFactory->CreateSwapChainForCoreWindow(device, reinterpret_cast<IUnknown*>(CoreWindow::GetForCurrentThread()), &swapChainDesc, nullptr,
		                                                 &swapChain));
		affirm(dxgiDevice->SetMaximumFrameLatency(1));
#else
		UINT flags = 0;
#ifdef _DEBUG
		flags = D3D11_CREATE_DEVICE_DEBUG;
#endif
		affirm(D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, flags, featureLevels, 6, D3D11_SDK_VERSION, &swapChainDesc, &swapChain,
		                                     &device, nullptr, &context));
#endif
	}

	ID3D11Texture2D* backBuffer;
	affirm(swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer));

	affirm(device->CreateRenderTargetView(backBuffer, nullptr, &renderTargetView));

	D3D11_TEXTURE2D_DESC backBufferDesc;
	backBuffer->GetDesc(&backBufferDesc);
	renderTargetWidth = backBufferDesc.Width;
	renderTargetHeight = backBufferDesc.Height;

	// TODO (DK) map depth/stencilBufferBits arguments
	CD3D11_TEXTURE2D_DESC depthStencilDesc(DXGI_FORMAT_D24_UNORM_S8_UINT, backBufferDesc.Width, backBufferDesc.Height, 1, 1, D3D11_BIND_DEPTH_STENCIL);

	ID3D11Texture2D* depthStencil;
	affirm(device->CreateTexture2D(&depthStencilDesc, nullptr, &depthStencil));

	affirm(device->CreateDepthStencilView(depthStencil, &CD3D11_DEPTH_STENCIL_VIEW_DESC(D3D11_DSV_DIMENSION_TEXTURE2D), &depthStencilView));

	context->OMSetRenderTargets(1, &renderTargetView, depthStencilView);

	CD3D11_VIEWPORT viewPort(0.0f, 0.0f, static_cast<float>(backBufferDesc.Width), static_cast<float>(backBufferDesc.Height));
	context->RSSetViewports(1, &viewPort);

	D3D11_DEPTH_STENCIL_DESC desc;
	ZeroMemory(&desc, sizeof(desc));
	desc.DepthEnable = TRUE;
	desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
	desc.DepthFunc = D3D11_COMPARISON_LESS;
	desc.StencilEnable = FALSE;
	desc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
	desc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
	desc.FrontFace.StencilFunc = desc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
	desc.FrontFace.StencilDepthFailOp = desc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
	desc.FrontFace.StencilPassOp = desc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
	desc.FrontFace.StencilFailOp = desc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
	context->OMSetDepthStencilState(getDepthStencilState(desc), lastStencilReferenceValue);
	lastDepthStencil = desc;

	D3D11_RASTERIZER_DESC rasterDesc;
	rasterDesc.FillMode = D3D11_FILL_SOLID;
	rasterDesc.CullMode = D3D11_CULL_NONE;
	rasterDesc.FrontCounterClockwise = FALSE;
	rasterDesc.DepthBias = 0;
	rasterDesc.SlopeScaledDepthBias = 0.0f;
	rasterDesc.DepthBiasClamp = 0.0f;
	rasterDesc.DepthClipEnable = TRUE;
	rasterDesc.ScissorEnable = FALSE;
	rasterDesc.MultisampleEnable = FALSE;
	rasterDesc.AntialiasedLineEnable = FALSE;
	ID3D11RasterizerState* rasterState;
	device->CreateRasterizerState(&rasterDesc, &rasterState);
	context->RSSetState(rasterState);

	D3D11_BLEND_DESC blendDesc;
	ZeroMemory(&blendDesc, sizeof(blendDesc));

	D3D11_RENDER_TARGET_BLEND_DESC rtbd;
	ZeroMemory(&rtbd, sizeof(rtbd));

	rtbd.BlendEnable = true;
	rtbd.SrcBlend = D3D11_BLEND_SRC_ALPHA;
	rtbd.DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
	rtbd.BlendOp = D3D11_BLEND_OP_ADD;
	rtbd.SrcBlendAlpha = D3D11_BLEND_ONE;
	rtbd.DestBlendAlpha = D3D11_BLEND_ZERO;
	rtbd.BlendOpAlpha = D3D11_BLEND_OP_ADD;
#ifdef SYS_WINDOWSAPP
	rtbd.RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
#else
	rtbd.RenderTargetWriteMask = D3D10_COLOR_WRITE_ENABLE_ALL;
#endif

	blendDesc.AlphaToCoverageEnable = false;
	blendDesc.RenderTarget[0] = rtbd;

	ID3D11BlendState* blending;
	device->CreateBlendState(&blendDesc, &blending);

	affirm(device->CreateBlendState(&blendDesc, &blending));
	context->OMSetBlendState(blending, nullptr, 0xffffffff);

#ifdef SYS_WINDOWS
	if (System::hasShowWindowFlag()) {
		ShowWindow(hwnd, SW_SHOWDEFAULT);
		UpdateWindow(hwnd);
	}
#endif

	System::makeCurrent(windowId);
}