Esempio n. 1
0
	bool CD3D11Driver::init(SCreationParameters& createParam)
	{
		HRESULT result;
		IDXGIFactory* factory;
		IDXGIAdapter* adapter;
		IDXGIOutput* adapterOutput;
		unsigned int numModes, i, numerator = 0, denominator = 1, stringLength;
		DXGI_MODE_DESC* displayModeList;
		DXGI_ADAPTER_DESC adapterDesc;
		int error;
		D3D11_TEXTURE2D_DESC depthBufferDesc;
		//D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
		//D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
		//D3D11_RASTERIZER_DESC rasterDesc;
		//D3D11_VIEWPORT viewport;

		//const SCreationParameters& params = mDevice->getCreationParameters();

		// Create a DirectX graphics interface factory.

		mBackBufferWidth = createParam.BackBufferWidth;
		mBackBufferHeight = createParam.BackBufferHeight;

		result = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
		if (FAILED(result))
		{
			return false;
		}

		// Use the factory to create an adapter for the primary graphics interface (video card).
		result = factory->EnumAdapters(0, &adapter);
		if (FAILED(result))
		{
			return false;
		}

		// Enumerate the primary adapter output (monitor).
		result = adapter->EnumOutputs(0, &adapterOutput);
		if (FAILED(result))
		{
			return false;
		}

		// Get the number of modes that fit the DXGI_FORMAT_R8G8B8A8_UNORM display format for the adapter output (monitor).
		result = adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, NULL);
		if (FAILED(result))
		{
			return false;
		}

		// Create a list to hold all the possible display modes for this monitor/video card combination.
		displayModeList = new DXGI_MODE_DESC[numModes];
		if (!displayModeList)
		{
			return false;
		}

		// Now fill the display mode list structures.
		result = adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, displayModeList);
		if (FAILED(result))
		{
			return false;
		}

		// Now go through all the display modes and find the one that matches the screen width and height.
		// When a match is found store the numerator and denominator of the refresh rate for that monitor.
		for (i = 0; i < numModes; i++)
		{
			if (displayModeList[i].Width == (unsigned int)createParam.BackBufferWidth)
			{
				if (displayModeList[i].Height == (unsigned int)createParam.BackBufferHeight)
				{
					numerator = displayModeList[i].RefreshRate.Numerator;
					denominator = displayModeList[i].RefreshRate.Denominator;
				}
			}
		}

		// Get the adapter (video card) description.
		result = adapter->GetDesc(&adapterDesc);
		if (FAILED(result))
		{
			return false;
		}

		// Store the dedicated video card memory in megabytes.
		mVideoCardMemory = (int)(adapterDesc.DedicatedVideoMemory / 1024 / 1024);

		// Convert the name of the video card to a character array and store it.
		error = wcstombs_s(&stringLength, mVideoCardDescription, 128, adapterDesc.Description, 128);
		if (error != 0)
		{
			return false;
		}

		// Release the display mode list.
		delete[] displayModeList;
		displayModeList = 0;

		// Release the adapter output.
		adapterOutput->Release();
		adapterOutput = 0;

		// Release the adapter.
		adapter->Release();
		adapter = 0;

		// Release the factory.
		factory->Release();
		factory = 0;

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

		D3D_FEATURE_LEVEL featureLevel;

		/* 如果将这个标志设为DEBUG,则绘制效率大大降低,且帧频极不稳定 */
		//createDeviceFlags = 0;

		HRESULT hr;
		hr = D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_HARDWARE,
			NULL, createDeviceFlags, 0, 0, D3D11_SDK_VERSION, &md3dDevice, &featureLevel, &md3dDeviceContext);

		if (FAILED(hr))
			return false;

#if defined(DEBUG) || defined(_DEBUG)
		md3dDevice->QueryInterface(__uuidof(ID3D11Debug), reinterpret_cast<void**>(&md3dDebug));
#endif

		if (featureLevel != D3D_FEATURE_LEVEL_11_0)
		{
			throw std::runtime_error("DirectX11 is not supported!");
			return false;
		}

		UINT numQualityLevels;
		md3dDevice->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM, 4, &numQualityLevels);

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

		DXGI_SWAP_CHAIN_DESC swapChainDesc;

		// Initialize the swap chain description.
		ZeroMemory(&swapChainDesc, sizeof(swapChainDesc));

		// Set the width and height of the back buffer.
		swapChainDesc.BufferDesc.Width = createParam.BackBufferWidth;
		swapChainDesc.BufferDesc.Height = createParam.BackBufferHeight;

		// Set regular 32-bit surface for the back buffer.
		swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;

		// Set the refresh rate of the back buffer.
		if (createParam.VsyncEnabled)
		{
			swapChainDesc.BufferDesc.RefreshRate.Numerator = numerator;
			swapChainDesc.BufferDesc.RefreshRate.Denominator = denominator;
		}
		else
		{
			swapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
			swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
		}

		// Set multisampling.
		if (createParam.MultiSamplingQuality == 0)
		{
			swapChainDesc.SampleDesc.Count = 1;
			swapChainDesc.SampleDesc.Quality = 0;

			createParam.MultiSamplingCount = 1;
		}
		else
		{
			swapChainDesc.SampleDesc.Count = createParam.MultiSamplingCount;
			UINT numQualityLevels;
			md3dDevice->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM, 4, &numQualityLevels);

			swapChainDesc.SampleDesc.Quality = min(numQualityLevels - 1, createParam.MultiSamplingQuality);

			createParam.MultiSamplingQuality = swapChainDesc.SampleDesc.Quality;
		}
		
		// set member attributes of class


		// Set to a single back buffer.
		swapChainDesc.BufferCount = 1;

		// Set the usage of the back buffer.
		swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;

		// Set the handle for the window to render to.
		swapChainDesc.OutputWindow = (HWND)createParam.BackBufferWindowHandle;

		// Set to full screen or windowed mode.
		if (createParam.WindowStyle & EWS_FULLSCREEN)
		{
			swapChainDesc.Windowed = false;
		}
		else
		{
			swapChainDesc.Windowed = true;
		}

		// Set the scan line ordering and scaling to unspecified.
		swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
		swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;

		// Discard the back buffer contents after presenting.
		swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;

		// Don't set the advanced flags.
		swapChainDesc.Flags = 0;

		hr = dxgiFactory->CreateSwapChain(md3dDevice, &swapChainDesc, &md3dSwapChain);
		if (FAILED(hr))
			return false;
		ReleaseCOM(dxgiDevice);
		ReleaseCOM(dxgiAdapter);
		ReleaseCOM(dxgiFactory);
		// Get the pointer to the back buffer.

		ID3D11Texture2D* backBuffer;
		result = md3dSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBuffer);
		if (FAILED(result))
		{
			return false;
		}
		md3dDevice->CreateRenderTargetView(backBuffer, 0, &mDefaultRenderTargetView);
		ReleaseCOM(backBuffer);

		mDefaultRenderTarget = new CD3D11RenderTarget(md3dDevice, md3dDeviceContext, mDefaultRenderTargetView,
			createParam.BackBufferWidth, createParam.BackBufferHeight);

		// Initialize the description of the depth buffer.
		ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc));

		// Setup the viewport for rendering.
		setViewport(0, 0, static_cast<f32>(mBackBufferWidth), static_cast<f32>(mBackBufferHeight));

		//create resource factory
		mResourceFactory = new CD3D11ResourceFactory(
			md3dDevice, md3dDeviceContext, this);
		IResourceFactory::_setInstance(mResourceFactory);

		//create geometry creator
		mGeometryCreator = new CGeometryCreator;
		IGeometryCreator::_setInstance(mGeometryCreator);

		//create material manager
		mMaterialManager = new CMaterialManager;
		IMaterialManager::_setInstance(mMaterialManager);

		//create sampler manager
		mSamplerManager = new CSamplerManager(mResourceFactory);
		ISamplerManager::_setInstance(mSamplerManager);


		// create shadermanager
		mShaderManager = new CShaderManager(mResourceFactory);
		IShaderManager::_setInstance(mShaderManager);

		// create inputlayout manager
		mInputLayoutManager = new CInputLayoutManager(mResourceFactory);
		IInputLayoutManager::_setInstance(mInputLayoutManager);

		//create texture manager
		mTextureManager = new CTextureManager(mDevice, mResourceFactory);
		ITextureManager::_setInstance(mTextureManager);

		//create render state manager
		mRenderStateManager = new CRenderStateManager(mResourceFactory);
		IRenderStateManager::_setInstance(mRenderStateManager);

		//create mesh manager
		mMeshManager = new CMeshManager(mResourceFactory, mGeometryCreator, mTextureManager);
		IMeshManager::_setInstance(mMeshManager);

		
		//create pipeline manager
		mPipeManager = new CPipelineManager(mResourceFactory);
		IPipelineManager::_setInstance(mPipeManager);

		//create resource group manager
		mResourceGroupManager = new CResourceGroupManager(mTextureManager, mShaderManager,
			mInputLayoutManager, mRenderStateManager, mPipeManager, mMaterialManager, mMeshManager, mSamplerManager);
		IResourceGroupManager::_setInstance(mResourceGroupManager);

		//mResourceFactory->setResourceGroupManager(mResourceGroupManager);

		// create default depth-stencil-buffer
		bool multiSampling = (createParam.MultiSamplingCount > 1);


		mDepthStencilSurface = mTextureManager->createDepthStencilSurface("_default_depth_stencil_surface",
			0, 0, createParam.DepthBits, createParam.StencilBits,
			multiSampling, createParam.MultiSamplingCount, createParam.MultiSamplingQuality, true);

		if (!mDepthStencilSurface)
		{
			GF_PRINT_CONSOLE_INFO("Depth Stencil Surface has failed to be created.\n");
			return false;
		}

		D3D11DriverState.DepthStencilSurface = mDepthStencilSurface;
		CD3D11DepthStencilSurface* d3dDepthStencilSurface = dynamic_cast<CD3D11DepthStencilSurface*>(mDepthStencilSurface);
		mDefaultDepthStencilView = d3dDepthStencilSurface->getDepthStencilView();
		D3D11DriverState.DepthStencilView = mDefaultDepthStencilView;


		// create mShadowMapRasterizeState. This state is only for rendering shadow maps.
		D3D11_RASTERIZER_DESC shadowRasterizeState;
		shadowRasterizeState.FillMode = D3D11_FILL_SOLID;
		shadowRasterizeState.CullMode = D3D11_CULL_BACK; // RENDER BACK FACE
		shadowRasterizeState.FrontCounterClockwise = TRUE; 
		shadowRasterizeState.DepthBiasClamp = 0.0f;
		//shadowRasterizeState.DepthBias = 100000;
		//shadowRasterizeState.SlopeScaledDepthBias = 1.0f;
		shadowRasterizeState.DepthBias = 0;
		shadowRasterizeState.SlopeScaledDepthBias = 0;
		shadowRasterizeState.DepthClipEnable = TRUE;
		shadowRasterizeState.ScissorEnable = FALSE;
		shadowRasterizeState.MultisampleEnable = FALSE;
		shadowRasterizeState.AntialiasedLineEnable = FALSE;

		hr = md3dDevice->CreateRasterizerState(&shadowRasterizeState, &mShadowMapRasterizeState);
		if (FAILED(hr))
			return false;

		D3D11DriverState.ShadowMapRasterizerState = mShadowMapRasterizeState;

		return true;
	}
Esempio n. 2
0
//--------------------------------------------------------------------------------------
// Enumerate for each adapter all of the supported display modes, 
// device types, adapter formats, back buffer formats, window/full screen support, 
// depth stencil formats, multisampling types/qualities, and presentations intervals.
//
// For each combination of device type (HAL/REF), adapter format, back buffer format, and
// IsWindowed it will call the app's ConfirmDevice callback.  This allows the app
// to reject or allow that combination based on its caps/etc.  It also allows the 
// app to change the BehaviorFlags.  The BehaviorFlags defaults non-pure HWVP 
// if supported otherwise it will default to SWVP, however the app can change this 
// through the ConfirmDevice callback.
//--------------------------------------------------------------------------------------
_Use_decl_annotations_
HRESULT CD3D11Enumeration::Enumerate( LPDXUTCALLBACKISD3D11DEVICEACCEPTABLE IsD3D11DeviceAcceptableFunc,
                                      void* pIsD3D11DeviceAcceptableFuncUserContext )
{
    CDXUTPerfEventGenerator eventGenerator( DXUT_PERFEVENTCOLOR, L"DXUT D3D11 Enumeration" );
    HRESULT hr;
    auto pFactory = DXUTGetDXGIFactory();
    if( !pFactory )
        return E_FAIL;

    m_bHasEnumerated = true;
    m_IsD3D11DeviceAcceptableFunc = IsD3D11DeviceAcceptableFunc;
    m_pIsD3D11DeviceAcceptableFuncUserContext = pIsD3D11DeviceAcceptableFuncUserContext;

    ClearAdapterInfoList();

    for( int index = 0; ; ++index )
    {
        IDXGIAdapter* pAdapter = nullptr;
        hr = pFactory->EnumAdapters( index, &pAdapter );
        if( FAILED( hr ) ) // DXGIERR_NOT_FOUND is expected when the end of the list is hit
            break;

        IDXGIAdapter2* pAdapter2 = nullptr;
        if ( SUCCEEDED( pAdapter->QueryInterface( __uuidof(IDXGIAdapter2), ( LPVOID* )&pAdapter2 ) ) )
        {
            // Succeeds on DirectX 11.1 Runtime systems
            DXGI_ADAPTER_DESC2 desc;
            hr = pAdapter2->GetDesc2( &desc );
            pAdapter2->Release();

            if ( SUCCEEDED(hr) && ( desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE ) )
            {
                // Skip "always there" Microsoft Basics Display Driver
                pAdapter->Release();
                continue;
            }
        }

        auto pAdapterInfo = new (std::nothrow) CD3D11EnumAdapterInfo;
        if( !pAdapterInfo )
        {
            SAFE_RELEASE( pAdapter );
            return E_OUTOFMEMORY;
        }
        pAdapterInfo->AdapterOrdinal = index;
        pAdapter->GetDesc( &pAdapterInfo->AdapterDesc );
        pAdapterInfo->m_pAdapter = pAdapter;

        // Enumerate the device driver types on the adapter.
        hr = EnumerateDevices( pAdapterInfo );
        if( FAILED( hr ) )
        {
            delete pAdapterInfo;
            continue;
        }

        hr = EnumerateOutputs( pAdapterInfo );
        if( FAILED( hr ) || pAdapterInfo->outputInfoList.empty() )
        {
            delete pAdapterInfo;
            continue;
        }

        // Get info for each devicecombo on this device
        if( FAILED( hr = EnumerateDeviceCombos( pAdapterInfo ) ) )
        {
            delete pAdapterInfo;
            continue;
        }

        m_AdapterInfoList.push_back( pAdapterInfo );
    }

    //  If we did not get an adapter then we should still enumerate WARP and Ref.
    if (m_AdapterInfoList.size() == 0)
    {
        auto pAdapterInfo = new (std::nothrow) CD3D11EnumAdapterInfo;
        if( !pAdapterInfo )
        {
            return E_OUTOFMEMORY;
        }
        pAdapterInfo->bAdapterUnavailable = true;

        hr = EnumerateDevices( pAdapterInfo );

        // Get info for each devicecombo on this device
        if( FAILED( hr = EnumerateDeviceCombosNoAdapter(  pAdapterInfo ) ) )
        {
            delete pAdapterInfo;
        }

        if (SUCCEEDED(hr)) m_AdapterInfoList.push_back( pAdapterInfo );
    }

    //
    // Check for 2 or more adapters with the same name. Append the name
    // with some instance number if that's the case to help distinguish
    // them.
    //
    bool bUniqueDesc = true;
    for( size_t i = 0; i < m_AdapterInfoList.size(); i++ )
    {
        auto pAdapterInfo1 = m_AdapterInfoList[ i ];

        for( size_t j = i + 1; j < m_AdapterInfoList.size(); j++ )
        {
            auto pAdapterInfo2 = m_AdapterInfoList[ j ];
            if( wcsncmp( pAdapterInfo1->AdapterDesc.Description,
                pAdapterInfo2->AdapterDesc.Description, DXGI_MAX_DEVICE_IDENTIFIER_STRING ) == 0 )
            {
                bUniqueDesc = false;
                break;
            }
        }

        if( !bUniqueDesc )
            break;
    }

    for( auto it = m_AdapterInfoList.begin(); it != m_AdapterInfoList.end(); ++it )
    {
        wcscpy_s((*it)->szUniqueDescription, DXGI_MAX_DEVICE_IDENTIFIER_STRING, (*it)->AdapterDesc.Description);
        if( !bUniqueDesc )
        {
            WCHAR sz[32];
            swprintf_s( sz, 32, L" (#%u)", (*it)->AdapterOrdinal );
            wcscat_s( (*it)->szUniqueDescription, DXGI_MAX_DEVICE_IDENTIFIER_STRING, sz );
        }
    }

    // Check WARP max feature level
    {
        static const D3D_FEATURE_LEVEL fLvlWarp[] =
        {
#ifdef USE_DIRECT3D11_3
            D3D_FEATURE_LEVEL_12_1, D3D_FEATURE_LEVEL_12_0,
#endif
            D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1
        };

        ID3D11Device* pDevice = nullptr;
        hr = DXUT_Dynamic_D3D11CreateDevice( nullptr, D3D_DRIVER_TYPE_WARP, 0, 0, fLvlWarp, _countof(fLvlWarp),
                                             D3D11_SDK_VERSION, &pDevice, &m_warpFL, nullptr );
        if ( hr == E_INVALIDARG )
        {
#ifdef USE_DIRECT3D11_3
            // DirectX 11.1 runtime will not recognize FL 12.x, so try without it
            hr = DXUT_Dynamic_D3D11CreateDevice(nullptr, D3D_DRIVER_TYPE_WARP, 0, 0, &fLvlWarp[2], _countof(fLvlWarp) - 2,
                                                D3D11_SDK_VERSION, &pDevice, &m_warpFL, nullptr);
            if (hr == E_INVALIDARG)
            {
                // DirectX 11.0 runtime will not recognize FL 11.1+, so try without it
                hr = DXUT_Dynamic_D3D11CreateDevice(nullptr, D3D_DRIVER_TYPE_WARP, 0, 0, &fLvlWarp[3], _countof(fLvlWarp) - 3,
                                                    D3D11_SDK_VERSION, &pDevice, &m_warpFL, nullptr);
            }
#else
            // DirectX 11.0 runtime will not recognize FL 11.1, so try without it
            hr = DXUT_Dynamic_D3D11CreateDevice( nullptr, D3D_DRIVER_TYPE_WARP, 0, 0, &fLvlWarp[1], _countof(fLvlWarp) - 1,
                                                 D3D11_SDK_VERSION, &pDevice, &m_warpFL, nullptr );
#endif
        }

        if ( SUCCEEDED(hr) )
        {
            pDevice->Release();
        }
        else
            m_warpFL = D3D_FEATURE_LEVEL_10_1;
    }

    // Check REF max feature level
    {
        static const D3D_FEATURE_LEVEL fLvlRef[] = { D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1 };

        ID3D11Device* pDevice = nullptr;
        hr = DXUT_Dynamic_D3D11CreateDevice( nullptr, D3D_DRIVER_TYPE_REFERENCE, 0, 0, fLvlRef, _countof(fLvlRef),
                                             D3D11_SDK_VERSION, &pDevice, &m_refFL, nullptr );
        if ( hr == E_INVALIDARG )
        {
            // DirectX 11.0 runtime will not recognize FL 11.1, so try without it
            hr = DXUT_Dynamic_D3D11CreateDevice( nullptr, D3D_DRIVER_TYPE_REFERENCE, 0, 0, &fLvlRef[1], _countof(fLvlRef) - 1,
                                                 D3D11_SDK_VERSION, &pDevice, &m_refFL, nullptr );
        }

        if ( SUCCEEDED(hr) )
        {
            pDevice->Release();
        }
        else
            m_refFL = D3D_FEATURE_LEVEL_11_0;
    }

    return S_OK;
}
Esempio n. 3
0
HRESULT touchmind::Context::CreateDeviceResources() {
#ifdef TOUCHMIND_CONTEXT_DEBUG
  LOG_ENTER;
#endif
  HRESULT hr = S_OK;
  RECT rcClient;
  ID3D10Device1 *pDevice = nullptr;
  IDXGIDevice *pDXGIDevice = nullptr;
  IDXGIAdapter *pAdapter = nullptr;
  IDXGIFactory *pDXGIFactory = nullptr;
  IDXGISurface *pSurface = nullptr;

  if (m_hwnd == nullptr) {
    LOG(SEVERITY_LEVEL_WARN) << L"HWND has not been set.";
    return S_FALSE;
  }

  GetClientRect(m_hwnd, &rcClient);

  UINT nWidth = std::abs(rcClient.right - rcClient.left);
  UINT nHeight = std::abs(rcClient.bottom - rcClient.top);

  if (!m_pDevice) {
#ifdef TOUCHMIND_CONTEXT_DEBUG
    LOG(SEVERITY_LEVEL_DEBUG) << L"Creating D3D Device.";
#endif
#ifdef _DEBUG
    // GMA950 doesn't work with D3D10_CREATE_DEVICE_DEBUG
    UINT nDeviceFlags = D3D10_CREATE_DEVICE_BGRA_SUPPORT | D3D10_CREATE_DEVICE_DEBUG;
// UINT nDeviceFlags = D3D10_CREATE_DEVICE_BGRA_SUPPORT;
#else
    UINT nDeviceFlags = D3D10_CREATE_DEVICE_BGRA_SUPPORT;
#endif
    hr = _CreateD3DDevice(nullptr, D3D10_DRIVER_TYPE_HARDWARE, nDeviceFlags, &pDevice);

    if (FAILED(hr)) {
      LOG(SEVERITY_LEVEL_INFO) << L"Creating hardware support D3D10 device was failed. Try D3D10_DRIVER_TYPE_WARP.";
      hr = _CreateD3DDevice(nullptr, D3D10_DRIVER_TYPE_WARP, nDeviceFlags, &pDevice);
      if (FAILED(hr)) {
        LOG(SEVERITY_LEVEL_FATAL) << L"Creating D3D10 device was failed.";
        return hr;
      }
    }

    if (SUCCEEDED(hr)) {
      hr = pDevice->QueryInterface(&m_pDevice);
    }
    if (SUCCEEDED(hr)) {
      hr = pDevice->QueryInterface(&pDXGIDevice);
    }
    if (SUCCEEDED(hr)) {
      hr = pDXGIDevice->GetAdapter(&pAdapter);
    }
    if (SUCCEEDED(hr)) {
      hr = pAdapter->GetParent(IID_PPV_ARGS(&pDXGIFactory));
    }
    if (SUCCEEDED(hr)) {
      DXGI_SWAP_CHAIN_DESC swapDesc;
      ::ZeroMemory(&swapDesc, sizeof(swapDesc));

      swapDesc.BufferDesc.Width = nWidth;
      swapDesc.BufferDesc.Height = nHeight;
      swapDesc.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
      swapDesc.BufferDesc.RefreshRate.Numerator = 60;
      swapDesc.BufferDesc.RefreshRate.Denominator = 1;
      swapDesc.SampleDesc.Count = m_msaaSampleCount;
      swapDesc.SampleDesc.Quality = m_msaaQuality;
      swapDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
      swapDesc.BufferCount = 1;
      swapDesc.OutputWindow = m_hwnd;
      swapDesc.Windowed = TRUE;

      hr = pDXGIFactory->CreateSwapChain(m_pDevice, &swapDesc, &m_pSwapChain);
#ifdef DEBUG_GPU_RESOURCE
      LOG(SEVERITY_LEVEL_INFO) << L"[GPU RESOURCE] IDXGISwapChain = [" << std::hex << m_pSwapChain << L"]" << std::dec;
#endif
      if (FAILED(hr)) {
        LOG(SEVERITY_LEVEL_FATAL) << L"Creating swap chain was failed.";
        return hr;
      }
    }

    if (SUCCEEDED(hr)) {
      hr = _CreateD3DDeviceResources();
    }
    if (SUCCEEDED(hr)) {
      hr = _RecreateSizedResources(nWidth, nHeight);
    }
    if (SUCCEEDED(hr)) {
      if (m_pRenderEventListener != nullptr) {
        m_pRenderEventListener->CreateD2DResources(this, m_pD2DFactory, m_pD2DTexture2DRenderTarget);
      }
    }
  }

  SafeRelease(&pDevice);
  SafeRelease(&pDXGIDevice);
  SafeRelease(&pAdapter);
  SafeRelease(&pDXGIFactory);
  SafeRelease(&pSurface);
#ifdef TOUCHMIND_CONTEXT_DEBUG
  LOG_LEAVE_HRESULT(hr);
#endif
  return hr;
}
Esempio n. 4
0
void RenderSystem::init_device()
{

	////////////////////////Create buffer desc////////////////////////////
	DXGI_MODE_DESC bufferDesc;
	ZeroMemory(&bufferDesc, sizeof(DXGI_MODE_DESC));
	bufferDesc.Width                   = m_ScreenWidth;
	bufferDesc.Height                  = m_ScreenHeight;
	bufferDesc.RefreshRate.Numerator   = 60;
	bufferDesc.RefreshRate.Denominator = 1;
	bufferDesc.Format                  = DXGI_FORMAT_R8G8B8A8_UNORM;
	bufferDesc.ScanlineOrdering        = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
	bufferDesc.Scaling                 = DXGI_MODE_SCALING_UNSPECIFIED;

	//Create swapChain Desc
	DXGI_SWAP_CHAIN_DESC swapChainDesc;
	ZeroMemory(&swapChainDesc, sizeof(DXGI_SWAP_CHAIN_DESC));
	swapChainDesc.BufferDesc         = bufferDesc;
	swapChainDesc.SampleDesc.Count   = 1;
	swapChainDesc.SampleDesc.Quality = 0;
	swapChainDesc.BufferUsage        = DXGI_USAGE_RENDER_TARGET_OUTPUT;
	swapChainDesc.BufferCount        = 1;
	swapChainDesc.OutputWindow       = GetHwnd();
	swapChainDesc.Windowed           = TRUE;
	swapChainDesc.SwapEffect         = DXGI_SWAP_EFFECT_DISCARD;


	///////////////////////////////////////////////////////////////////////////
	HRESULT hr;
	//Create the double buffer chain
	hr = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE,
		NULL, NULL, NULL, NULL, D3D11_SDK_VERSION,
		&swapChainDesc, &m_pSwapChain, &m_pD3D11Device,
		NULL, &m_pD3D11DeviceContext);
	//DebugHR(hr);

	//Create back buffer, buffer also is a texture
	ID3D11Texture2D *pBackBuffer;
	hr = m_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&pBackBuffer);
	hr = m_pD3D11Device->CreateRenderTargetView(pBackBuffer, NULL, &m_pRenderTargetView);
	pBackBuffer->Release();
	//DebugHR(hr);
	
	//////////////////////////// Initialize the description of the stencil state.///////////////////////////////////////////////
	D3D11_TEXTURE2D_DESC depthBufferDesc;
	ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc));
	depthBufferDesc.Width = m_ScreenWidth;
	depthBufferDesc.Height = m_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;
	// Create the texture for the depth buffer using the filled out description.
	hr = m_pD3D11Device->CreateTexture2D(&depthBufferDesc, NULL, &m_pDepthStencilBuffer);


	D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
	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_EQUAL;
	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;

	// Create the depth stencil state.
	hr = m_pD3D11Device->CreateDepthStencilState(&depthStencilDesc, &m_pDepthStencilState);
	// Set the depth stencil state.

	//DebugHR(hr);

	D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
	// Initialize 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;

	// Create the depth stencil view.
	hr = m_pD3D11Device->CreateDepthStencilView(m_pDepthStencilBuffer.Get(), &depthStencilViewDesc, &m_pDepthStencilView);
	//DebugHR(hr);

	// ////////////Clear the second depth stencil state before setting the parameters.//////////////////////
	D3D11_DEPTH_STENCIL_DESC depthDisabledStencilDesc;
	ZeroMemory(&depthDisabledStencilDesc, sizeof(depthDisabledStencilDesc));
	// Now create a second depth stencil state which turns off the Z buffer for 2D rendering.  The only difference is 
	// that DepthEnable is set to false, all other parameters are the same as the other depth stencil state.
	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;

	// Create the state using the device.
	hr = m_pD3D11Device->CreateDepthStencilState(&depthDisabledStencilDesc, &m_pDepthDisabledStencilState);
	//DebugHR(hr);

	// Setup the raster description which will determine how and what polygons will be drawn.
	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;
	// Create the rasterizer state from the description we just filled out.
	hr = m_pD3D11Device->CreateRasterizerState(&rasterDesc, &m_pRasterState);
	//DebugHR(hr);

	///////////////////////////////////////////////////////////////////////////////

	unsigned int numModes, i, numerator, denominator, stringLength;
	IDXGIFactory* factory;
	IDXGIAdapter* adapter;
	IDXGISurface *surface;
	DXGI_ADAPTER_DESC adapterDesc;

	// Create a DirectX graphics interface factory.
	CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
	// Use the factory to create an adapter for the primary graphics interface (video card).
	factory->EnumAdapters(0, &adapter);
	adapter->GetDesc(&adapterDesc);
	m_videoCardMemory = (int)(adapterDesc.DedicatedVideoMemory / 1024 / 1024);

	// Convert the name of the video card to a character array and store it.
	m_videoCardInfo = std::wstring(L"Video Card  :") + adapterDesc.Description;

}
Esempio n. 5
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);
}
Esempio n. 6
0
HRESULT Create(HWND wnd)
{
	hWnd = wnd;
	HRESULT hr;

	RECT client;
	GetClientRect(hWnd, &client);
	xres = client.right - client.left;
	yres = client.bottom - client.top;

	hr = LoadDXGI();
	if (SUCCEEDED(hr)) hr = LoadD3D();
	if (SUCCEEDED(hr)) hr = LoadD3DCompiler();
	if (FAILED(hr))
	{
		UnloadDXGI();
		UnloadD3D();
		UnloadD3DCompiler();
		return hr;
	}

	IDXGIFactory* factory;
	IDXGIAdapter* adapter;
	IDXGIOutput* output;
	hr = PCreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
	if (FAILED(hr)) MessageBox(wnd, _T("Failed to create IDXGIFactory object"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);

	hr = factory->EnumAdapters(g_ActiveConfig.iAdapter, &adapter);
	if (FAILED(hr))
	{
		// try using the first one
		hr = factory->EnumAdapters(0, &adapter);
		if (FAILED(hr)) MessageBox(wnd, _T("Failed to enumerate adapters"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);
	}

	// TODO: Make this configurable
	hr = adapter->EnumOutputs(0, &output);
	if (FAILED(hr))
	{
		// try using the first one
		hr = adapter->EnumOutputs(0, &output);
		if (FAILED(hr)) MessageBox(wnd, _T("Failed to enumerate outputs"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);
	}

	// get supported AA modes
	aa_modes = EnumAAModes(adapter);
	if (g_Config.iMultisampleMode >= (int)aa_modes.size())
	{
		g_Config.iMultisampleMode = 0;
		UpdateActiveConfig();
	}

	DXGI_SWAP_CHAIN_DESC swap_chain_desc;
	memset(&swap_chain_desc, 0, sizeof(swap_chain_desc));
	swap_chain_desc.BufferCount = 1;
	swap_chain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
	swap_chain_desc.OutputWindow = wnd;
	swap_chain_desc.SampleDesc.Count = 1;
	swap_chain_desc.SampleDesc.Quality = 0;
	swap_chain_desc.Windowed = TRUE;

	DXGI_MODE_DESC mode_desc;
	memset(&mode_desc, 0, sizeof(mode_desc));
	mode_desc.Width = xres;
	mode_desc.Height = yres;
	mode_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	mode_desc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
	hr = output->FindClosestMatchingMode(&mode_desc, &swap_chain_desc.BufferDesc, nullptr);
	if (FAILED(hr)) MessageBox(wnd, _T("Failed to find a supported video mode"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);

	// forcing buffer resolution to xres and yres.. TODO: The new video mode might not actually be supported!
	swap_chain_desc.BufferDesc.Width = xres;
	swap_chain_desc.BufferDesc.Height = yres;

#if defined(_DEBUG) || defined(DEBUGFAST)
	// Creating debug devices can sometimes fail if the user doesn't have the correct
	// version of the DirectX SDK. If it does, simply fallback to a non-debug device.
	{
		hr = PD3D11CreateDeviceAndSwapChain(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr,
											D3D11_CREATE_DEVICE_SINGLETHREADED | D3D11_CREATE_DEVICE_DEBUG,
											supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS,
											D3D11_SDK_VERSION, &swap_chain_desc, &swapchain, &device,
											&featlevel, &context);
	}

	if (FAILED(hr))
#endif
	{
		hr = PD3D11CreateDeviceAndSwapChain(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr,
											D3D11_CREATE_DEVICE_SINGLETHREADED,
											supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS,
											D3D11_SDK_VERSION, &swap_chain_desc, &swapchain, &device,
											&featlevel, &context);
	}

	if (FAILED(hr))
	{
		MessageBox(wnd, _T("Failed to initialize Direct3D.\nMake sure your video card supports at least D3D 10.0"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);
		SAFE_RELEASE(device);
		SAFE_RELEASE(context);
		SAFE_RELEASE(swapchain);
		return E_FAIL;
	}
	SetDebugObjectName((ID3D11DeviceChild*)context, "device context");
	SAFE_RELEASE(factory);
	SAFE_RELEASE(output);
	SAFE_RELEASE(adapter);

	ID3D11Texture2D* buf;
	hr = swapchain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&buf);
	if (FAILED(hr))
	{
		MessageBox(wnd, _T("Failed to get swapchain buffer"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);
		SAFE_RELEASE(device);
		SAFE_RELEASE(context);
		SAFE_RELEASE(swapchain);
		return E_FAIL;
	}
	backbuf = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET);
	SAFE_RELEASE(buf);
	CHECK(backbuf!=nullptr, "Create back buffer texture");
	SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetTex(), "backbuffer texture");
	SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetRTV(), "backbuffer render target view");

	context->OMSetRenderTargets(1, &backbuf->GetRTV(), nullptr);

	// BGRA textures are easier to deal with in TextureCache, but might not be supported by the hardware
	UINT format_support;
	device->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &format_support);
	bgra_textures_supported = (format_support & D3D11_FORMAT_SUPPORT_TEXTURE2D) != 0;

	stateman = new StateManager;
	return S_OK;
}
Esempio n. 7
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 );
    }

    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;
}
Esempio n. 8
0
void D3D11::init( int screenWidth, int screenHeight, bool vsync, HWND hwnd, bool fullscreen, float screenDepth, float screenNear )
{
	m_vsyncEnabled = vsync;
	m_isWindows = fullscreen;
	IDXGIFactory * pfactory;
	if(FAILED(CreateDXGIFactory(__uuidof(IDXGIFactory),(void**)&pfactory)))
		return;

	IDXGIAdapter * pAdapter;
	if(FAILED(pfactory->EnumAdapters(0,&pAdapter)))
		return;

	IDXGIOutput * out;
	if(FAILED(pAdapter->EnumOutputs(0,&out)))
		return;

	int numModes;
	DXGI_MODE_DESC * displaymodeList;
	if(FAILED(out->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM,DXGI_ENUM_MODES_INTERLACED,&numModes,NULL)))
		return;
	displaymodeList = new DXGI_MODE_DESC[numModes];
	if(FAILED(out->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM,DXGI_ENUM_MODES_INTERLACED,&numModes,displaymodeList)))
		return;
	int numerator,denomerator;
	for(int i = 0; i < numModes; ++i)
	{
		if(displaymodeList[i].Height == screenHeight && displaymodeList[i].Width == screenWidth)
		{
			numerator = displaymodeList[i].RefreshRate.Numerator;
			denomerator = displaymodeList[i].RefreshRate.Denominator;
		}
	}

	DXGI_ADAPTER_DESC desc;
	if(FAILED(pAdapter->GetDesc(&desc)))
		return;
	int length;
	m_videoCardMemory = static_cast<int>(desc.DedicatedVideoMemory/1024/1024);
	wcstombs_s(&length,m_videoCardDescription,128,desc.Description,128);

	delete[] displaymodeList;
	displaymodeList = NULL;
	out->Release();
	out = NULL;
	pAdapter->Release();
	pAdapter = NULL;
	pfactory->Release();
	pfactory = NULL;

	DXGI_SWAP_CHAIN_DESC swapChainDesc;
	ZeroMemory(&swapChainDesc,sizeof(DXGI_SWAP_CHAIN_DESC));
	swapChainDesc.BufferCount = 1;
	swapChainDesc.BufferDesc.Width = screenWidth;
	swapChainDesc.BufferDesc.Height = screenHeight;
	swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	if(m_vsyncEnabled)
	{
		swapChainDesc.BufferDesc.RefreshRate.Numerator = numerator;
		swapChainDesc.BufferDesc.RefreshRate.Denominator = denomerator;
	}
	else
	{
		swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
		swapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
	}

	swapChainDesc.Windowed = m_isWindows;
	swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
	swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
	swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;

	D3D_FEATURE_LEVEL level =  D3D_FEATURE_LEVEL_11_0;
	if(FAILED(D3D11CreateDeviceAndSwapChain(NULL,D3D_DRIVER_TYPE_HARDWARE,NULL,0,
		&level,1,D3D11_SDK_VERSION,&swapChainDesc,&m_swapChain,&m_device,NULL,&m_deviceContext)))
		return;

	ID3D11Texture2D *backbufferTex;
	if(FAILED(m_swapChain->GetBuffer(0,__uuidof(ID3D11Texture2D),(LPVOID*)&backbufferTex)))
		return;
	if(FAILED(m_device->CreateRenderTargetView(backbufferTex,NULL,&m_renderView)))
		return;
	backbufferTex->Release();
	backbufferTex = 0;
	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;

	if(FAILED(m_device->CreateTexture2D(&depthBufferDesc, NULL, &m_depthStencilBuffer)))
		return ;
	D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
	// 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;

	// Create the depth stencil state.
	if(FAILED(m_device->CreateDepthStencilState(&depthStencilDesc, &m_depthStencilState)))
		return;
	// Set the depth stencil state.
	m_deviceContext->OMSetDepthStencilState(m_depthStencilState, 1);

	D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
	// Initialize 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;

	// Create the depth stencil view.
	if(FAILED(m_device->CreateDepthStencilView(m_depthStencilBuffer, &depthStencilViewDesc, &m_depthStencilView)))
		return ;

	// Bind the render target view and depth stencil buffer to the output render pipeline.
	m_deviceContext->OMSetRenderTargets(1, &m_renderView, m_depthStencilView);

	D3D11_RASTERIZER_DESC rasterDesc;
	// Setup the raster description which will determine how and what polygons will be drawn.
	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;

	// Create the rasterizer state from the description we just filled out.
	if(FAILED(m_device->CreateRasterizerState(&rasterDesc, &m_rasterState)))
		return ;

	// Now set the rasterizer state.
	m_deviceContext->RSSetState(m_rasterState);

	D3D11_VIEWPORT viewport;
	// Setup the viewport for rendering.
	viewport.Width = (float)screenWidth;
	viewport.Height = (float)screenHeight;
	viewport.MinDepth = 0.0f;
	viewport.MaxDepth = 1.0f;
	viewport.TopLeftX = 0.0f;
	viewport.TopLeftY = 0.0f;

	// Create the viewport.
	m_deviceContext->RSSetViewports(1, &viewport);

	float fieldOfView, screenAspect;
	// Setup the projection matrix.
	fieldOfView = (float)D3DX_PI / 4.0f;
	screenAspect = (float)screenWidth / (float)screenHeight;

	// Create the projection matrix for 3D rendering.
	D3DXMatrixPerspectiveFovLH(&m_projMat, fieldOfView, screenAspect, screenNear, screenDepth);

	// Initialize the world matrix to the identity matrix.
	D3DXMatrixIdentity(&m_worldMat);

	// Create an orthographic projection matrix for 2D rendering.
	D3DXMatrixOrthoLH(&m_orthoMat, (float)screenWidth, (float)screenHeight, screenNear, screenDepth);


}
//--------------------------------------------------------------------------------------
// 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"Tutorial05.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 },
        { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_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"Tutorial05.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 ), XMFLOAT4( 0.0f, 0.0f, 1.0f, 1.0f ) },
        { XMFLOAT3( 1.0f, 1.0f, -1.0f ), XMFLOAT4( 0.0f, 1.0f, 0.0f, 1.0f ) },
        { XMFLOAT3( 1.0f, 1.0f, 1.0f ), XMFLOAT4( 0.0f, 1.0f, 1.0f, 1.0f ) },
        { XMFLOAT3( -1.0f, 1.0f, 1.0f ), XMFLOAT4( 1.0f, 0.0f, 0.0f, 1.0f ) },
        { XMFLOAT3( -1.0f, -1.0f, -1.0f ), XMFLOAT4( 1.0f, 0.0f, 1.0f, 1.0f ) },
        { XMFLOAT3( 1.0f, -1.0f, -1.0f ), XMFLOAT4( 1.0f, 1.0f, 0.0f, 1.0f ) },
        { XMFLOAT3( 1.0f, -1.0f, 1.0f ), XMFLOAT4( 1.0f, 1.0f, 1.0f, 1.0f ) },
        { XMFLOAT3( -1.0f, -1.0f, 1.0f ), XMFLOAT4( 0.0f, 0.0f, 0.0f, 1.0f ) },
    };
    D3D11_BUFFER_DESC bd;
	ZeroMemory( &bd, sizeof(bd) );
    bd.Usage = D3D11_USAGE_DEFAULT;
    bd.ByteWidth = sizeof( SimpleVertex ) * 8;
    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
    WORD indices[] =
    {
        3,1,0,
        2,1,3,

        0,5,4,
        1,5,0,

        3,4,7,
        0,4,3,

        1,6,5,
        2,6,1,

        2,7,6,
        3,7,2,

        6,4,5,
        7,4,6,
    };
    bd.Usage = D3D11_USAGE_DEFAULT;
    bd.ByteWidth = sizeof( WORD ) * 36;        // 36 vertices needed for 12 triangles in a triangle list
    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 buffer
	bd.Usage = D3D11_USAGE_DEFAULT;
	bd.ByteWidth = sizeof(ConstantBuffer);
	bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
	bd.CPUAccessFlags = 0;
    hr = g_pd3dDevice->CreateBuffer( &bd, nullptr, &g_pConstantBuffer );
    if( FAILED( hr ) )
        return hr;

    // Initialize the world matrix
	g_World1 = XMMatrixIdentity();
	g_World2 = XMMatrixIdentity();

    // Initialize the view matrix
	XMVECTOR Eye = XMVectorSet( 0.0f, 1.0f, -5.0f, 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 );

    // Initialize the projection matrix
	g_Projection = XMMatrixPerspectiveFovLH( XM_PIDIV2, width / (FLOAT)height, 0.01f, 100.0f );

    return S_OK;
}
Esempio n. 10
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	/**
	*  @brief
	*    Constructor
	*/
	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 IDXGIFactory1 instance
		IDXGIDevice *dxgiDevice = nullptr;
		IDXGIAdapter *dxgiAdapter = nullptr;
		IDXGIFactory1 *dxgiFactory1 = nullptr;
		d3d11Device->QueryInterface(&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;
		::ZeroMemory(&dxgiSwapChainDesc, sizeof(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);
		dxgiFactory1->Release();

		// 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);

		// 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
	}
Esempio n. 11
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void InitBackendInfo()
{
	HRESULT hr = DX11::D3D::LoadDXGI();
	if (SUCCEEDED(hr)) hr = DX11::D3D::LoadD3D();
	if (FAILED(hr))
	{
		DX11::D3D::UnloadDXGI();
		return;
	}

	g_Config.backend_info.APIType = API_D3D;
	g_Config.backend_info.bSupportsExclusiveFullscreen = true;
	g_Config.backend_info.bSupportsDualSourceBlend = true;
	g_Config.backend_info.bSupportsPrimitiveRestart = true;
	g_Config.backend_info.bSupportsOversizedViewports = false;
	g_Config.backend_info.bSupportsGeometryShaders = true;
	g_Config.backend_info.bSupports3DVision = true;
	g_Config.backend_info.bSupportsPostProcessing = false;

	IDXGIFactory* factory;
	IDXGIAdapter* ad;
	hr = DX11::PCreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
	if (FAILED(hr))
		PanicAlert("Failed to create IDXGIFactory object");

	// adapters
	g_Config.backend_info.Adapters.clear();
	g_Config.backend_info.AAModes.clear();
	while (factory->EnumAdapters((UINT)g_Config.backend_info.Adapters.size(), &ad) != DXGI_ERROR_NOT_FOUND)
	{
		const size_t adapter_index = g_Config.backend_info.Adapters.size();

		DXGI_ADAPTER_DESC desc;
		ad->GetDesc(&desc);

		// TODO: These don't get updated on adapter change, yet
		if (adapter_index == g_Config.iAdapter)
		{
			std::string samples;
			std::vector<DXGI_SAMPLE_DESC> modes = DX11::D3D::EnumAAModes(ad);
			for (unsigned int i = 0; i < modes.size(); ++i)
			{
				if (i == 0)
					samples = _trans("None");
				else if (modes[i].Quality)
					samples = StringFromFormat(_trans("%d samples (quality level %d)"), modes[i].Count, modes[i].Quality);
				else
					samples = StringFromFormat(_trans("%d samples"), modes[i].Count);

				g_Config.backend_info.AAModes.push_back(samples);
			}

			bool shader_model_5_supported = (DX11::D3D::GetFeatureLevel(ad) >= D3D_FEATURE_LEVEL_11_0);

			// Requires the earlydepthstencil attribute (only available in shader model 5)
			g_Config.backend_info.bSupportsEarlyZ = shader_model_5_supported;

			// Requires full UAV functionality (only available in shader model 5)
			g_Config.backend_info.bSupportsBBox = shader_model_5_supported;

			// Requires the instance attribute (only available in shader model 5)
			g_Config.backend_info.bSupportsGSInstancing = shader_model_5_supported;
		}
		g_Config.backend_info.Adapters.push_back(UTF16ToUTF8(desc.Description));
		ad->Release();
	}
	factory->Release();

	// Clear ppshaders string vector
	g_Config.backend_info.PPShaders.clear();
	g_Config.backend_info.AnaglyphShaders.clear();

	DX11::D3D::UnloadDXGI();
	DX11::D3D::UnloadD3D();
}
Esempio n. 12
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HRESULT Create(HWND wnd)
{
	hWnd = wnd;
	HRESULT hr;

	RECT client;
	GetClientRect(hWnd, &client);
	xres = client.right - client.left;
	yres = client.bottom - client.top;

	hr = LoadDXGI();
	if (SUCCEEDED(hr)) hr = LoadD3D();
	if (SUCCEEDED(hr)) hr = LoadD3DCompiler();
	if (FAILED(hr))
	{
		UnloadDXGI();
		UnloadD3D();
		UnloadD3DCompiler();
		return hr;
	}

	IDXGIFactory* factory;
	IDXGIAdapter* adapter;
	IDXGIOutput* output;
	hr = PCreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
	if (FAILED(hr)) MessageBox(wnd, _T("Failed to create IDXGIFactory object"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);

	hr = factory->EnumAdapters(g_ActiveConfig.iAdapter, &adapter);
	if (FAILED(hr))
	{
		// try using the first one
		hr = factory->EnumAdapters(0, &adapter);
		if (FAILED(hr)) MessageBox(wnd, _T("Failed to enumerate adapters"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);
	}

	// TODO: Make this configurable
	hr = adapter->EnumOutputs(0, &output);
	if (FAILED(hr))
	{
		// try using the first one
		IDXGIAdapter* firstadapter;
		hr = factory->EnumAdapters(0, &firstadapter);
		if (!FAILED(hr))
			hr = firstadapter->EnumOutputs(0, &output);
		if (FAILED(hr)) MessageBox(wnd,
			_T("Failed to enumerate outputs!\n")
			_T("This usually happens when you've set your video adapter to the Nvidia GPU in an Optimus-equipped system.\n")
			_T("Set Dolphin to use the high-performance graphics in Nvidia's drivers instead and leave Dolphin's video adapter set to the Intel GPU."),
			_T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);
		SAFE_RELEASE(firstadapter);
	}

	// get supported AA modes
	aa_modes = EnumAAModes(adapter);

	if (std::find_if(
		aa_modes.begin(),
		aa_modes.end(),
		[](const DXGI_SAMPLE_DESC& desc) {return desc.Count == g_Config.iMultisamples;}
	) == aa_modes.end())
	{
		g_Config.iMultisamples = 1;
		UpdateActiveConfig();
	}

	DXGI_SWAP_CHAIN_DESC swap_chain_desc = {};
	swap_chain_desc.BufferCount = 1;
	swap_chain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
	swap_chain_desc.OutputWindow = wnd;
	swap_chain_desc.SampleDesc.Count = 1;
	swap_chain_desc.SampleDesc.Quality = 0;
	swap_chain_desc.Windowed = !g_Config.bFullscreen;

	DXGI_OUTPUT_DESC out_desc = {};
	output->GetDesc(&out_desc);

	DXGI_MODE_DESC mode_desc = {};
	mode_desc.Width = out_desc.DesktopCoordinates.right - out_desc.DesktopCoordinates.left;
	mode_desc.Height = out_desc.DesktopCoordinates.bottom - out_desc.DesktopCoordinates.top;
	mode_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	mode_desc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
	hr = output->FindClosestMatchingMode(&mode_desc, &swap_chain_desc.BufferDesc, nullptr);
	if (FAILED(hr)) MessageBox(wnd, _T("Failed to find a supported video mode"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);

	if (swap_chain_desc.Windowed)
	{
		// forcing buffer resolution to xres and yres..
		// this is not a problem as long as we're in windowed mode
		swap_chain_desc.BufferDesc.Width = xres;
		swap_chain_desc.BufferDesc.Height = yres;
	}

#if defined(_DEBUG) || defined(DEBUGFAST)
	// Creating debug devices can sometimes fail if the user doesn't have the correct
	// version of the DirectX SDK. If it does, simply fallback to a non-debug device.
	{
		hr = PD3D11CreateDeviceAndSwapChain(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr,
											D3D11_CREATE_DEVICE_SINGLETHREADED | D3D11_CREATE_DEVICE_DEBUG,
											supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS,
											D3D11_SDK_VERSION, &swap_chain_desc, &swapchain, &device,
											&featlevel, &context);
		// Debugbreak on D3D error
		if (SUCCEEDED(hr) && SUCCEEDED(device->QueryInterface(__uuidof(ID3D11Debug), (void**)&debug)))
		{
			ID3D11InfoQueue* infoQueue = nullptr;
			if (SUCCEEDED(debug->QueryInterface(__uuidof(ID3D11InfoQueue), (void**)&infoQueue)))
			{
				infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
				infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);

				D3D11_MESSAGE_ID hide[] =
				{
					D3D11_MESSAGE_ID_SETPRIVATEDATA_CHANGINGPARAMS
				};

				D3D11_INFO_QUEUE_FILTER filter = {};
				filter.DenyList.NumIDs = sizeof(hide) / sizeof(D3D11_MESSAGE_ID);
				filter.DenyList.pIDList = hide;
				infoQueue->AddStorageFilterEntries(&filter);
				infoQueue->Release();
			}
		}
	}

	if (FAILED(hr))
#endif
	{
		hr = PD3D11CreateDeviceAndSwapChain(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr,
											D3D11_CREATE_DEVICE_SINGLETHREADED,
											supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS,
											D3D11_SDK_VERSION, &swap_chain_desc, &swapchain, &device,
											&featlevel, &context);
	}

	if (FAILED(hr))
	{
		MessageBox(wnd, _T("Failed to initialize Direct3D.\nMake sure your video card supports at least D3D 10.0"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);
		SAFE_RELEASE(device);
		SAFE_RELEASE(context);
		SAFE_RELEASE(swapchain);
		return E_FAIL;
	}

	// prevent DXGI from responding to Alt+Enter, unfortunately DXGI_MWA_NO_ALT_ENTER
	// does not work so we disable all monitoring of window messages. However this
	// may make it more difficult for DXGI to handle display mode changes.
	hr = factory->MakeWindowAssociation(wnd, DXGI_MWA_NO_WINDOW_CHANGES);
	if (FAILED(hr)) MessageBox(wnd, _T("Failed to associate the window"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);

	SetDebugObjectName((ID3D11DeviceChild*)context, "device context");
	SAFE_RELEASE(factory);
	SAFE_RELEASE(output);
	SAFE_RELEASE(adapter);

	ID3D11Texture2D* buf;
	hr = swapchain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&buf);
	if (FAILED(hr))
	{
		MessageBox(wnd, _T("Failed to get swapchain buffer"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);
		SAFE_RELEASE(device);
		SAFE_RELEASE(context);
		SAFE_RELEASE(swapchain);
		return E_FAIL;
	}
	backbuf = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET);
	SAFE_RELEASE(buf);
	CHECK(backbuf!=nullptr, "Create back buffer texture");
	SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetTex(), "backbuffer texture");
	SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetRTV(), "backbuffer render target view");

	context->OMSetRenderTargets(1, &backbuf->GetRTV(), nullptr);

	// BGRA textures are easier to deal with in TextureCache, but might not be supported by the hardware
	UINT format_support;
	device->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &format_support);
	bgra_textures_supported = (format_support & D3D11_FORMAT_SUPPORT_TEXTURE2D) != 0;

	stateman = new StateManager;
	return S_OK;
}
Esempio n. 13
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bool DX::InitDirect3D()
{
	UINT createDeviceFlags = 0;

	// Do we want a debug device?
#if defined(DEBUG) || defined(_DEBUG)
	createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif

	// Create the device and determine the supported feature level
	featureLevel = D3D_FEATURE_LEVEL_9_1; // Will be overwritten by next line
	HRESULT hr = D3D11CreateDevice(
		0,
		driverType,
		0,
		createDeviceFlags,
		0,
		0,
		D3D11_SDK_VERSION,
		&device,
		&featureLevel,
		&deviceContext);

	// Handle any device creation or DirectX version errors
	if( FAILED(hr) )
	{
		MessageBox(0, L"D3D11CreateDevice Failed", 0, 0);
		return false;
	}

	// Check for 4X MSAA quality support
	HR(device->CheckMultisampleQualityLevels(
		DXGI_FORMAT_R8G8B8A8_UNORM,
		4,
		&msaa4xQuality));
	assert( msaa4xQuality > 0 ); // Potential problem if quality is 0

	// Set up a swap chain description
	DXGI_SWAP_CHAIN_DESC swapChainDesc;
	swapChainDesc.BufferDesc.Width		= windowWidth;
	swapChainDesc.BufferDesc.Height		= 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.BufferCount			= 1;
	swapChainDesc.OutputWindow			= hMainWnd;
	swapChainDesc.Windowed				= true;
	swapChainDesc.SwapEffect			= DXGI_SWAP_EFFECT_DISCARD;
	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->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, &swapChainDesc, &swapChain));
	ReleaseMacro(dxgiDevice);
	ReleaseMacro(dxgiAdapter);
	ReleaseMacro(dxgiFactory);

	// The remaining steps also need to happen each time the window
	// is resized, so just run the OnResize method
	OnResize();

	return true;
}
Esempio n. 14
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// Direct3D 초기화 
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;

	// 디바이스 생성 
	hr = D3D11CreateDevice( NULL,
					D3D_DRIVER_TYPE_HARDWARE, 
					NULL, 
					0,
					FeatureLevelsRequested, 
					numLevelsRequested,
					D3D11_SDK_VERSION, 
					&g_pd3dDevice,
					&FeatureLevelsSupported,
					&g_pImmediateContext );
	if( FAILED ( hr ) ) {
		return hr;
	}

	// 팩토리 취득 
	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);

	// 스왑체인 작성
    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;
	}

     // 렌더링 타깃 생성
    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 );

    // 래스터라이저 설정
    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 );

    // 뷰포트 설정 
    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;
}
    // nsIMemoryMultiReporter abstract method implementation
    NS_IMETHOD
    CollectReports(nsIMemoryMultiReporterCallback* aCb,
                   nsISupports* aClosure)
    {
        int32_t winVers, buildNum;
        HANDLE ProcessHandle = GetCurrentProcess();
        
        int64_t dedicatedBytesUsed = 0;
        int64_t sharedBytesUsed = 0;
        int64_t committedBytesUsed = 0;
        IDXGIAdapter *DXGIAdapter;
        
        HMODULE gdi32Handle;
        PFND3DKMTQS queryD3DKMTStatistics;
        
        winVers = gfxWindowsPlatform::WindowsOSVersion(&buildNum);
        
        // GPU memory reporting is not available before Windows 7
        if (winVers < gfxWindowsPlatform::kWindows7) 
            return NS_OK;
        
        if (gdi32Handle = LoadLibrary(TEXT("gdi32.dll")))
            queryD3DKMTStatistics = (PFND3DKMTQS)GetProcAddress(gdi32Handle, "D3DKMTQueryStatistics");
        
        if (queryD3DKMTStatistics && GetDXGIAdapter(&DXGIAdapter)) {
            // Most of this block is understood thanks to wj32's work on Process Hacker
            
            DXGI_ADAPTER_DESC adapterDesc;
            D3DKMTQS queryStatistics;
            
            DXGIAdapter->GetDesc(&adapterDesc);
            DXGIAdapter->Release();
            
            memset(&queryStatistics, 0, sizeof(D3DKMTQS));
            queryStatistics.Type = D3DKMTQS_PROCESS;
            queryStatistics.AdapterLuid = adapterDesc.AdapterLuid;
            queryStatistics.hProcess = ProcessHandle;
            if (NT_SUCCESS(queryD3DKMTStatistics(&queryStatistics))) {
                committedBytesUsed = queryStatistics.QueryResult.ProcessInfo.SystemMemory.BytesAllocated;
            }
            
            memset(&queryStatistics, 0, sizeof(D3DKMTQS));
            queryStatistics.Type = D3DKMTQS_ADAPTER;
            queryStatistics.AdapterLuid = adapterDesc.AdapterLuid;
            if (NT_SUCCESS(queryD3DKMTStatistics(&queryStatistics))) {
                ULONG i;
                ULONG segmentCount = queryStatistics.QueryResult.AdapterInfo.NbSegments;
                
                for (i = 0; i < segmentCount; i++) {
                    memset(&queryStatistics, 0, sizeof(D3DKMTQS));
                    queryStatistics.Type = D3DKMTQS_SEGMENT;
                    queryStatistics.AdapterLuid = adapterDesc.AdapterLuid;
                    queryStatistics.QuerySegment.SegmentId = i;
                    
                    if (NT_SUCCESS(queryD3DKMTStatistics(&queryStatistics))) {
                        bool aperture;
                        
                        // SegmentInformation has a different definition in Win7 than later versions
                        if (winVers < gfxWindowsPlatform::kWindows8)
                            aperture = queryStatistics.QueryResult.SegmentInfoWin7.Aperture;
                        else
                            aperture = queryStatistics.QueryResult.SegmentInfoWin8.Aperture;
                        
                        memset(&queryStatistics, 0, sizeof(D3DKMTQS));
                        queryStatistics.Type = D3DKMTQS_PROCESS_SEGMENT;
                        queryStatistics.AdapterLuid = adapterDesc.AdapterLuid;
                        queryStatistics.hProcess = ProcessHandle;
                        queryStatistics.QueryProcessSegment.SegmentId = i;
                        if (NT_SUCCESS(queryD3DKMTStatistics(&queryStatistics))) {
                            if (aperture)
                                sharedBytesUsed += queryStatistics.QueryResult
                                                                  .ProcessSegmentInfo
                                                                  .BytesCommitted;
                            else
                                dedicatedBytesUsed += queryStatistics.QueryResult
                                                                     .ProcessSegmentInfo
                                                                     .BytesCommitted;
                        }
                    }
                }
            }
        }
        
        FreeLibrary(gdi32Handle);
        
#define REPORT(_path, _amount, _desc)                                         \
    do {                                                                      \
      nsresult rv;                                                            \
      rv = aCb->Callback(EmptyCString(), NS_LITERAL_CSTRING(_path),           \
                         nsIMemoryReporter::KIND_OTHER,                       \
                         nsIMemoryReporter::UNITS_BYTES, _amount,             \
                         NS_LITERAL_CSTRING(_desc), aClosure);                \
      NS_ENSURE_SUCCESS(rv, rv);                                              \
    } while (0)

        REPORT("gpu-committed", committedBytesUsed,
               "Memory committed by the Windows graphics system.");

        REPORT("gpu-dedicated", dedicatedBytesUsed,
               "Out-of-process memory allocated for this process in a "
               "physical GPU adapter's memory.");

        REPORT("gpu-shared", sharedBytesUsed,
               "In-process memory that is shared with the GPU.");
        
#undef REPORT

        return NS_OK;
    }
Esempio n. 16
0
bool DCGPAProfiler::GetAllComputeCounters(CounterList& counterList)
{
    bool retVal = true;

    // Loading dxgi.dll has a side effect of initializing Real_CreateDXGIFactory1
    LIB_HANDLE hDxgiDll = OSUtils::Instance()->GenericLoadLibrary("dxgi.dll");

    if (NULL == hDxgiDll)
    {
        retVal = false;
    }
    else
    {
        if (NULL == Real_CreateDXGIFactory1)
        {
            retVal = false;
        }
        else
        {
            // Make sure this isn't called from DllMain (or a detoured LoadLibrary call)
            // See this note on MSDN https://msdn.microsoft.com/en-us/library/windows/desktop/bb205075%28v=vs.85%29.aspx#DXGI_Responses_From_DLLMain
            // DXGI Responses from DLLMain
            //    Because a DllMain function can't guarantee the order in which it loads and unloads DLLs, we recommend that your app's DllMain function not call
            //    Direct3D or DXGI functions or methods, including functions or methods that create or release objects.If your app's DllMain function calls into a
            //    particular component, that component might call another DLL that isn't present on the operating system, which causes the operating system to crash.
            //    Direct3D and DXGI might load a set of DLLs, typically a set of drivers, that differs from computer to computer. Therefore, even if your app doesn’t
            //    crash on your development and test computers when its DllMain function calls Direct3D or DXGI functions or methods, it might crash when it runs on
            //    another computer.
            //
            //    To prevent you from creating an app that might cause the operating system to crash, DXGI provides the following responses in the specified situations :
            //       If your app's DllMain function releases its last reference to a DXGI factory, DXGI raises an exception.
            //       If your app's DllMain function creates a DXGI factory, DXGI returns an error code.

            IDXGIFactory* pDxgiFactory = NULL;
            HRESULT hr = Real_CreateDXGIFactory1(__uuidof(IDXGIFactory), reinterpret_cast<void**>(&pDxgiFactory));

            if (S_OK != hr)
            {
                retVal = false;
            }
            else
            {
                typedef std::unordered_set<CounterList::value_type> CounterNames;
                CounterNames counterNames;
                CounterList adapterCounters;
                UINT adapterIndex = 0;

                while (retVal && (S_OK == hr))
                {
                    IDXGIAdapter* pDxgiAdapter = NULL;
                    hr = pDxgiFactory->EnumAdapters(adapterIndex, &pDxgiAdapter);

                    if (S_OK == hr)
                    {
                        DXGI_ADAPTER_DESC adapterDesc;
                        hr = pDxgiAdapter->GetDesc(&adapterDesc);

                        if (S_OK == hr)
                        {
                            GDT_HW_GENERATION hwGen;
                            bool hwGenFound = AMDTDeviceInfoUtils::Instance()->GetHardwareGeneration(adapterDesc.DeviceId, hwGen);

                            if (hwGenFound)
                            {
                                adapterCounters.clear();
                                m_GPAUtils.GetAvailableCountersGdt(hwGen, adapterCounters);
                                m_GPAUtils.FilterNonComputeCountersGdt(hwGen, adapterCounters);

                                for (CounterList::iterator aci = adapterCounters.begin() ; adapterCounters.end() != aci; ++aci)
                                {
                                    if (counterNames.end() == counterNames.find(*aci))
                                    {
                                        counterNames.insert(*aci);
                                    }
                                }
                            }
                        }

                        pDxgiAdapter->Release();
                    }

                    ++adapterIndex;
                }

                // DXGI_ERROR_NOT_FOUND marks that EnumAdapters reached the last adapter in the system
                if (DXGI_ERROR_NOT_FOUND != hr)
                {
                    retVal = false;
                }
                else
                {
                    for (CounterNames::iterator cni = counterNames.begin() ; counterNames.end() != cni ; ++cni)
                    {
                        counterList.push_back(*cni);
                    }
                }

                pDxgiFactory->Release();
            }
        }
    }

    return retVal;
}
Esempio n. 17
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void VideoBackend::InitBackendInfo()
{
  HRESULT hr = DX11::D3D::LoadDXGI();
  if (SUCCEEDED(hr))
    hr = DX11::D3D::LoadD3D();
  if (FAILED(hr))
  {
    DX11::D3D::UnloadDXGI();
    return;
  }

  g_Config.backend_info.api_type = APIType::D3D;
  g_Config.backend_info.MaxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  g_Config.backend_info.bSupportsExclusiveFullscreen = true;
  g_Config.backend_info.bSupportsDualSourceBlend = true;
  g_Config.backend_info.bSupportsPrimitiveRestart = true;
  g_Config.backend_info.bSupportsOversizedViewports = false;
  g_Config.backend_info.bSupportsGeometryShaders = true;
  g_Config.backend_info.bSupportsComputeShaders = false;
  g_Config.backend_info.bSupports3DVision = true;
  g_Config.backend_info.bSupportsPostProcessing = false;
  g_Config.backend_info.bSupportsPaletteConversion = true;
  g_Config.backend_info.bSupportsClipControl = true;
  g_Config.backend_info.bSupportsDepthClamp = true;
  g_Config.backend_info.bSupportsReversedDepthRange = false;
  g_Config.backend_info.bSupportsMultithreading = false;
  g_Config.backend_info.bSupportsGPUTextureDecoding = false;
  g_Config.backend_info.bSupportsST3CTextures = false;
  g_Config.backend_info.bSupportsCopyToVram = true;
  g_Config.backend_info.bSupportsBitfield = false;
  g_Config.backend_info.bSupportsDynamicSamplerIndexing = false;
  g_Config.backend_info.bSupportsBPTCTextures = false;
  g_Config.backend_info.bSupportsFramebufferFetch = false;

  IDXGIFactory2* factory;
  IDXGIAdapter* ad;
  hr = DX11::PCreateDXGIFactory(__uuidof(IDXGIFactory2), (void**)&factory);
  if (FAILED(hr))
    PanicAlert("Failed to create IDXGIFactory object");

  // adapters
  g_Config.backend_info.Adapters.clear();
  g_Config.backend_info.AAModes.clear();
  while (factory->EnumAdapters((UINT)g_Config.backend_info.Adapters.size(), &ad) !=
         DXGI_ERROR_NOT_FOUND)
  {
    const size_t adapter_index = g_Config.backend_info.Adapters.size();

    DXGI_ADAPTER_DESC desc;
    ad->GetDesc(&desc);

    // TODO: These don't get updated on adapter change, yet
    if (adapter_index == g_Config.iAdapter)
    {
      std::vector<DXGI_SAMPLE_DESC> modes = DX11::D3D::EnumAAModes(ad);
      // First iteration will be 1. This equals no AA.
      for (unsigned int i = 0; i < modes.size(); ++i)
      {
        g_Config.backend_info.AAModes.push_back(modes[i].Count);
      }

      D3D_FEATURE_LEVEL feature_level = D3D::GetFeatureLevel(ad);
      bool shader_model_5_supported = feature_level >= D3D_FEATURE_LEVEL_11_0;
      g_Config.backend_info.MaxTextureSize = D3D::GetMaxTextureSize(feature_level);

      // Requires the earlydepthstencil attribute (only available in shader model 5)
      g_Config.backend_info.bSupportsEarlyZ = shader_model_5_supported;

      // Requires full UAV functionality (only available in shader model 5)
      g_Config.backend_info.bSupportsBBox =
          g_Config.backend_info.bSupportsFragmentStoresAndAtomics = shader_model_5_supported;

      // Requires the instance attribute (only available in shader model 5)
      g_Config.backend_info.bSupportsGSInstancing = shader_model_5_supported;

      // Sample shading requires shader model 5
      g_Config.backend_info.bSupportsSSAA = shader_model_5_supported;
    }
    g_Config.backend_info.Adapters.push_back(UTF16ToUTF8(desc.Description));
    ad->Release();
  }
  factory->Release();

  DX11::D3D::UnloadDXGI();
  DX11::D3D::UnloadD3D();
}
Esempio n. 18
0
bool cInitDirect3D::Init()
{

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

	D3D_FEATURE_LEVEL featureLevel;
	HRESULT hr = D3D11CreateDevice(
		0,					// default adapter 사용할 IDXGIAdapter 인터페이스
		md3dDriverType,		//DirectX11 디바이스타입.
		0,					// no software device 보통 null
		createDeviceFlags,	//디바이스 플래그
		0, 0,				//  피처레벨을 사용할 배열, 피처레벨 수
		D3D11_SDK_VERSION,	//SDK버전
		&m_pD3dDevice,		//넘겨받을 디바이스 인터페이스
		&featureLevel,		//피처레벨을 얻어낼 포인터
		&m_pDeviceContext);	//넘겨받을 디바이스 컨텍스트 인터페이스

	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(m_pD3dDevice->CheckMultisampleQualityLevels(
		DXGI_FORMAT_R8G8B8A8_UNORM, 4, &m4xMsaaQuality));
	assert(m4xMsaaQuality > 0);

	// DXGI_SWAP_CHAIN_DESC구조체를 채운다.
	DXGI_SWAP_CHAIN_DESC sd;
	ZeroMemory(&sd, sizeof(sd));//구조체 초기화
	sd.BufferCount = 1;//백버퍼 개수
	sd.BufferDesc.Width = ClientWidth;//백버퍼 가로
	sd.BufferDesc.Height = ClientHeight;//백버퍼 세로
	sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;//백버퍼 포맷 : RGBA8비트이며 값의 범위0.0~1.0
	sd.BufferDesc.RefreshRate.Numerator = 60;//화면 갱신율. 분자.
	sd.BufferDesc.RefreshRate.Denominator = 1;//화면 갱신율. 분모.(60/1)
	sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;//백버퍼의 용도
	sd.OutputWindow = g_hWnd;//버퍼를 출력할 윈도우
	sd.SampleDesc.Count = 1;//멀티 샘플링 수
	sd.SampleDesc.Quality = 0;//멀티 샘플링 퀄리티
	sd.Windowed = true;//윈도우모드
	sd.Flags = 0;
	// 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;
	}


	// 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(m_pD3dDevice->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(m_pD3dDevice, &sd, &m_pSwapChain));

	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();
	return true;
}
Esempio n. 19
0
// 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;
    }

    // *** Create depth stencil texture ***
    D3D11_TEXTURE2D_DESC descDepth;
	RECT rc;
    GetClientRect( g_hWnd, &rc );
	ZeroMemory( &descDepth, sizeof(descDepth) );
    descDepth.Width = rc.right - rc.left;
    descDepth.Height = rc.bottom - rc.top;
    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, NULL, &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;

	// *** レンダリングターゲット設定 ***
    g_pImmediateContext->OMSetRenderTargets( 1, &g_pRTV, g_pDepthStencilView );

	// ステンシルステートの作成
	D3D11_DEPTH_STENCIL_DESC dsDesc;

	// Depth test parameters
	dsDesc.DepthEnable = true;
	dsDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
	dsDesc.DepthFunc = D3D11_COMPARISON_LESS;

	// Stencil test parameters
	dsDesc.StencilEnable = true;
	dsDesc.StencilReadMask = 0xFF;
	dsDesc.StencilWriteMask = 0xFF;

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

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

	// Create depth stencil state
	hr = g_pd3dDevice->CreateDepthStencilState( &dsDesc, &g_pDSDepthState );

	dsDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
	hr = g_pd3dDevice->CreateDepthStencilState( &dsDesc, &g_pDSDepthState_NoWrite );

//	g_pImmediateContext->OMSetDepthStencilState( g_pDSDepthState, 1 );

    // 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 );

    // ラスタライザの設定(時計回りカリング)
	ZeroMemory( &drd, sizeof( drd ) );
	drd.FillMode				= D3D11_FILL_SOLID;
	drd.CullMode				= D3D11_CULL_BACK;
	drd.FrontCounterClockwise	= TRUE;
	drd.DepthClipEnable			= TRUE;
    hr = g_pd3dDevice->CreateRasterizerState( &drd, &g_pRS_Cull_CW );
    if ( FAILED( hr ) ) {
		MessageBox( NULL, _T( "Can't create rasterizer state." ), _T( "Error" ), MB_OK );
        return hr;
    }
//    g_pImmediateContext->RSSetState( g_pRS_Cull_CW );

    // ラスタライザの設定(反時計回りカリング)
	ZeroMemory( &drd, sizeof( drd ) );
	drd.FillMode				= D3D11_FILL_SOLID;
	drd.CullMode				= D3D11_CULL_BACK;
	drd.FrontCounterClockwise	= FALSE;
	drd.DepthClipEnable			= TRUE;
    hr = g_pd3dDevice->CreateRasterizerState( &drd, &g_pRS_Cull_CCW );
    if ( FAILED( hr ) ) {
		MessageBox( NULL, _T( "Can't create rasterizer state." ), _T( "Error" ), MB_OK );
        return hr;
    }
//    g_pImmediateContext->RSSetState( g_pRS_Cull_CCW );

    // 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;
}
bool D3DManager::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hwnd, bool fullScreen)
{
	HRESULT result;
	IDXGIFactory * factory = nullptr;
	IDXGIAdapter * adapter = nullptr;
	IDXGIOutput * adapterOutput = nullptr;
	unsigned int numModes;
	unsigned int numerator = 0;
	unsigned int denominator = 0;
	unsigned int stringLenht;
	DXGI_MODE_DESC * displayModeList = nullptr;
	DXGI_ADAPTER_DESC adapterDesc;
	int error;
	ID3D11Texture2D * backBuffer = nullptr;

	// Guardo el vsycn
	m_vsync_enable = vsync;

	// Creo una interfas con DirectX (IDXGIFactory)
	result = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
	if (FAILED(result))
	{
		// TODO: Informar del Error
		return false;
	}

	// Uso el IDXGIFactory para crear un adapatador(Placa de Video)
	result = factory->EnumAdapters(0, &adapter);
	if (FAILED(result))
	{
		// TODO: Informar del Error
		return false;
	}

	// Enumero la cantidad de monitores (Adaptador de salida)
	result = adapter->EnumOutputs(0, &adapterOutput);
	if (FAILED(result))
	{
		// TODO: Informar del Error
		return false;
	}
	
	// Obtengo el numero de modos que se ajustan al formato DXGI_FORMAT_R8G8B8A8 para el monitor
	result = adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, NULL);
	if (FAILED(result))
	{
		// TODO: Informar del Error
		return false;
	}

	// Creo una lista con todos los posbles modos para esta combinacion placa de video monitor.
	displayModeList = new DXGI_MODE_DESC[numModes];

	// Cargo la lista de display Mode
	result = adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, displayModeList);
	if (FAILED(result))
	{
		// TODO: Informar del Error
		return false;
	}


	for (int i = 0; i < (int)numModes; ++i) 
	{

		if (displayModeList[i].Width == (unsigned int)screenWidth && displayModeList[i].Height == (unsigned int)screenHeight)
		{
			numerator = displayModeList[i].RefreshRate.Numerator;
			denominator = displayModeList[i].RefreshRate.Denominator;
			//TODO: Loquidar el for al encontrar el valor correcto
		}

	}


	if (numerator == 0 && denominator == 0)
	{
		// Informar Error
		return false;
	}

	// Obtengo la descripcion del adaptador
	result = adapter->GetDesc(&adapterDesc);
	if (FAILED(result))
	{
		// TODO: Informar del Error
		return false;
	}

	// Guardo la cantidad de memorya de video
	m_videoCardMemory = adapterDesc.DedicatedVideoMemory;

	// Convierto el nombre de la VGA a string
	char tmp_string[128];

	error = wcstombs_s(&stringLenht, tmp_string, 128, adapterDesc.Description, 128);
	if (error != 0)
	{
		// TODO: Informar del Error
		return false;
	}

	m_videoCardDescription = tmp_string;

	// Released Memory
	delete [] displayModeList;
	displayModeList = nullptr;

	adapterOutput->Release();
	adapterOutput = nullptr;

	adapter->Release();
	adapter = nullptr;

	factory->Release();
	factory = nullptr;


	if (!InitializeSwapChain(hwnd, fullScreen, screenWidth, screenHeight, numerator, denominator))
	{
		// Todo: Informar El Error
		return false;
	}

	// Obtengo el puntero al BackBuffer
	result = mp_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBuffer);
	if (FAILED(result))
	{
		// TODO: Informar del Error
		return false;
	}

	// Creo el render Target View
	result = mp_device->CreateRenderTargetView(backBuffer, NULL, &mp_renderTargetView);
	if (FAILED(result))
	{
		// TODO: Informar del Error
		return false;
	}

	// No te Nesesito MUERE
	backBuffer->Release();
	backBuffer = nullptr;

	if (!InitializeDepthBuffer(screenWidth, screenHeight)) 
	{
		// TODO: Informar del Error
		return false;
	}

	if (!InitializeDepthStencilBuffer())
	{
		// TODO: Informar del Error
		return false;
	}

	if (!InitializeStencilView()) 
	{
		// TODO: Informar del Error
		return false;
	}

	mp_deviceContext->OMSetRenderTargets(1, &mp_renderTargetView, mp_depthStencilView);
	if (!InitializeRasterizerStete())
	{
		// TODO: Informar del Error
		return false;
	}

	InitializeViewport(screenWidth, screenHeight);

	if (!InitializeAlphaBlending())
	{
		// TODO: Informar del Error
		return false;
	}

	if (!InitializeZBuffer()) 
	{
		// TODO: Informar del Error
		return false;
	}

	return true;
}
Esempio n. 21
0
HRESULT DXManager::getVideoCardInfo()
{
	HRESULT result;
	IDXGIFactory* factory;
	IDXGIAdapter* adapter;
	IDXGIOutput* adapterOutput;
	DXGI_MODE_DESC* displayModeList;
	DXGI_ADAPTER_DESC adapterDesc;
	unsigned int numModes, i, stringLength;
	int error;

	result = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
	if (FAILED(result))	{ return false; }

	result = factory->EnumAdapters(0, &adapter);
	if (FAILED(result))	{ return false; }

	result = adapter->EnumOutputs(0, &adapterOutput);
	if (FAILED(result))	{ return false; }

	result = adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, NULL);
	if (FAILED(result))	{ return false; }

	displayModeList = new DXGI_MODE_DESC[numModes];
	if (!displayModeList)	{ return false; }

	result = adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, displayModeList);
	if (FAILED(result))	{ return false; }

	for (i = 0; i<numModes; i++)
	{
		if (displayModeList[i].Width == (unsigned int)m_ScreenWidth)
		{
			if (displayModeList[i].Height == (unsigned int)m_ScreenHeight)
			{
				mNumerator = displayModeList[i].RefreshRate.Numerator;
				mDenominator = displayModeList[i].RefreshRate.Denominator;
			}
		}
	}

	result = adapter->GetDesc(&adapterDesc);
	if (FAILED(result))	{ return false; }

	m_videoCardMemory = (int)(adapterDesc.DedicatedVideoMemory / 1024 / 1024); //MB Video Ram

	error = wcstombs_s(&stringLength, m_videoCardDescription, 128, adapterDesc.Description, 128);
	if (error != 0)	{ return false; }

	delete[] displayModeList;
	displayModeList = 0;

	adapterOutput->Release();
	adapterOutput = 0;

	adapter->Release();
	adapter = 0;

	factory->Release();
	factory = 0;
	return S_OK;
}
Esempio n. 22
0
	D3D11Interface::D3D11Interface(HWND hwnd, bool fullscreen, unsigned int width, unsigned int height, bool vsyncEnabled)
	{
		
		IDXGIFactory* factory = 0;
		IDXGIAdapter* adapter = 0;
		IDXGIOutput* adapterOutput = 0;
		DXGI_MODE_DESC* displayModeList = 0;
		DXGI_ADAPTER_DESC adapterDesc;
		DXGI_SWAP_CHAIN_DESC swapChainDesc;
		D3D_FEATURE_LEVEL featureLevel;
		D3D11_TEXTURE2D_DESC depthBufferDesc;
		D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
		D3D11_DEPTH_STENCIL_VIEW_DESC dsViewDesc;
		unsigned int numModes;
		unsigned int numerator = 0, denominator = 1;

		//get the monitor refresh rate to prevent performance issues
		//create a DX graphics interface factory
		HRESULT m_lastError = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
		if(FAILED(m_lastError))
		{
			throw Kiwi::Exception(L"D3D11Interface::Initialize", L"Failed to create graphics interface factory");
			return;
		}
		//now use it to create an adapter for the primary video card
		m_lastError = factory->EnumAdapters(0, &adapter);
		if(FAILED(m_lastError))
		{
			throw Kiwi::Exception(L"D3D11Interface::Initialize", L"Failed to create graphics adapter");
			return;
		}
		//enumerate the primary monitor
		m_lastError = adapter->EnumOutputs(0, &adapterOutput);
		if(FAILED(m_lastError))
		{
			throw Kiwi::Exception(L"D3D11Interface::Initialize", L"Failed to enumerate primary monitor");
			return;
		}
		//get the number of modes that fit the DXGI_FORMAT_R8G8B8A8_UNORM format
		m_lastError = adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, NULL);
		if(FAILED(m_lastError))
		{
			throw Kiwi::Exception(L"D3D11Interface::Initialize", L"Failed to get display mode list");
			return;
		}
		//create a list of all the display modes for the monitor/video card
		displayModeList = new DXGI_MODE_DESC[numModes];

		//fill the display mode lists
		m_lastError = adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, displayModeList);
		if(FAILED(m_lastError))
		{
			throw Kiwi::Exception(L"D3D11Interface::Initialize", L"Failed to fill display mode list");
			return;
		}

		//find the correct display mode
		for(unsigned int i = 0; i < numModes; i++)
		{
			if(displayModeList[i].Width == width && displayModeList[i].Height == height)
			{
				numerator = displayModeList[i].RefreshRate.Numerator;
				denominator = displayModeList[i].RefreshRate.Denominator;
			}
		}

		//lastly, get the name of the video card and the amount of RAM
		m_lastError = adapter->GetDesc(&adapterDesc);
		if(FAILED(m_lastError))
		{
			throw Kiwi::Exception(L"D3D11Interface::Initialize", L"Failed to get adapter info");
			return;
		}
		//store video card RAM in megabytes
		m_videoCardInfo.totalRAM = (int)(adapterDesc.DedicatedVideoMemory / 1024 / 1024);

		//get the name of the video card
		m_videoCardInfo.name = adapterDesc.Description;

		delete [] displayModeList;
		displayModeList = 0;

		SAFE_RELEASE(adapterOutput);
		SAFE_RELEASE(adapter);
		SAFE_RELEASE(factory);
		
		//now initialize the swapchain/desc
		ZeroMemory(&swapChainDesc, sizeof(swapChainDesc));

		swapChainDesc.BufferCount = 1; //single back buffer
		swapChainDesc.BufferDesc.Width = width;
		swapChainDesc.BufferDesc.Height = height;
		swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; //32-bit surface

		if(vsyncEnabled)
		{
			swapChainDesc.BufferDesc.RefreshRate.Numerator = numerator;
			swapChainDesc.BufferDesc.RefreshRate.Denominator = denominator;
		}else
		{
			swapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
			swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
		}

		//using the back buffer as a render target
		swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
		swapChainDesc.OutputWindow = hwnd;

		//turn off multisampling
		swapChainDesc.SampleDesc.Count = 1;
		swapChainDesc.SampleDesc.Quality = 0;

		swapChainDesc.Windowed = !fullscreen;
		swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
		swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;

		swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; //discard back buffer contents after presenting
		swapChainDesc.Flags = 0;

		//using DX 11
		featureLevel = D3D_FEATURE_LEVEL_11_0;

		//create the swapchain, direct3d device, and d3d context
		m_lastError = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, D3D11_CREATE_DEVICE_DEBUG, &featureLevel, 1, D3D11_SDK_VERSION, &swapChainDesc, &m_swapChain, &m_device, NULL, &m_deviceContext);
		if(FAILED(m_lastError))
		{

			std::wstring error = Kiwi::GetD3DErrorString(m_lastError);

			throw Kiwi::Exception(L"D3D11Interface::Initialize", L"Failed to create device/swap chain ("+error+L")");
			return;
		}

		//get the back buffer and attach it to the swap chain
		m_lastError = m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&m_backBuffer);
		if(FAILED(m_lastError))
		{
			throw Kiwi::Exception(L"D3D11Interface::Initialize", L"Failed to attach back buffer");
		}

		//create render target view
		m_lastError = m_device->CreateRenderTargetView(m_backBuffer, NULL, &m_backBufferRenderTargetView);
		if(FAILED(m_lastError))
		{
			throw Kiwi::Exception(L"D3D11Interface::Initialize", L"Failed to create back buffer render target view");;
		}

		//create depth/stencil buffer to allow proper rendering in 3d space and allow for effects
		ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc));
		depthBufferDesc.Width = width;
		depthBufferDesc.Height = height;
		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;

		m_lastError = m_device->CreateTexture2D(&depthBufferDesc, NULL, &m_backBufferDepthBuffer);
		if(FAILED(m_lastError))
		{
			throw Kiwi::Exception(L"D3D11Interface::Initialize", L"Failed to create back buffer depth stencil buffer");;
		}

		//now setup depth stencil to allow control of what type of depth test is done for each pixel
		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;
		//for front-facing pixels
		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;
		//for back facing pixels
		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_lastError = m_device->CreateDepthStencilState(&depthStencilDesc, &m_backBufferDepthState);
		if(FAILED(m_lastError))
		{
			throw Kiwi::Exception(L"D3D11Interface::Initialize", L"Failed to create back buffer depth stencil state");;
		}

		//set the depth stencil state
		m_deviceContext->OMSetDepthStencilState(m_backBufferDepthState, 1);

		//setup the depth stencil buffer so DX will use the buffer as a depth stencil texture
		ZeroMemory(&dsViewDesc, sizeof(dsViewDesc));
		dsViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
		dsViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
		dsViewDesc.Texture2D.MipSlice = 0;

		m_lastError = m_device->CreateDepthStencilView(m_backBufferDepthBuffer, &dsViewDesc, &m_backBufferDepthView);
		if(FAILED(m_lastError))
		{
			throw Kiwi::Exception(L"D3D11Interface::Initialize", L"Failed to create back buffer depth stencil view");;
		}

		//now bind the render target view and depth stencil buffer to the render pipeline
		m_deviceContext->OMSetRenderTargets(1, &m_backBufferRenderTargetView, m_backBufferDepthView);

		//by default, set the primitive type to triangle list
		m_deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

		m_fullscreen = fullscreen;
		m_vSyncEnabled = vsyncEnabled;

	}
Esempio n. 23
0
bool D3DApp::InitDirect3D()
{
	UINT createDeviceFlags = 0;
#if defined(DEBUG) || defined(_DEBUG)
	createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
	D3D_FEATURE_LEVEL featureLevel;
	HRESULT hr = D3D11CreateDevice(
		0,
		md3dDriverType,
		0,
		createDeviceFlags,
		0, 0,
		D3D11_SDK_VERSION,
		&md3dDevice,
		&featureLevel,
		&md3dImmediateContext);
	if (FAILED(hr))
	{
		LogPrint(L"D3D11CreateDevice Failed.");
		return FALSE;
	}
	if (featureLevel != D3D_FEATURE_LEVEL_11_0)
	{
		LogPrint(L"Direct3D Feature Level 11 unsupported!");
		return FALSE;
	}

	HR(md3dDevice->CheckMultisampleQualityLevels(DXGI_FORMAT_B8G8R8A8_UNORM, 4, &m4xMsaaQuality));
	assert(m4xMsaaQuality > 0);

	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;

	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;
	sd.BufferCount = 1;
	sd.OutputWindow = mhMainWnd;
	sd.Windowed = TRUE;
	sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
	sd.Flags = 0;


	IDXGIDevice*dxgiDevice = 0;
	HR(md3dDevice->QueryInterface(COMID_P(dxgiDevice)));
	IDXGIAdapter* dxgiAdapter = 0;
	HR(dxgiDevice->GetParent(COMID_P(dxgiAdapter)));
	IDXGIFactory* dxgiFactory = 0;
	HR(dxgiAdapter->GetParent(COMID_P(dxgiFactory)));
	HR(dxgiFactory->CreateSwapChain(md3dDevice, &sd, &mSwapChain));
	ReleaseCom(dxgiDevice);
	ReleaseCom(dxgiAdapter);
	ReleaseCom(dxgiFactory);
	OnResize();
	return true;
}
bool D3D10App::initAPI(const DXGI_FORMAT backBufferFmt, const DXGI_FORMAT depthBufferFmt, const int samples, const uint flags){
	backBufferFormat = backBufferFmt;
	depthBufferFormat = depthBufferFmt;
	msaaSamples = samples;

//	if (screen >= GetSystemMetrics(SM_CMONITORS)) screen = 0;

	IDXGIFactory *dxgiFactory;
	if (FAILED(CreateDXGIFactory(__uuidof(IDXGIFactory), (void **) &dxgiFactory))){
		ErrorMsg("Couldn't create DXGIFactory");
		return false;
	}

	IDXGIAdapter *dxgiAdapter;
	if (dxgiFactory->EnumAdapters(0, &dxgiAdapter) == DXGI_ERROR_NOT_FOUND){
		ErrorMsg("No adapters found");
		return false;
	}

//	DXGI_ADAPTER_DESC adapterDesc;
//	dxgiAdapter->GetDesc(&adapterDesc);

	IDXGIOutput *dxgiOutput;
	if (dxgiAdapter->EnumOutputs(0, &dxgiOutput) == DXGI_ERROR_NOT_FOUND){
		ErrorMsg("No outputs found");
		return false;
	}

	DXGI_OUTPUT_DESC oDesc;
	dxgiOutput->GetDesc(&oDesc);


	// Find a suitable fullscreen format
	int targetHz = 85;
	DXGI_RATIONAL fullScreenRefresh;
	int fsRefresh = 60;
	fullScreenRefresh.Numerator = fsRefresh;
	fullScreenRefresh.Denominator = 1;
	char str[128];

	uint nModes = 0;
	dxgiOutput->GetDisplayModeList(backBufferFormat, 0, &nModes, NULL);
	DXGI_MODE_DESC *modes = new DXGI_MODE_DESC[nModes];
	dxgiOutput->GetDisplayModeList(backBufferFormat, 0, &nModes, modes);

	resolution->clear();
	for (uint i = 0; i < nModes; i++){
		if (modes[i].Width >= 640 && modes[i].Height >= 480){
			sprintf(str, "%dx%d", modes[i].Width, modes[i].Height);
			int index = resolution->addItemUnique(str);

			if (int(modes[i].Width) == fullscreenWidth && int(modes[i].Height) == fullscreenHeight){
				int refresh = modes[i].RefreshRate.Numerator / modes[i].RefreshRate.Denominator;
				if (abs(refresh - targetHz) < abs(fsRefresh - targetHz)){
					fsRefresh = refresh;
					fullScreenRefresh = modes[i].RefreshRate;
				}
				resolution->selectItem(index);
			}
		}
	}
	delete modes;

	sprintf(str, "%s (%dx%d)", getTitle(), width, height);

	DWORD wndFlags = 0;
	int x, y, w, h;
	if (fullscreen){
		wndFlags |= WS_POPUP;
		x = y = 0;
		w = width;
		h = height;
	} else {
		wndFlags |= WS_OVERLAPPEDWINDOW;

		RECT wRect;
		wRect.left = 0;
		wRect.right = width;
		wRect.top = 0;
		wRect.bottom = height;
		AdjustWindowRect(&wRect, wndFlags, FALSE);

		MONITORINFO monInfo;
		monInfo.cbSize = sizeof(monInfo);
		GetMonitorInfo(oDesc.Monitor, &monInfo);

		w = min(wRect.right  - wRect.left, monInfo.rcWork.right  - monInfo.rcWork.left);
		h = min(wRect.bottom - wRect.top,  monInfo.rcWork.bottom - monInfo.rcWork.top);
		x = (monInfo.rcWork.left + monInfo.rcWork.right  - w) / 2;
		y = (monInfo.rcWork.top  + monInfo.rcWork.bottom - h) / 2;
	}


	hwnd = CreateWindow("Humus", str, wndFlags, x, y, w, h, HWND_DESKTOP, NULL, hInstance, NULL);

	RECT rect;
	GetClientRect(hwnd, &rect);

	// Create device and swap chain
	DXGI_SWAP_CHAIN_DESC sd;
	memset(&sd, 0, sizeof(sd));
	sd.BufferDesc.Width  = rect.right;
	sd.BufferDesc.Height = rect.bottom;
	sd.BufferDesc.Format = backBufferFormat;
	sd.BufferDesc.RefreshRate = fullScreenRefresh;
	sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
	sd.BufferCount = 1;
	sd.OutputWindow = hwnd;
	sd.Windowed = (BOOL) (!fullscreen);
	sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
	sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;

	DWORD deviceFlags = D3D10_CREATE_DEVICE_SINGLETHREADED;
#ifdef _DEBUG
    deviceFlags |= D3D10_CREATE_DEVICE_DEBUG;
#endif

	if (FAILED(D3D10CreateDevice(dxgiAdapter, D3D10_DRIVER_TYPE_HARDWARE, NULL, deviceFlags, D3D10_SDK_VERSION, &device))){
		ErrorMsg("Couldn't create D3D10 device");
		return false;
	}

	while (msaaSamples > 0){
		UINT nQuality;
		if (SUCCEEDED(device->CheckMultisampleQualityLevels(backBufferFormat, msaaSamples, &nQuality)) && nQuality > 0){
			if ((flags & NO_SETTING_CHANGE) == 0) antiAliasSamples = msaaSamples;
			break;
		} else {
			msaaSamples -= 2;
		}
	}
	sd.SampleDesc.Count = msaaSamples;
	sd.SampleDesc.Quality = 0;

	if (FAILED(dxgiFactory->CreateSwapChain(device, &sd, &swapChain))){
		ErrorMsg("Couldn't create swapchain");
		return false;
	}

	// We'll handle Alt-Enter ourselves thank you very much ...
	dxgiFactory->MakeWindowAssociation(hwnd, DXGI_MWA_NO_WINDOW_CHANGES | DXGI_MWA_NO_ALT_ENTER);

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


	if (!createBuffers()) return false;


	if (fullscreen){
		captureMouse(!configDialog->isVisible());
	}

	renderer = new Direct3D10Renderer(device);
	((Direct3D10Renderer *) renderer)->setFrameBuffer(backBufferRTV, depthBufferDSV);

	antiAlias->selectItem(antiAliasSamples / 2);

	linearClamp = renderer->addSamplerState(LINEAR, CLAMP, CLAMP, CLAMP);
	defaultFont = renderer->addFont("../Textures/Fonts/Future.dds", "../Textures/Fonts/Future.font", linearClamp);
	blendSrcAlpha = renderer->addBlendState(SRC_ALPHA, ONE_MINUS_SRC_ALPHA);
	noDepthTest  = renderer->addDepthState(false, false);
	noDepthWrite = renderer->addDepthState(true,  false);
	cullNone  = renderer->addRasterizerState(CULL_NONE);
	cullBack  = renderer->addRasterizerState(CULL_BACK);
	cullFront = renderer->addRasterizerState(CULL_FRONT);

	return true;
}
Esempio n. 25
0
bool D3DClass::Initialise(int screenWidth, int screenHeight, bool vsync, HWND hwnd, bool fullscreen, 
						  float screenDepth, float screenNear)
{
	HRESULT result;
	IDXGIFactory* factory;
	IDXGIAdapter* adapter;
	IDXGIOutput* adapterOutput;
	unsigned int numModes, i, numerator, denominator, stringLength;
	DXGI_MODE_DESC* displayModeList;
	DXGI_ADAPTER_DESC adapterDesc;
	int error;
	DXGI_SWAP_CHAIN_DESC swapChainDesc;
	D3D_FEATURE_LEVEL featureLevel;
	ID3D11Texture2D* backBufferPtr;
	D3D11_TEXTURE2D_DESC depthBufferDesc;

	D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
	D3D11_DEPTH_STENCIL_DESC depthDisabledStencilDesc;

	D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
	D3D11_BLEND_DESC blendStateDescription;
	
	D3D11_RASTERIZER_DESC rasterDesc;
	float fieldOfView, screenAspect;


	// Store the vsync setting.
	m_vsync_enabled = vsync;

	// Create a DirectX graphics interface factory.
	result = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
	if(FAILED(result))
	{
		return false;
	}

	// Use the factory to create an adapter for the primary graphics interface (video card).
	result = factory->EnumAdapters(0, &adapter);
	if(FAILED(result))
	{
		return false;
	}

	// Enumerate the primary adapter output (monitor).
	result = adapter->EnumOutputs(0, &adapterOutput);
	if(FAILED(result))
	{
		return false;
	}

	// Get the number of modes that fit the DXGI_FORMAT_R8G8B8A8_UNORM display format for the adapter output (monitor).
	result = adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, NULL);
	if(FAILED(result))
	{
		return false;
	}

	// Create a list to hold all the possible display modes for this monitor/video card combination.
	displayModeList = new DXGI_MODE_DESC[numModes];
	if(!displayModeList)
	{
		return false;
	}

	// Now fill the display mode list structures.
	result = adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, displayModeList);
	if(FAILED(result))
	{
		return false;
	}

	// Now go through all the display modes and find the one that matches the screen width and height.
	// When a match is found store the numerator and denominator of the refresh rate for that monitor.
	for(i=0; i<numModes; i++)
	{
		if(displayModeList[i].Width == (unsigned int)screenWidth)
		{
			if(displayModeList[i].Height == (unsigned int)screenHeight)
			{
				numerator = displayModeList[i].RefreshRate.Numerator;
				denominator = displayModeList[i].RefreshRate.Denominator;
			}
		}
	}

	// Get the adapter (video card) description.
	result = adapter->GetDesc(&adapterDesc);
	if(FAILED(result))
	{
		return false;
	}

	// Store the dedicated video card memory in megabytes.
	m_videoCardMemory = (int)(adapterDesc.DedicatedVideoMemory / 1024 / 1024);

	// Convert the name of the video card to a character array and store it.
	error = wcstombs_s(&stringLength, m_videoCardDescription, 128, adapterDesc.Description, 128);
	if(error != 0)
	{
		return false;
	}

	// Release the display mode list.
	delete [] displayModeList;
	displayModeList = 0;

	// Release the adapter output.
	adapterOutput->Release();
	adapterOutput = 0;

	// Release the adapter.
	adapter->Release();
	adapter = 0;

	// Release the factory.
	factory->Release();
	factory = 0;

	// Initialise the swap chain description.
    ZeroMemory(&swapChainDesc, sizeof(swapChainDesc));

	// Set to a single back buffer.
    swapChainDesc.BufferCount = 1;

	// Set the width and height of the back buffer.
    swapChainDesc.BufferDesc.Width = screenWidth;
    swapChainDesc.BufferDesc.Height = screenHeight;

	// Set regular 32-bit surface for the back buffer.
    swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;

	// Set the refresh rate of the back buffer.
	if(m_vsync_enabled)
	{
	    swapChainDesc.BufferDesc.RefreshRate.Numerator = numerator;
		swapChainDesc.BufferDesc.RefreshRate.Denominator = denominator;
	}
	else
	{
	    swapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
		swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
	}

	// Set the usage of the back buffer.
    swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;

	// Set the handle for the window to render to.
    swapChainDesc.OutputWindow = hwnd;

	// Turn multisampling off.
    swapChainDesc.SampleDesc.Count = 1;
    swapChainDesc.SampleDesc.Quality = 0;

	// Set to full screen or windowed mode.
	if(fullscreen)
	{
		swapChainDesc.Windowed = false;
	}
	else
	{
		swapChainDesc.Windowed = true;
	}

	// Set the scan line ordering and scaling to unspecified.
	swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
	swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;

	// Discard the back buffer contents after presenting.
	swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;

	// Don't set the advanced flags.
	swapChainDesc.Flags = 0;

	// Set the feature level to DirectX 11.
	featureLevel = D3D_FEATURE_LEVEL_11_0;

	// Create the swap chain, Direct3D device, and Direct3D device context.
	result = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, &featureLevel, 1, 
										   D3D11_SDK_VERSION, &swapChainDesc, &m_swapChain, &m_device, NULL, &m_deviceContext);
	if(FAILED(result))
	{
		return false;
	}

	// Get the pointer to the back buffer.
	result = m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBufferPtr);
	if(FAILED(result))
	{
		return false;
	}

	// Create the render target view with the back buffer pointer.
	result = m_device->CreateRenderTargetView(backBufferPtr, NULL, &m_renderTargetView);
	if(FAILED(result))
	{
		return false;
	}

	// Release pointer to the back buffer as we no longer need it.
	backBufferPtr->Release();
	backBufferPtr = 0;

	// Initialise the description of the depth buffer.
	ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc));

	// Set up the description of the depth buffer.
	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;

	// Create the texture for the depth buffer using the filled out description.
	result = m_device->CreateTexture2D(&depthBufferDesc, NULL, &m_depthStencilBuffer);
	if(FAILED(result))
	{
		return false;
	}

	// Initialise 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;

	// Create the depth stencil state.
	result = m_device->CreateDepthStencilState(&depthStencilDesc, &m_depthStencilState);
	if(FAILED(result))
	{
		return false;
	}

	// Set the depth stencil state.
	m_deviceContext->OMSetDepthStencilState(m_depthStencilState, 1);

	// Initialise 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;

	// Create the depth stencil view.
	result = m_device->CreateDepthStencilView(m_depthStencilBuffer, &depthStencilViewDesc, &m_depthStencilView);
	if(FAILED(result))
	{
		return false;
	}

	// Bind the render target view and depth stencil buffer to the output render pipeline.
	m_deviceContext->OMSetRenderTargets(1, &m_renderTargetView, m_depthStencilView);

	// Setup the raster description which will determine how and what polygons will be drawn.
	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;

	// Create the rasterizer state from the description we just filled out.
	result = m_device->CreateRasterizerState(&rasterDesc, &m_rasterState);
	if(FAILED(result))
	{
		return false;
	}

	// Now set the rasterizer state.
	m_deviceContext->RSSetState(m_rasterState);
	
	// Setup the viewport for rendering.
    m_viewport.Width = (float)screenWidth;
    m_viewport.Height = (float)screenHeight;
    m_viewport.MinDepth = 0.0f;
    m_viewport.MaxDepth = 1.0f;
    m_viewport.TopLeftX = 0.0f;
    m_viewport.TopLeftY = 0.0f;

	// Create the viewport.
    m_deviceContext->RSSetViewports(1, &m_viewport);

	// Setup the projection matrix.
	fieldOfView = (float)D3DX_PI / 4.0f;
	screenAspect = (float)screenWidth / (float)screenHeight;

	// Create the projection matrix for 3D rendering.
	D3DXMatrixPerspectiveFovLH(&m_projectionMatrix, fieldOfView, screenAspect, screenNear, screenDepth);

    // Initialise the world matrix to the identity matrix.
    D3DXMatrixIdentity(&m_worldMatrix);

	// Create an orthographic projection matrix for 2D rendering.
	D3DXMatrixOrthoLH(&m_orthoMatrix, (float)screenWidth, (float)screenHeight, screenNear, screenDepth);



	// Clear the second depth stencil state before setting the parameters.
	ZeroMemory(&depthDisabledStencilDesc, sizeof(depthDisabledStencilDesc));

	// Now create a second depth stencil state which turns off the Z buffer for 2D rendering.  The only difference is 
	// that DepthEnable is set to false, all other parameters are the same as the other depth stencil state.
	depthDisabledStencilDesc.DepthEnable = false;
	depthDisabledStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
	depthDisabledStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;
	depthDisabledStencilDesc.StencilEnable = false;
	depthDisabledStencilDesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
	depthDisabledStencilDesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
	depthDisabledStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
	depthDisabledStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
	depthDisabledStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
	depthDisabledStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
	depthDisabledStencilDesc.BackFace = depthDisabledStencilDesc.FrontFace;

	// Create the state using the device.
	result = m_device->CreateDepthStencilState(&depthDisabledStencilDesc, &m_depthDisabledStencilState);
	if(FAILED(result))
	{
		return false;
	}

	// Clear the blend state description.
	ZeroMemory(&blendStateDescription, sizeof(D3D11_BLEND_DESC));

	// Create an alpha enabled blend state description.
	blendStateDescription.RenderTarget[0].BlendEnable = TRUE;
	//blendStateDescription.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
	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_SRC_ALPHA;
	blendStateDescription.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
	blendStateDescription.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_SUBTRACT;
	blendStateDescription.RenderTarget[0].RenderTargetWriteMask = 0x0f;

	// Create the blend state using the description.
	result = m_device->CreateBlendState(&blendStateDescription, &m_alphaEnableBlendingState);
	if (FAILED(result))
	{
		return false;
	}

	// Modify the description to create an alpha disabled blend state description.
	blendStateDescription.RenderTarget[0].BlendEnable = FALSE;

	// Create the blend state using the description.
	result = m_device->CreateBlendState(&blendStateDescription, &m_alphaDisableBlendingState);
	if (FAILED(result))
	{
		return false;
	}

    return true;
}
Esempio n. 26
0
void BBWin8Game::CreateD3dDevice(){

	CoreWindow ^window=CoreWindow::GetForCurrentThread();

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

	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 );
}
Esempio n. 27
0
bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hwnd, bool fullscreen, float screenDepth, float screenNear)
{
	HRESULT result;
	IDXGIFactory* factory;
	IDXGIAdapter* adapter;
	IDXGIOutput* adapterOutput;
	unsigned int numModes, i, numerator, denominator, stringLength;
	DXGI_MODE_DESC* displayModeList;
	DXGI_ADAPTER_DESC adapterDesc;
	int error;
	DXGI_SWAP_CHAIN_DESC swapChainDesc;
	D3D_FEATURE_LEVEL featureLevel;
	ID3D11Texture2D* backBufferPtr;
	D3D11_TEXTURE2D_DESC depthBufferDesc;
	D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
	D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
	D3D11_RASTERIZER_DESC rasterDesc;
	D3D11_VIEWPORT viewport;
	float fieldOfView, screenAspect;


	// vsync(수직동기화) 설정을 저장합니다.
	m_vsync_enabled = vsync;
	// DirectX 그래픽 인터페이스 팩토리를 만듭니다.
	result = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
	if (FAILED(result))
	{
		return false;
	}

	// 팩토리 객체를 사용하여 첫번째 그래픽 카드 인터페이스에 대한 아답터를 만듭니다.
	result = factory->EnumAdapters(0, &adapter);
	if (FAILED(result))
	{
		return false;
	}

	// 출력(모니터)에 대한 첫번째 아답터를 나열합니다.
	result = adapter->EnumOutputs(0, &adapterOutput);
	if (FAILED(result))
	{
		return false;
	}

	// DXGI_FORMAT_R8G8B8A8_UNORM 모니터 출력 디스플레이 포맷에 맞는 모드의 개수를 구합니다.
	result = adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, NULL);
	if (FAILED(result))
	{
		return false;
	}

	// 가능한 모든 모니터와 그래픽카드 조합을 저장할 리스트를 생성합니다.
	displayModeList = new DXGI_MODE_DESC[numModes];
	if (!displayModeList)
	{
		return false;
	}

	// 디스플레이 모드에 대한 리스트 구조를 채워넣습니다.
	result = adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, displayModeList);
	if (FAILED(result))
	{
		return false;
	}

	// 이제 모든 디스플레이 모드에 대해 화면 너비/높이에 맞는 디스플레이 모드를 찾습니다.
	// 적합한 것을 찾으면 모니터의 새로고침 비율의 분모와 분자 값을 저장합니다.
	for (i = 0; i<numModes; i++)
	{
		if (displayModeList[i].Width == (unsigned int)screenWidth)
		{
			if (displayModeList[i].Height == (unsigned int)screenHeight)
			{
				numerator = displayModeList[i].RefreshRate.Numerator;
				denominator = displayModeList[i].RefreshRate.Denominator;
			}
		}
	}

	// 아답터(그래픽카드)의 description을 가져옵니다.
	result = adapter->GetDesc(&adapterDesc);
	if (FAILED(result))
	{
		return false;
	}

	// 현재 그래픽카드의 메모리 용량을 메가바이트 단위로 저장합니다.
	m_videoCardMemory = (int)(adapterDesc.DedicatedVideoMemory / 1024 / 1024);

	// 그래픽카드의 이름을 char형 문자열 배열로 바꾼 뒤 저장합니다.
	error = wcstombs_s(&stringLength, m_videoCardDescription, 128, adapterDesc.Description, 128);
	if (error != 0)
	{
		return false;
	}
	// 디스플레이 모드 리스트의 할당을 해제합니다.
	delete[] displayModeList;
	displayModeList = 0;

	// 출력 아답터를 할당 해제합니다.
	adapterOutput->Release();
	adapterOutput = 0;

	// 아답터를 할당 해제합니다.
	adapter->Release();
	adapter = 0;

	// 팩토리 객체를 할당 해제합니다.
	factory->Release();
	factory = 0;


	// 스왑 체인 description을 초기화합니다.
	ZeroMemory(&swapChainDesc, sizeof(swapChainDesc));

	// 하나의 백버퍼만을 사용하도록 합니다.
	swapChainDesc.BufferCount = 1;

	// 백버퍼의 너비와 높이를 설정합니다.
	swapChainDesc.BufferDesc.Width = screenWidth;
	swapChainDesc.BufferDesc.Height = screenHeight;

	// 백퍼버로 일반적인 32bit의 서페이스를 지정합니다.
	swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;

	// 백버퍼의 새로고침 비율을 설정합니다.
	if (m_vsync_enabled)
	{
		swapChainDesc.BufferDesc.RefreshRate.Numerator = numerator;
		swapChainDesc.BufferDesc.RefreshRate.Denominator = denominator;
	}
	else
	{
		swapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
		swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
	}

	// 백버퍼의 용도를 설정합니다.
	swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;

	// 렌더링이 이루어질 윈도우의 핸들을 설정합니다.
	swapChainDesc.OutputWindow = hwnd;

	// 멀티샘플링을 끕니다.
	swapChainDesc.SampleDesc.Count = 1;
	swapChainDesc.SampleDesc.Quality = 0;

	// 윈도우 모드 또는 풀스크린 모드를 설정합니다.
	if (fullscreen)
		swapChainDesc.Windowed = false;
	else
		swapChainDesc.Windowed = true;

	// 스캔라인의 정렬과 스캔라이닝을 지정되지 않으므로 (unspecified) 설정합니다.
	swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
	swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;

	// 출력된 이후의 백버퍼의 내용을 버리도록 합니다.
	swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;

	// 추가 옵션 플래그를  사용하지 않습니다.
	swapChainDesc.Flags = 0;

	// 피쳐 레벨을 DirectX 11로 설정합니다.
	featureLevel = D3D_FEATURE_LEVEL_11_0;

	// 스왑 체인, Direct3D 디바이스, Direct3D 디바이스 컨텍스트를 생성합니다.
	result = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, &featureLevel, 1, D3D11_SDK_VERSION, &swapChainDesc, &m_swapChain, &m_device, NULL, &m_deviceContext);
	if (FAILED(result))
		return false;

	// 백버퍼의 포인터를 가져옵니다.
	result = m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBufferPtr);
	if (FAILED(result))
		return false;

	// 백버퍼의 포인터로 렌더타겟 뷰를 생성합니다.
	result = m_device->CreateRenderTargetView(backBufferPtr, NULL, &m_renderTargetView);
	if (FAILED(result))
		return false;

	// 백버퍼 포인터를 더이상 사용하지 않으므로 할당 해제합니다.
	backBufferPtr->Release();
	backBufferPtr = 0;

	// 깊이 버퍼의 description을 초기화합니다.
	ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc));

	// 깊이 버퍼의 description을 작성합니다.
	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;

	// description을 사용하여 깊이 버퍼의 텍스쳐를 생성합니다.
	result = m_device->CreateTexture2D(&depthBufferDesc, NULL, &m_depthStencilBuffer);
	if (FAILED(result))
		return false;

	// 스텐실 상태의 description을 초기화합니다.
	ZeroMemory(&depthStencilDesc, sizeof(depthStencilDesc));

	// 스텐실 상태의 description을 작성합니다.
	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;

	// 깊이 - 스텐실 상태를 생성합니다.
	result = m_device->CreateDepthStencilState(&depthStencilDesc, &m_depthStencilState);
	if (FAILED(result))
		return false;

	// 깊이 - 스텐실 상태를 설정합니다.
	m_deviceContext->OMSetDepthStencilState(m_depthStencilState, 1);

	// 깊이 - 스텐실 뷰의 description을 초기화 합니다.
	ZeroMemory(&depthStencilViewDesc, sizeof(depthStencilViewDesc));

	// 깊이 - 스텐실 부의 description을 작성합니다.
	depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
	depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
	depthStencilViewDesc.Texture2D.MipSlice = 0;

	// 깊이 - 스텐실 뷰를 생성합니다.
	result = m_device->CreateDepthStencilView(m_depthStencilBuffer, &depthStencilViewDesc, &m_depthStencilView);
	if (FAILED(result))
		return false;

	// 렌더타겟 뷰와 깊이 - 스텐실 버퍼를 각각 출력 파이프라인에 바인딩합니다.
	m_deviceContext->OMSetRenderTargets(1, &m_renderTargetView, m_depthStencilView);

	// 어떤 도형을 어떻게 그릴 것인지 결정하는 래스터화기 description을 작성합니다.
	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;

	// 작성한 description으로부터 래스터화기 상태를 생성합니다.
	result = m_device->CreateRasterizerState(&rasterDesc, &m_rasterState);
	if (FAILED(result))
		return false;

	// 래스터화기 상태를 설정합니다.
	m_deviceContext->RSSetState(m_rasterState);

	// 렌더링을 위한 뷰포트를 설정합니다.
	viewport.Width = (float)screenWidth;
	viewport.Height = (float)screenHeight;
	viewport.MinDepth = 0.0f;
	viewport.MaxDepth = 1.0f;
	viewport.TopLeftX = 0.0f;
	viewport.TopLeftY = 0.0f;

	// 뷰포트를 생성합니다.
	m_deviceContext->RSSetViewports(1, &viewport);

	// 투영 행렬을 설정합니다.
	fieldOfView = (float)D3DX_PI / 4.0f;
	screenAspect = (float)screenWidth / (float)screenHeight;

	// 3D 렌더링을 위한 투영 행렬을 생성합니다.
	D3DXMatrixPerspectiveFovLH(&m_projectionMatrix, fieldOfView, screenAspect, screenNear, screenDepth);

	// 월드 행렬을 단위 행렬로 초기화 합니다.
	D3DXMatrixIdentity(&m_worldMatrix);

	// 2D 렌더링에 사용될 정사영 행렬을 생성합니다.
	D3DXMatrixOrthoLH(&m_orthoMatrix, (float)screenWidth, (float)screenHeight, screenNear, screenDepth);

	return true;
}
//--------------------------------------------------------------------------------------
// Enumerate for each adapter all of the supported display modes, 
// device types, adapter formats, back buffer formats, window/full screen support, 
// depth stencil formats, multisampling types/qualities, and presentations intervals.
//
// For each combination of device type (HAL/REF), adapter format, back buffer format, and
// IsWindowed it will call the app's ConfirmDevice callback.  This allows the app
// to reject or allow that combination based on its caps/etc.  It also allows the 
// app to change the BehaviorFlags.  The BehaviorFlags defaults non-pure HWVP 
// if supported otherwise it will default to SWVP, however the app can change this 
// through the ConfirmDevice callback.
//--------------------------------------------------------------------------------------
HRESULT CD3D11Enumeration::Enumerate( LPDXUTCALLBACKISD3D11DEVICEACCEPTABLE IsD3D11DeviceAcceptableFunc,
                                      void* pIsD3D11DeviceAcceptableFuncUserContext )
{
    CDXUTPerfEventGenerator eventGenerator( DXUT_PERFEVENTCOLOR, L"DXUT D3D11 Enumeration" );
    HRESULT hr;
    IDXGIFactory1* pFactory = DXUTGetDXGIFactory();
    if( pFactory == NULL )
        return E_FAIL;

    m_bHasEnumerated = true;
    m_IsD3D11DeviceAcceptableFunc = IsD3D11DeviceAcceptableFunc;
    m_pIsD3D11DeviceAcceptableFuncUserContext = pIsD3D11DeviceAcceptableFuncUserContext;

    ClearAdapterInfoList();

    for( int index = 0; ; ++index )
    {
        IDXGIAdapter* pAdapter = NULL;
        hr = pFactory->EnumAdapters( index, &pAdapter );
        if( FAILED( hr ) ) // DXGIERR_NOT_FOUND is expected when the end of the list is hit
            break;

        CD3D11EnumAdapterInfo* pAdapterInfo = new CD3D11EnumAdapterInfo;
        if( !pAdapterInfo )
        {
            SAFE_RELEASE( pAdapter );
            return E_OUTOFMEMORY;
        }
        ZeroMemory( pAdapterInfo, sizeof( CD3D11EnumAdapterInfo ) );
        pAdapterInfo->AdapterOrdinal = index;
        pAdapter->GetDesc( &pAdapterInfo->AdapterDesc );
        pAdapterInfo->m_pAdapter = pAdapter;

        // Enumerate the device driver types on the adapter.
        hr = EnumerateDevices( pAdapterInfo );
        if( FAILED( hr ) )
        {
            delete pAdapterInfo;
            continue;
        }

        hr = EnumerateOutputs( pAdapterInfo );
        if( FAILED( hr ) || pAdapterInfo->outputInfoList.GetSize() <= 0 )
        {
            delete pAdapterInfo;
            continue;
        }

        // Get info for each devicecombo on this device
        if( FAILED( hr = EnumerateDeviceCombos( pFactory, pAdapterInfo ) ) )
        {
            delete pAdapterInfo;
            continue;
        }

        hr = m_AdapterInfoList.Add( pAdapterInfo );
        if( FAILED( hr ) )
        {
            delete pAdapterInfo;
            return hr;
        }
    }


    //  If we did not get an adapter then we should still enumerate WARP and Ref.
    if (m_AdapterInfoList.GetSize() == 0) {


        CD3D11EnumAdapterInfo* pAdapterInfo = new CD3D11EnumAdapterInfo;
        if( !pAdapterInfo )
        {
            return E_OUTOFMEMORY;
        }
        ZeroMemory( pAdapterInfo, sizeof( CD3D11EnumAdapterInfo ) );
        pAdapterInfo->bAdapterUnavailable = true;

        hr = EnumerateDevices( pAdapterInfo );

        // Get info for each devicecombo on this device
        if( FAILED( hr = EnumerateDeviceCombosNoAdapter(  pAdapterInfo ) ) )
        {
            delete pAdapterInfo;
        }

        if (!FAILED(hr)) hr = m_AdapterInfoList.Add( pAdapterInfo );
    }

    //
    // Check for 2 or more adapters with the same name. Append the name
    // with some instance number if that's the case to help distinguish
    // them.
    //
    bool bUniqueDesc = true;
    CD3D11EnumAdapterInfo* pAdapterInfo;
    for( int i = 0; i < m_AdapterInfoList.GetSize(); i++ )
    {
        CD3D11EnumAdapterInfo* pAdapterInfo1 = m_AdapterInfoList.GetAt( i );

        for( int j = i + 1; j < m_AdapterInfoList.GetSize(); j++ )
        {
            CD3D11EnumAdapterInfo* pAdapterInfo2 = m_AdapterInfoList.GetAt( j );
            if( wcsncmp( pAdapterInfo1->AdapterDesc.Description,
                pAdapterInfo2->AdapterDesc.Description, DXGI_MAX_DEVICE_IDENTIFIER_STRING ) == 0 )
            {
                bUniqueDesc = false;
                break;
            }
        }

        if( !bUniqueDesc )
            break;
    }

    for( int i = 0; i < m_AdapterInfoList.GetSize(); i++ )
    {
        pAdapterInfo = m_AdapterInfoList.GetAt( i );

        wcscpy_s( pAdapterInfo->szUniqueDescription, 100, pAdapterInfo->AdapterDesc.Description );
        if( !bUniqueDesc )
        {
            WCHAR sz[100];
            swprintf_s( sz, 100, L" (#%d)", pAdapterInfo->AdapterOrdinal );
            wcscat_s( pAdapterInfo->szUniqueDescription, DXGI_MAX_DEVICE_IDENTIFIER_STRING, sz );
        }
    }

    return S_OK;
}
Esempio n. 29
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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
			D3D_DRIVER_TYPE_HARDWARE,// D3D_DRIVER_TYPE_HARDWARE - 3D hardware acceleration for rendering
			0,						 // no software driver
			createDeviceFlags, 
			0, 0,					 // default feature level array
			D3D11_SDK_VERSION,		 // This never changes
			&md3dDevice,			 // The now created device
			&featureLevel,			 // Greatest feature level supported
			&md3dImmediateContext);  // The now created device context

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

	// This is the order that the feature levels are tried 
	if( featureLevel == D3D_FEATURE_LEVEL_11_0 )
	{
		printf("Using Direct3D Feature Level 11.0\n");
	}
	else if( featureLevel == D3D_FEATURE_LEVEL_10_1 )
	{
		printf("Using Direct3D Feature Level 10.1\n");
	}
	else if( featureLevel == D3D_FEATURE_LEVEL_10_0 )
	{
		printf("Using Direct3D Feature Level 10.0\n");
	}
	else if( featureLevel == D3D_FEATURE_LEVEL_9_3 )
	{
		printf("Using Direct3D Feature Level 9.3\n");
	}
	else if( featureLevel == D3D_FEATURE_LEVEL_9_2 )
	{
		printf("Using Direct3D Feature Level 9.2\n");
	}
	else if( featureLevel == D3D_FEATURE_LEVEL_9_1 )
	{
		printf("Using Direct3D Feature Level 9.1\n");
	}

	// 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));

	// If m4xMsaaQuality > 0 4x MSAA is supported
	//assert( m4xMsaaQuality > 0 );

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

	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;

	// 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;  // Rendering to the back buffer
	sd.BufferCount  = 1;								// Number of back buffers
	sd.OutputWindow = mhMainWnd;						// Handle to the window we are rendering to
	sd.Windowed     = true;
	sd.SwapEffect   = DXGI_SWAP_EFFECT_DISCARD;         // Let the driver choose the most efficient method
	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));
	
	// Disables Alt + Enter to toggle between fullscreen and windowed mode
	//HR(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();

	return true;
}
Esempio n. 30
0
void DXRenderer::InitializeDX(int _screenWidth, int _screenHeight, bool _vsync, HWND _hwnd, bool _fullScreen, float _screenDepth, float _screenNear)
{
	HRESULT result;
	IDXGIFactory* factory;
	IDXGIAdapter* adapter;
	IDXGIOutput* adapterOutput;
	unsigned int numModes, i, numerator = 60, denominator = 1, stringLength;
	DXGI_MODE_DESC* displayModeList;
	DXGI_ADAPTER_DESC adapterDesc;
	int error;
	DXGI_SWAP_CHAIN_DESC swapChainDesc;
	ID3D11Texture2D* backBufferPtr;
	D3D11_TEXTURE2D_DESC depthBufferDesc;
	D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
	D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
	D3D11_RASTERIZER_DESC rasterDesc;
	D3D11_VIEWPORT viewport;
	float fieldOfView, screenAspect;

	m_fScreenDepth = _screenDepth;
	m_fScreenNear = _screenNear;

	// Store the vsync setting.
	m_bVSyncEnabled = _vsync;

	// Create a DirectX graphics interface factory.
	result = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
	if (FAILED(result))
	{
		//return false;
		std::cout << "Error creating DXGIFactory" << std::endl;
	}

	// Use the factory to create an adapter for the primary graphics interface (video card).
	result = factory->EnumAdapters(0, &adapter);
	if (FAILED(result))
	{
		//return false;
	}

	// Enumerate the primary adapter output (monitor).
	result = adapter->EnumOutputs(0, &adapterOutput);
	if (FAILED(result))
	{
		//return false;
	}

	// Get the number of modes that fit the DXGI_FORMAT_R8G8B8A8_UNORM display format for the adapter output (monitor).
	result = adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, NULL);
	if (FAILED(result))
	{
		//return false;
	}

	// Create a list to hold all the possible display modes for this monitor/video card combination.
	displayModeList = new DXGI_MODE_DESC[numModes];
	if (!displayModeList)
	{
		//return false;
	}

	// Now fill the display mode list structures.
	result = adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, displayModeList);
	if (FAILED(result))
	{
		//return false;
	}

	// Now go through all the display modes and find the one that matches the screen width and height.
	// When a match is found store the numerator and denominator of the refresh rate for that monitor.
	for (i = 0; i<numModes; i++)
	{
		if (displayModeList[i].Width == (unsigned int)_screenWidth)
		{
			if (displayModeList[i].Height == (unsigned int)_screenHeight)
			{
				numerator = displayModeList[i].RefreshRate.Numerator;
				denominator = displayModeList[i].RefreshRate.Denominator;
			}
		}
	}

	// Get the adapter (video card) description.
	result = adapter->GetDesc(&adapterDesc);
	if (FAILED(result))
	{
		//return false;
	}

	// Store the dedicated video card memory in megabytes.
	m_iVideoCardMemory = (int)(adapterDesc.DedicatedVideoMemory / 1024 / 1024);


	// Convert the name of the video card to a character array and store it.
	error = wcstombs_s(&stringLength, m_sVideoCardDescription, 128, adapterDesc.Description, 128);
	if (error != 0)
	{
		//return false;
	}
	std::cout << "Video Card: " << m_sVideoCardDescription << std::endl;

	//Ora si possono liberare tutti gli oggetti e strutture create per ottenere le informazioni sulla scheda video e refresh rate

	// Release the display mode list.
	delete[] displayModeList;
	displayModeList = 0;

	// Release the adapter output.
	adapterOutput->Release();
	adapterOutput = 0;

	// Release the adapter.
	adapter->Release();
	adapter = 0;

	// Release the factory.
	factory->Release();
	factory = 0;

	//Ora inizializziamo DirectX!

	//Initialize the swap chain description.
	ZeroMemory(&swapChainDesc, sizeof(swapChainDesc));

	// Set to a single back buffer.
	swapChainDesc.BufferCount = 1;

	// Set the width and height of the back buffer.
	swapChainDesc.BufferDesc.Width = _screenWidth;
	swapChainDesc.BufferDesc.Height = _screenHeight;

	// Set regular 32-bit surface for the back buffer.
	swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;

	// Set the refresh rate of the back buffer.
	if (m_bVSyncEnabled)
	{
		swapChainDesc.BufferDesc.RefreshRate.Numerator = numerator;
		swapChainDesc.BufferDesc.RefreshRate.Denominator = denominator;
	}
	else
	{
		swapChainDesc.BufferDesc.RefreshRate.Numerator = 60;
		swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
	}

	// Set the usage of the back buffer.
	swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;

	// Set the handle for the window to render to.
	swapChainDesc.OutputWindow = _hwnd;

	// Turn multisampling off.
	swapChainDesc.SampleDesc.Count = 1;
	swapChainDesc.SampleDesc.Quality = 0;

	// Set to full screen or windowed mode.
	if (_fullScreen)
	{
		swapChainDesc.Windowed = false;
	}
	else
	{
		swapChainDesc.Windowed = true;
	}

	//Proviamo senza questa roba avanzata

	// Set the scan line ordering and scaling to unspecified.
	swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
	swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;

	// Discard the back buffer contents after presenting.
	swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;

	// Don't set the advanced flags.
	swapChainDesc.Flags = 0;



	D3D_FEATURE_LEVEL featureLevel[] =
	{
		// TODO: Modify for supported Direct3D feature levels (see code below related to 11.1 fallback handling)
		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,
	};

	D3D_DRIVER_TYPE driverTypes[] =
	{
		D3D_DRIVER_TYPE_HARDWARE,
		D3D_DRIVER_TYPE_REFERENCE,
		D3D_DRIVER_TYPE_SOFTWARE,
	};

	UINT numDriverTypes = sizeof(driverTypes) / sizeof(driverTypes[0]);

	D3D_DRIVER_TYPE g_driverType;

	for (UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; ++driverTypeIndex)
	{
		// Prova ad inizializzare per i tipi di driver definiti
		g_driverType = driverTypes[driverTypeIndex];

		//result = D3D11CreateDevice(nullptr, g_driverType, nullptr, 0, nullptr, 0, D3D11_SDK_VERSION, &m_device, nullptr, &m_deviceContext);

		result = D3D11CreateDeviceAndSwapChain(nullptr, g_driverType, nullptr, 0, nullptr, 0,
			D3D11_SDK_VERSION, &swapChainDesc, &m_dSwapChain, &m_dDevice, nullptr, &m_dDeviceContext);

		// Appena funziona esci
		if (SUCCEEDED(result))
			break;
	}

	if (FAILED(result))
	{
		//return false;
		std::cout << "Error creating SwapChain" << std::endl;
	}
	else std::cout << "DirectX SwapChain created successfully." << std::endl;

	//D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;

	//Creiamo la swapchain, il device e il device context!!
	/*
	result = D3D11CreateDeviceAndSwapChain(
	NULL,
	D3D_DRIVER_TYPE_HARDWARE,
	NULL,
	0,
	featureLevel,
	1,
	D3D11_SDK_VERSION,
	&swapChainDesc,
	&m_swapChain,
	&m_device,
	NULL,
	&m_deviceContext);

	if (FAILED(result))
	{
	return false;
	}
	*/
	// Get the pointer to the back buffer.
	result = m_dSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBufferPtr);
	if (FAILED(result))
	{
		//return false;
		std::cout << "Error creating backbuffer" << std::endl;
	}

	// Create the render target view with the back buffer pointer.
	result = m_dDevice->CreateRenderTargetView(backBufferPtr, NULL, &m_dRenderTargetView);
	if (FAILED(result))
	{
		//return false;
		std::cout << "Error creating Render Target View" << std::endl;
	}

	// Release pointer to the back buffer as we no longer need it.
	backBufferPtr->Release();
	backBufferPtr = nullptr;


	// Initialize the description of the depth buffer.
	ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc));

	// Set up the description of the depth buffer.
	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;

	// Create the texture for the depth buffer using the filled out description.
	result = m_dDevice->CreateTexture2D(&depthBufferDesc, NULL, &m_dDepthStencilBuffer);
	if (FAILED(result))
	{
		//return false;
	}

	// 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;

	// Create the depth stencil state.
	result = m_dDevice->CreateDepthStencilState(&depthStencilDesc, &m_dDepthStencilState);
	if (FAILED(result))
	{
		//return false;
		std::cout << "Error creating Depth Stencil State" << std::endl;
	}

	// Set the depth stencil state.
	m_dDeviceContext->OMSetDepthStencilState(m_dDepthStencilState, 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;

	// Create the depth stencil view.
	result = m_dDevice->CreateDepthStencilView(m_dDepthStencilBuffer, &depthStencilViewDesc, &m_dDepthStencilView);
	if (FAILED(result))
	{
		//return false;
		std::cout << "Error creating Depth Stencil View" << std::endl;
	}

	// Bind the render target view and depth stencil buffer to the output render pipeline.
	m_dDeviceContext->OMSetRenderTargets(1, &m_dRenderTargetView, m_dDepthStencilView);

	// Setup the raster description which will determine how and what polygons will be drawn.
	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;

	// Create the rasterizer state from the description we just filled out.
	result = m_dDevice->CreateRasterizerState(&rasterDesc, &m_dRasterState);
	if (FAILED(result))
	{
		//return false;
	}

	// Now set the rasterizer state.
	m_dDeviceContext->RSSetState(m_dRasterState);

	// Setup the viewport for rendering.
	viewport.Width = (float)_screenWidth;
	viewport.Height = (float)_screenHeight;
	viewport.MinDepth = 0.0f;
	viewport.MaxDepth = 1.0f;
	viewport.TopLeftX = 0.0f;
	viewport.TopLeftY = 0.0f;

	// Create the viewport.
	m_dDeviceContext->RSSetViewports(1, &viewport);

	// Setup the projection matrix.
	fieldOfView = (float)DirectX::XM_PI / 4.0f;
	screenAspect = (float)_screenWidth / (float)_screenHeight;

	//Create constant buffer for the vertex shader
	D3D11_BUFFER_DESC cbDesc;
	ZeroMemory(&cbDesc, sizeof(D3D11_BUFFER_DESC));

	cbDesc.Usage = D3D11_USAGE_DEFAULT;
	cbDesc.ByteWidth = sizeof(GFX::ConstantObject);
	cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
	cbDesc.CPUAccessFlags = 0;
	cbDesc.MiscFlags = 0;

	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;

	m_dDevice->CreateSamplerState(&sampDesc, &m_dSamplerState);


	m_dDevice->CreateBuffer(&cbDesc, NULL, &m_bConstObj);

	m_dDeviceContext->VSSetConstantBuffers(0, 1, &m_bConstObj);

	std::cout << "DirectX initialized successfully." << std::endl;
}