/** * @fn Resize (int w, int h) * * @brief Resizes the render target, creates new textures and views * * @param w - New resource width * * @param h - New resource height */ void CDXRenderTarget::Resize(int resW, int resH) { HRESULT hr; SAFE_RELEASE(m_pSRV); SAFE_RELEASE(m_pRTV); SAFE_RELEASE(m_pTexture); SAFE_RELEASE(m_pTextureCPU); // Save the new values m_width = resW; m_height = resH; // Get the device ID3D10Device *pDev = DXUTGetD3D10Device(); // Create the texture here CD3D10_TEXTURE2D_DESC desc(m_fmt, resW, resH, 1, 1); desc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE; desc.Usage = D3D10_USAGE_DEFAULT; hr = pDev->CreateTexture2D(&desc, NULL, &m_pTexture); assert(hr == S_OK); // Create the CPU version of the texture here CD3D10_TEXTURE2D_DESC descCPU(m_fmt, resW, resH, 1, 1); descCPU.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; descCPU.Usage = D3D10_USAGE_DYNAMIC; hr = pDev->CreateTexture2D(&descCPU, NULL, &m_pTextureCPU); assert(hr == S_OK); // Create the shader resource view D3D10_SHADER_RESOURCE_VIEW_DESC resDesc; resDesc.Format = m_fmt; resDesc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D; resDesc.Texture2D.MipLevels = 1; resDesc.Texture2D.MostDetailedMip = 0; hr = pDev->CreateShaderResourceView(m_pTexture, &resDesc, &m_pSRV); assert(hr == S_OK); // Create the render target view D3D10_RENDER_TARGET_VIEW_DESC rtDesc; rtDesc.Format = m_fmt; rtDesc.ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2D; rtDesc.Texture2D.MipSlice = 0; hr = pDev->CreateRenderTargetView(m_pTexture, &rtDesc, &m_pRTV); assert(hr == S_OK); } // End of resize()
bool D10State::init() { static HMODREF(GetModuleHandleW(L"D3D10.DLL"), D3D10CreateEffectFromMemory); static HMODREF(GetModuleHandleW(L"D3D10.DLL"), D3D10CreateStateBlock); static HMODREF(GetModuleHandleW(L"D3D10.DLL"), D3D10StateBlockMaskEnableAll); if (pD3D10CreateEffectFromMemory == NULL || pD3D10CreateStateBlock == NULL || pD3D10StateBlockMaskEnableAll == NULL) { ods("D3D10: Could not get handles for all required D3D10 state initialization functions"); return false; } HRESULT hr; D3D10_STATE_BLOCK_MASK StateBlockMask; ZeroMemory(&StateBlockMask, sizeof(StateBlockMask)); hr = pD3D10StateBlockMaskEnableAll(&StateBlockMask); if (FAILED(hr)) { ods("D3D10: D3D10StateBlockMaskEnableAll failed"); return false; } hr = pD3D10CreateStateBlock(pDevice, &StateBlockMask, &pOrigStateBlock); if (FAILED(hr)) { ods("D3D10: D3D10CreateStateBlock for pOrigStateBlock failed"); return false; } hr = pD3D10CreateStateBlock(pDevice, &StateBlockMask, &pMyStateBlock); if (FAILED(hr)) { ods("D3D10: D3D10CreateStateBlock for pMyStateBlock failed"); return false; } hr = pOrigStateBlock->Capture(); if (FAILED(hr)) { ods("D3D10: Failed to store original state block during init"); return false; } ID3D10Texture2D *pBackBuffer = NULL; hr = pSwapChain->GetBuffer(0, __uuidof(*pBackBuffer), (LPVOID*)&pBackBuffer); if (FAILED(hr)) { ods("D3D10: pSwapChain->GetBuffer failure!"); return false; } pDevice->ClearState(); D3D10_TEXTURE2D_DESC backBufferSurfaceDesc; pBackBuffer->GetDesc(&backBufferSurfaceDesc); ZeroMemory(&vp, sizeof(vp)); vp.Width = backBufferSurfaceDesc.Width; vp.Height = backBufferSurfaceDesc.Height; vp.MinDepth = 0; vp.MaxDepth = 1; vp.TopLeftX = 0; vp.TopLeftY = 0; pDevice->RSSetViewports(1, &vp); hr = pDevice->CreateRenderTargetView(pBackBuffer, NULL, &pRTV); if (FAILED(hr)) { ods("D3D10: pDevice->CreateRenderTargetView failed!"); return false; } pDevice->OMSetRenderTargets(1, &pRTV, NULL); // Settings for an "over" operation. // https://en.wikipedia.org/w/index.php?title=Alpha_compositing&oldid=580659153#Description D3D10_BLEND_DESC blend; ZeroMemory(&blend, sizeof(blend)); blend.BlendEnable[0] = TRUE; blend.SrcBlend = D3D10_BLEND_ONE; blend.DestBlend = D3D10_BLEND_INV_SRC_ALPHA; blend.BlendOp = D3D10_BLEND_OP_ADD; blend.SrcBlendAlpha = D3D10_BLEND_ONE; blend.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA; blend.BlendOpAlpha = D3D10_BLEND_OP_ADD; blend.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL; hr = pDevice->CreateBlendState(&blend, &pBlendState); if (FAILED(hr)) { ods("D3D10: pDevice->CreateBlendState failed!"); return false; } pDevice->OMSetBlendState(pBlendState, NULL, 0xffffffff); hr = pD3D10CreateEffectFromMemory((void *) g_main, sizeof(g_main), 0, pDevice, NULL, &pEffect); if (FAILED(hr)) { ods("D3D10: D3D10CreateEffectFromMemory failed!"); return false; } pTechnique = pEffect->GetTechniqueByName("Render"); if (pTechnique == NULL) { ods("D3D10: Could not get technique for name 'Render'"); return false; } pDiffuseTexture = pEffect->GetVariableByName("txDiffuse")->AsShaderResource(); if (pDiffuseTexture == NULL) { ods("D3D10: Could not get variable by name 'txDiffuse'"); return false; } pTexture = NULL; pSRView = NULL; // Define the input layout D3D10_INPUT_ELEMENT_DESC layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 }, }; UINT numElements = sizeof(layout) / sizeof(layout[0]); // Create the input layout D3D10_PASS_DESC PassDesc; hr = pTechnique->GetPassByIndex(0)->GetDesc(&PassDesc); if (FAILED(hr)) { ods("D3D10: Couldn't get pass description for technique"); return false; } hr = pDevice->CreateInputLayout(layout, numElements, PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &pVertexLayout); if (FAILED(hr)) { ods("D3D10: pDevice->CreateInputLayout failure!"); return false; } pDevice->IASetInputLayout(pVertexLayout); D3D10_BUFFER_DESC bd; ZeroMemory(&bd, sizeof(bd)); bd.Usage = D3D10_USAGE_DYNAMIC; bd.ByteWidth = sizeof(SimpleVertex) * 4; bd.BindFlags = D3D10_BIND_VERTEX_BUFFER; bd.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; bd.MiscFlags = 0; hr = pDevice->CreateBuffer(&bd, NULL, &pVertexBuffer); if (FAILED(hr)) { ods("D3D10: pDevice->CreateBuffer failure!"); return false; } DWORD indices[] = { 0,1,3, 1,2,3, }; bd.Usage = D3D10_USAGE_DEFAULT; bd.ByteWidth = sizeof(DWORD) * 6; bd.BindFlags = D3D10_BIND_INDEX_BUFFER; bd.CPUAccessFlags = 0; bd.MiscFlags = 0; D3D10_SUBRESOURCE_DATA InitData; ZeroMemory(&InitData, sizeof(InitData)); InitData.pSysMem = indices; hr = pDevice->CreateBuffer(&bd, &InitData, &pIndexBuffer); if (FAILED(hr)) { ods("D3D10: pDevice->CreateBuffer failure!"); return false; } // Set index buffer pDevice->IASetIndexBuffer(pIndexBuffer, DXGI_FORMAT_R32_UINT, 0); // Set primitive topology pDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); hr = pMyStateBlock->Capture(); if (FAILED(hr)) { ods("D3D10: Failed to capture newly created state block"); return false; } hr = pOrigStateBlock->Apply(); if (FAILED(hr)) { ods("D3D10: Failed to restore original state block during init"); return false; } pBackBuffer->Release(); return true; }
void D10State::init() { static HMODREF(GetModuleHandleW(L"D3D10.DLL"), D3D10CreateEffectFromMemory); static HMODREF(GetModuleHandleW(L"D3D10.DLL"), D3D10CreateStateBlock); static HMODREF(GetModuleHandleW(L"D3D10.DLL"), D3D10StateBlockMaskEnableAll); HRESULT hr; dwMyThread = GetCurrentThreadId(); D3D10_STATE_BLOCK_MASK StateBlockMask; ZeroMemory(&StateBlockMask, sizeof(StateBlockMask)); pD3D10StateBlockMaskEnableAll(&StateBlockMask); pD3D10CreateStateBlock(pDevice, &StateBlockMask, &pOrigStateBlock); pD3D10CreateStateBlock(pDevice, &StateBlockMask, &pMyStateBlock); pOrigStateBlock->Capture(); ID3D10Texture2D* pBackBuffer = NULL; hr = pSwapChain->GetBuffer(0, __uuidof(*pBackBuffer), (LPVOID*)&pBackBuffer); pDevice->ClearState(); D3D10_TEXTURE2D_DESC backBufferSurfaceDesc; pBackBuffer->GetDesc(&backBufferSurfaceDesc); ZeroMemory(&vp, sizeof(vp)); vp.Width = backBufferSurfaceDesc.Width; vp.Height = backBufferSurfaceDesc.Height; vp.MinDepth = 0; vp.MaxDepth = 1; vp.TopLeftX = 0; vp.TopLeftY = 0; pDevice->RSSetViewports(1, &vp); hr = pDevice->CreateRenderTargetView(pBackBuffer, NULL, &pRTV); pDevice->OMSetRenderTargets(1, &pRTV, NULL); D3D10_BLEND_DESC blend; ZeroMemory(&blend, sizeof(blend)); blend.BlendEnable[0] = TRUE; blend.SrcBlend = D3D10_BLEND_ONE; blend.DestBlend = D3D10_BLEND_INV_SRC_ALPHA; blend.BlendOp = D3D10_BLEND_OP_ADD; blend.SrcBlendAlpha = D3D10_BLEND_ONE; blend.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA; blend.BlendOpAlpha = D3D10_BLEND_OP_ADD; blend.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL; pDevice->CreateBlendState(&blend, &pBlendState); float bf[4]; pDevice->OMSetBlendState(pBlendState, bf, 0xffffffff); pD3D10CreateEffectFromMemory((void *) g_main, sizeof(g_main), 0, pDevice, NULL, &pEffect); pTechnique = pEffect->GetTechniqueByName("Render"); pDiffuseTexture = pEffect->GetVariableByName("txDiffuse")->AsShaderResource(); pTexture = NULL; pSRView = NULL; // Define the input layout D3D10_INPUT_ELEMENT_DESC layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 }, }; UINT numElements = sizeof(layout) / sizeof(layout[0]); // Create the input layout D3D10_PASS_DESC PassDesc; pTechnique->GetPassByIndex(0)->GetDesc(&PassDesc); hr = pDevice->CreateInputLayout(layout, numElements, PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &pVertexLayout); pDevice->IASetInputLayout(pVertexLayout); D3D10_BUFFER_DESC bd; ZeroMemory(&bd, sizeof(bd)); bd.Usage = D3D10_USAGE_DYNAMIC; bd.ByteWidth = sizeof(SimpleVertex) * 4; bd.BindFlags = D3D10_BIND_VERTEX_BUFFER; bd.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; bd.MiscFlags = 0; hr = pDevice->CreateBuffer(&bd, NULL, &pVertexBuffer); DWORD indices[] = { 0,1,3, 1,2,3, }; bd.Usage = D3D10_USAGE_DEFAULT; bd.ByteWidth = sizeof(DWORD) * 6; bd.BindFlags = D3D10_BIND_INDEX_BUFFER; bd.CPUAccessFlags = 0; bd.MiscFlags = 0; D3D10_SUBRESOURCE_DATA InitData; ZeroMemory(&InitData, sizeof(InitData)); InitData.pSysMem = indices; hr = pDevice->CreateBuffer(&bd, &InitData, &pIndexBuffer); // Set index buffer pDevice->IASetIndexBuffer(pIndexBuffer, DXGI_FORMAT_R32_UINT, 0); // Set primitive topology pDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); pMyStateBlock->Capture(); pOrigStateBlock->Apply(); pBackBuffer->Release(); dwMyThread = 0; }