thread_local_context operator()() { d3d11::idevicecontext_ptr device_context; dx::throw_if_failed<d3d11::create_deferred_context_exception> ( m_device->CreateDeferredContext(0, dx::get_pointer(device_context))); thread_local_context result = { m_device, device_context }; return std::move(result); }
bool D11State::init() { HRESULT hr; ID3D11Texture2D* pBackBuffer = NULL; hr = pSwapChain->GetBuffer(0, __uuidof(*pBackBuffer), (LPVOID*)&pBackBuffer); if (FAILED(hr)) { ods("D3D11: pSwapChain->GetBuffer failure!"); return false; } hr = pDevice->CreateDeferredContext(0, &pDeviceContext); // Depending on the device settings a deferred context may not be createable // for example if it is a SINGLETHREADED device. // (See http://msdn.microsoft.com/en-us/library/windows/desktop/ff476505%28v=vs.85%29.aspx) // We handle the expected failure and failure fallback in the same way - // by trying to use an immediate context. if (FAILED(hr) || !pDeviceContext) { ods("D3D11: Failed to create DeferredContext (0x%x). Getting ImmediateContext", hr); pDevice->GetImmediateContext(&pDeviceContext); D11CreateStateBlock(pDeviceContext, &pOrigStateBlock); D11CreateStateBlock(pDeviceContext, &pMyStateBlock); pOrigStateBlock->Capture(); bDeferredContext = false; } else { bDeferredContext = true; } D3D11_TEXTURE2D_DESC backBufferSurfaceDesc; pBackBuffer->GetDesc(&backBufferSurfaceDesc); ZeroMemory(&vp, sizeof(vp)); vp.Width = static_cast<float>(backBufferSurfaceDesc.Width); vp.Height = static_cast<float>(backBufferSurfaceDesc.Height); vp.MinDepth = 0; vp.MaxDepth = 1; vp.TopLeftX = 0; vp.TopLeftY = 0; pDeviceContext->RSSetViewports(1, &vp); hr = pDevice->CreateRenderTargetView(pBackBuffer, NULL, &pRTV); if (FAILED(hr)) { ods("D3D11: pDevice->CreateRenderTargetView failed!"); return false; } pDeviceContext->OMSetRenderTargets(1, &pRTV, NULL); // Settings for an "over" operation. // https://en.wikipedia.org/w/index.php?title=Alpha_compositing&oldid=580659153#Description D3D11_BLEND_DESC blend; ZeroMemory(&blend, sizeof(blend)); blend.RenderTarget[0].BlendEnable = TRUE; blend.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE; blend.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; blend.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; blend.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; blend.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; blend.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; blend.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; pDevice->CreateBlendState(&blend, &pBlendState); if (FAILED(hr)) { ods("D3D11: pDevice->CreateBlendState failed!"); return false; } pDeviceContext->OMSetBlendState(pBlendState, NULL, 0xffffffff); hr = pDevice->CreateVertexShader(g_vertex_shader, sizeof(g_vertex_shader), NULL, &pVertexShader); if (FAILED(hr)) { ods("D3D11: Failed to create vertex shader."); return false; } hr = pDevice->CreatePixelShader(g_pixel_shader, sizeof(g_pixel_shader), NULL, &pPixelShader); if (FAILED(hr)) { ods("D3D11: Failed to create pixel shader."); return false; } pTexture = NULL; pSRView = NULL; // Define the input layout D3D11_INPUT_ELEMENT_DESC layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; hr = pDevice->CreateInputLayout(layout, ARRAY_NUM_ELEMENTS(layout), g_vertex_shader, sizeof(g_vertex_shader), &pVertexLayout); if (FAILED(hr)) { ods("D3D11: pDevice->CreateInputLayout failure!"); return false; } pDeviceContext->IASetInputLayout(pVertexLayout); D3D11_BUFFER_DESC bd; ZeroMemory(&bd, sizeof(bd)); bd.Usage = D3D11_USAGE_DYNAMIC; bd.ByteWidth = VERTEXBUFFER_SIZE; bd.BindFlags = D3D11_BIND_VERTEX_BUFFER; bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; bd.MiscFlags = 0; hr = pDevice->CreateBuffer(&bd, NULL, &pVertexBuffer); if (FAILED(hr)) { ods("D3D11: pDevice->CreateBuffer failure!"); return false; } DWORD indices[] = { 0,1,3, 1,2,3, }; ZeroMemory(&bd, sizeof(bd)); bd.Usage = D3D11_USAGE_IMMUTABLE; bd.ByteWidth = sizeof(DWORD) * 6; bd.BindFlags = D3D11_BIND_INDEX_BUFFER; bd.CPUAccessFlags = 0; bd.MiscFlags = 0; D3D11_SUBRESOURCE_DATA InitData; ZeroMemory(&InitData, sizeof(InitData)); InitData.pSysMem = indices; hr = pDevice->CreateBuffer(&bd, &InitData, &pIndexBuffer); if (FAILED(hr)) { ods("D3D11: pDevice->CreateBuffer failure!"); return false; } // Set index buffer pDeviceContext->IASetIndexBuffer(pIndexBuffer, DXGI_FORMAT_R32_UINT, 0); // Set primitive topology pDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); if (!bDeferredContext) { pMyStateBlock->Capture(); pOrigStateBlock->Apply(); } pBackBuffer->Release(); return true; }