示例#1
0
    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);
    }
示例#2
0
文件: d3d11.cpp 项目: hacst/mumble
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;
}