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commit 87907282864570e795acaf9e3e1da779b22ebfe7
Author: Vincent Torri <vto...@outlook.fr>
AuthorDate: Sun Apr 14 18:34:36 2024 +0200
WIP: code for textures
---
src/d3d_7.c | 1145 +++++++++++++++++++++++++++++++++++++++++++++++++++++
src/shader_7.hlsl | 41 ++
2 files changed, 1186 insertions(+)
diff --git a/src/d3d_7.c b/src/d3d_7.c
new file mode 100644
index 0000000..3faedee
--- /dev/null
+++ b/src/d3d_7.c
@@ -0,0 +1,1145 @@
+/*
+ * Tutorial part 7
+ *
+ * Manage texture
+ *
+ * Compilation:
+ *
+ * gcc -g -O2 -Wall -Wextra -o d3d_7 d3d_7.c win.c -ld3d11 -ld3dcompiler -ldxgi -luuid -D_WIN32_WINNT=0x0A00
+ */
+
+#include <stdlib.h> /* calloc() free() malloc() */
+#include <stdio.h> /* printf() fflush() */
+
+#define _DEBUG
+
+/* C API for d3d11 */
+#define COBJMACROS
+
+#include <dxgi1_3.h> /* DXGI interface */
+#include <d3d11.h> /* D3D11 interface */
+#include <d3dcompiler.h> /* compilation of shader */
+#include <dxgidebug.h> /* IDXGIDebug interface */
+
+#include "win.h"
+
+#ifdef _DEBUG
+# define FCT \
+do { printf(" * %s\n", __FUNCTION__); fflush(stdout); } while (0)
+# define DBG_NAME(interface_, child_, name_) interface_ ## _SetPrivateData(child_, &WKPDID_D3DDebugObjectName, strlen(name_), name_)
+#else
+# define FCT \
+do { } while (0)
+# define DBG_NAME(interface_, child_, name_)
+#endif
+
+typedef enum
+{
+ OBJECT_TYPE_RECTANGLE,
+ OBJECT_TYPE_TEXTURE
+} Object_Type;
+
+struct D3d
+{
+ /* DXGI */
+#ifdef _DEBUG
+ IDXGIDebug *dxgi_debug;
+#endif
+ IDXGIFactory2 *dxgi_factory;
+ IDXGISwapChain1 *dxgi_swapchain;
+ /* D3D11 */
+ ID3D11Device *d3d_device;
+#ifdef _DEBUG
+ ID3D11Debug *d3d_debug;
+#endif
+ ID3D11DeviceContext *d3d_device_ctx;
+ ID3D11RenderTargetView *d3d_render_target_view;
+ ID3D11InputLayout *d3d_input_layout;
+ ID3D11VertexShader *d3d_vertex_shader;
+ ID3D11Buffer *d3d_const_buffer;
+ ID3D11SamplerState *d3d_sampler_state;
+ ID3D11RasterizerState *d3d_rasterizer_state;
+ ID3D11PixelShader *d3d_pixel_shader;
+ D3D11_VIEWPORT viewport;
+ unsigned int vsync : 1;
+};
+
+typedef struct
+{
+ UINT x;
+ UINT y;
+ BYTE r;
+ BYTE g;
+ BYTE b;
+ BYTE a;
+ FLOAT u;
+ FLOAT v;
+} Vertex;
+
+typedef struct
+{
+ int rotation[2][4];
+ float ivps[2];
+ float dummy[2];
+} Const_Buffer;
+
+typedef struct
+{
+ Object_Type type;
+ ID3D11Buffer *vertex_buffer;
+ ID3D11Buffer *index_buffer;
+ ID3D11Texture2D *texture;
+ ID3D11ShaderResourceView *texture_view;
+ UINT stride;
+ UINT offset;
+ UINT index_count;
+} Object;
+
+static Object *objects[1];
+
+/************************** D3D11 **************************/
+
+static void d3d_refresh_rate_get(D3d *d3d, UINT *num, UINT *den)
+{
+ DXGI_MODE_DESC *display_mode_list = NULL; /* 28 bytes */
+ IDXGIAdapter *dxgi_adapter;
+ IDXGIOutput *dxgi_output;
+ UINT nbr_modes;
+ UINT i;
+ HRESULT res;
+
+ *num = 0U;
+ *den = 1U;
+
+ if (!d3d->vsync)
+ return;
+
+ /* adapter of primary desktop : pass 0U */
+ res = IDXGIFactory_EnumAdapters(d3d->dxgi_factory, 0U, &dxgi_adapter);
+ if (FAILED(res))
+ return;
+
+ /* output of primary desktop : pass 0U */
+ res = IDXGIAdapter_EnumOutputs(dxgi_adapter, 0U, &dxgi_output);
+ if (FAILED(res))
+ goto release_dxgi_adapter;
+
+ /* number of mode that fit the format */
+ res = IDXGIOutput_GetDisplayModeList(dxgi_output,
+ DXGI_FORMAT_B8G8R8A8_UNORM,
+ DXGI_ENUM_MODES_INTERLACED,
+ &nbr_modes, NULL);
+ if (FAILED(res))
+ goto release_dxgi_output;
+
+ printf("display mode list : %d\n", nbr_modes);
+ fflush(stdout);
+ display_mode_list = (DXGI_MODE_DESC *)malloc(nbr_modes * sizeof(DXGI_MODE_DESC));
+ if (!display_mode_list)
+ goto release_dxgi_output;
+
+ /* fill the mode list */
+ res = IDXGIOutput_GetDisplayModeList(dxgi_output,
+ DXGI_FORMAT_B8G8R8A8_UNORM,
+ DXGI_ENUM_MODES_INTERLACED,
+ &nbr_modes, display_mode_list);
+ if (FAILED(res))
+ goto free_mode_list;
+
+ for (i = 0; i < nbr_modes; i++)
+ {
+ if ((display_mode_list[i].Width == (UINT)GetSystemMetrics(SM_CXSCREEN)) &&
+ (display_mode_list[i].Height == (UINT)GetSystemMetrics(SM_CYSCREEN)))
+ {
+ *num = display_mode_list[i].RefreshRate.Numerator;
+ *den = display_mode_list[i].RefreshRate.Denominator;
+ break;
+ }
+ }
+
+#ifdef _DEBUG
+ {
+ DXGI_ADAPTER_DESC adapter_desc;
+
+ IDXGIAdapter_GetDesc(dxgi_adapter, &adapter_desc);
+ printf(" * video mem: %llu B, %llu MB\n",
+ adapter_desc.DedicatedVideoMemory,
+ adapter_desc.DedicatedVideoMemory / 1024 / 1024);
+ fflush(stdout);
+ wprintf(L" * description: %ls\n", adapter_desc.Description);
+ fflush(stdout);
+ }
+#endif
+
+ free_mode_list:
+ free(display_mode_list);
+ release_dxgi_output:
+ IDXGIOutput_Release(dxgi_output);
+ release_dxgi_adapter:
+ IDXGIFactory_Release(dxgi_adapter);
+}
+
+D3d *d3d_init(Window *win, int vsync)
+{
+ D3D11_INPUT_ELEMENT_DESC desc_ie[] =
+ {
+ { "POSITION", 0, DXGI_FORMAT_R32G32_UINT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "UV", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }
+ };
+ DXGI_SWAP_CHAIN_DESC1 desc_sw;
+ DXGI_SWAP_CHAIN_FULLSCREEN_DESC desc_fs;
+ D3D11_BUFFER_DESC desc_buf;
+ D3D11_SAMPLER_DESC desc_ss;
+ D3D11_RASTERIZER_DESC desc_rs;
+ D3d *d3d;
+ RECT r;
+ HRESULT res;
+ UINT flags;
+ UINT num;
+ UINT den;
+ D3D_FEATURE_LEVEL feature_level[4];
+ ID3DBlob *vs_blob; /* vertex shader blob ptr */
+ ID3DBlob *ps_blob; /* pixel shader blob ptr */
+ ID3DBlob *err_blob; /* error blob ptr */
+
+ d3d = (D3d *)calloc(1, sizeof(D3d));
+ if (!d3d)
+ return NULL;
+
+ d3d->vsync = vsync;
+ win->d3d = d3d;
+
+ /* create the DXGI factory */
+ flags = 0;
+#ifdef _DEBUG
+ flags = DXGI_CREATE_FACTORY_DEBUG;
+#endif
+ res = CreateDXGIFactory2(flags, &IID_IDXGIFactory2, (void **)&d3d->dxgi_factory);
+ if (FAILED(res))
+ goto free_d3d;
+
+#ifdef _DEBUG
+ IDXGIFactory2_SetPrivateData(d3d->dxgi_factory,
+ &WKPDID_D3DDebugObjectName,
+ sizeof("Factory2") - 1, "Factory2");
+ res = DXGIGetDebugInterface(&IID_IDXGIDebug,
+ (void **)&d3d->dxgi_debug);
+ if (FAILED(res))
+ goto release_dxgi_factory2;
+#endif
+
+ /* software engine functions are called from the main loop */
+ flags = D3D11_CREATE_DEVICE_SINGLETHREADED |
+ D3D11_CREATE_DEVICE_BGRA_SUPPORT;
+#ifdef _DEBUG
+ flags |= D3D11_CREATE_DEVICE_DEBUG;
+#endif
+
+ feature_level[0] = D3D_FEATURE_LEVEL_11_1;
+ feature_level[1] = D3D_FEATURE_LEVEL_11_0;
+ feature_level[2] = D3D_FEATURE_LEVEL_10_1;
+ feature_level[3] = D3D_FEATURE_LEVEL_10_0;
+
+ /* create device and device context with hardware support */
+ res = D3D11CreateDevice(NULL,
+ D3D_DRIVER_TYPE_HARDWARE,
+ NULL,
+ flags,
+ feature_level,
+ 3U,
+ D3D11_SDK_VERSION,
+ &d3d->d3d_device,
+ NULL,
+ &d3d->d3d_device_ctx);
+ if (FAILED(res))
+ goto release_dxgi_factory2;
+
+#ifdef _DEBUG
+ ID3D11Device_SetPrivateData(d3d->d3d_device,
+ &WKPDID_D3DDebugObjectName,
+ sizeof("Device") - 1, "Device");
+ res = ID3D11Debug_QueryInterface(d3d->d3d_device, &IID_ID3D11Debug,
+ (void **)&d3d->d3d_debug);
+ if (FAILED(res))
+ goto release_d3d_device;
+#endif
+
+ DBG_NAME(ID3D11DeviceContext, d3d->d3d_device_ctx, "Device Context");
+
+ if (!GetClientRect(win->win, &r))
+ goto release_d3d_device;
+
+ /*
+ * create the swap chain. It needs some settings...
+ * the size of the internal buffers
+ * the image format
+ * the number of back buffers (>= 2 for flip model, see SwapEffect field)
+ * vsync enabled: need refresh rate
+ */
+
+ d3d_refresh_rate_get(d3d, &num, &den);
+
+ desc_sw.Width = r.right - r.left;
+ desc_sw.Height = r.bottom - r.top;
+ desc_sw.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
+ desc_sw.Stereo = FALSE;
+ desc_sw.SampleDesc.Count = 1U;
+ desc_sw.SampleDesc.Quality = 0U;
+ desc_sw.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ desc_sw.BufferCount = 2U;
+ desc_sw.Scaling = DXGI_SCALING_NONE;
+ desc_sw.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
+ desc_sw.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
+ desc_sw.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
+
+ desc_fs.RefreshRate.Numerator = num;
+ desc_fs.RefreshRate.Denominator = den;
+ desc_fs.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
+ desc_fs.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
+ desc_fs.Windowed = TRUE;
+
+ res = IDXGIFactory2_CreateSwapChainForHwnd(d3d->dxgi_factory,
+ (IUnknown *)d3d->d3d_device,
+ win->win,
+ &desc_sw,
+ &desc_fs,
+ NULL,
+ &d3d->dxgi_swapchain);
+ if (FAILED(res))
+ goto release_d3d_device;
+
+ DBG_NAME(IDXGIFactory, d3d->dxgi_swapchain, "Swap Chain");
+
+ /* sampler state */
+ desc_ss.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
+ desc_ss.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
+ desc_ss.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
+ desc_ss.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
+ desc_ss.MipLODBias = 0.0f;
+ desc_ss.MaxAnisotropy = 1U;
+ desc_ss.ComparisonFunc = D3D11_COMPARISON_NEVER;
+ desc_ss.BorderColor[0] = 1.0f;
+ desc_ss.BorderColor[1] = 1.0f;
+ desc_ss.BorderColor[2] = 1.0f;
+ desc_ss.BorderColor[3] = 1.0f;
+ desc_ss.MinLOD = 0.0f;
+ desc_ss.MaxLOD = D3D11_FLOAT32_MAX;
+
+ res = ID3D11Device_CreateSamplerState(d3d->d3d_device,
+ &desc_ss,
+ &d3d->d3d_sampler_state);
+ if (FAILED(res))
+ goto release_dxgi_swapchain;
+
+ DBG_NAME(ID3D11Device, d3d->d3d_sampler_state, "Sampler State");
+
+ /* rasterizer */
+ desc_rs.FillMode = D3D11_FILL_SOLID;
+ desc_rs.CullMode = D3D11_CULL_NONE;
+ desc_rs.FrontCounterClockwise = FALSE;
+ desc_rs.DepthBias = 0;
+ desc_rs.DepthBiasClamp = 0.0f;
+ desc_rs.SlopeScaledDepthBias = 0.0f;
+ desc_rs.DepthClipEnable = TRUE;
+ desc_rs.ScissorEnable = FALSE;
+ desc_rs.MultisampleEnable = FALSE;
+ desc_rs.AntialiasedLineEnable = FALSE;
+
+ res = ID3D11Device_CreateRasterizerState(d3d->d3d_device,
+ &desc_rs,
+ &d3d->d3d_rasterizer_state);
+ if (FAILED(res))
+ goto release_d3D_sampler_state;
+
+ DBG_NAME(ID3D11Device, d3d->d3d_rasterizer_state, "Rasterizer State");
+
+ /* Vertex shader */
+ flags = D3DCOMPILE_ENABLE_STRICTNESS;
+#ifdef _DEBUG
+ flags |= D3DCOMPILE_DEBUG;
+#endif
+ vs_blob = NULL;
+ res = D3DCompileFromFile(L"shader_7.hlsl",
+ NULL,
+ D3D_COMPILE_STANDARD_FILE_INCLUDE,
+ "main_vs",
+ "vs_5_0",
+ flags,
+ 0U,
+ &vs_blob,
+ &err_blob );
+
+ if (FAILED(res))
+ {
+ printf(" * vs error : %s\n", (char *)ID3D10Blob_GetBufferPointer(err_blob));
+ goto release_d3D_rasterizer;
+ }
+
+ res = ID3D11Device_CreateVertexShader(d3d->d3d_device,
+ ID3D10Blob_GetBufferPointer(vs_blob),
+ ID3D10Blob_GetBufferSize(vs_blob),
+ NULL,
+ &d3d->d3d_vertex_shader);
+
+ if (FAILED(res))
+ {
+ printf(" * CreateVertexShader() failed\n");
+ ID3D10Blob_Release(vs_blob);
+ goto release_d3D_rasterizer;
+ }
+
+ DBG_NAME(ID3D11Device, d3d->d3d_vertex_shader, "Vertex Shader");
+
+ /* create the input layout */
+ res = ID3D11Device_CreateInputLayout(d3d->d3d_device,
+ desc_ie,
+ sizeof(desc_ie) / sizeof(D3D11_INPUT_ELEMENT_DESC),
+ ID3D10Blob_GetBufferPointer(vs_blob),
+ ID3D10Blob_GetBufferSize(vs_blob),
+ &d3d->d3d_input_layout);
+ ID3D10Blob_Release(vs_blob);
+ if (FAILED(res))
+ {
+ printf(" * CreateInputLayout() failed\n");
+ goto release_vertex_shader;
+ }
+
+ DBG_NAME(ID3D11Device, d3d->d3d_input_layout, "Input Layout");
+
+ /* Pixel shader */
+ ps_blob = NULL;
+ res = D3DCompileFromFile(L"shader_7.hlsl",
+ NULL,
+ D3D_COMPILE_STANDARD_FILE_INCLUDE,
+ "main_ps",
+ "ps_5_0",
+ flags,
+ 0U,
+ &ps_blob,
+ &err_blob );
+
+ if (FAILED(res))
+ {
+ printf(" * ps blob error : %s\n", (char *)ID3D10Blob_GetBufferPointer(err_blob));
+ goto release_input_layout;
+ }
+
+ res = ID3D11Device_CreatePixelShader(d3d->d3d_device,
+ ID3D10Blob_GetBufferPointer(ps_blob),
+ ID3D10Blob_GetBufferSize(ps_blob),
+ NULL,
+ &d3d->d3d_pixel_shader);
+ ID3D10Blob_Release(ps_blob);
+ if (FAILED(res))
+ {
+ printf(" * CreatePixelShader() failed\n");
+ goto release_input_layout;
+ }
+
+ DBG_NAME(ID3D11Device, d3d->d3d_pixel_shader, "Pixel Shader");
+
+ desc_buf.ByteWidth = sizeof(Const_Buffer);
+ desc_buf.Usage = D3D11_USAGE_DYNAMIC; /* because buffer is updated when the window has resized */
+ desc_buf.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ desc_buf.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ desc_buf.MiscFlags = 0;
+ desc_buf.StructureByteStride = 0;
+
+ res = ID3D11Device_CreateBuffer(d3d->d3d_device,
+ &desc_buf,
+ NULL,
+ &d3d->d3d_const_buffer);
+ if (FAILED(res))
+ {
+ printf(" * CreateBuffer() failed 0x%lx\n", res);
+ goto release_pixel_shader;
+ }
+
+ DBG_NAME(ID3D11Device, d3d->d3d_const_buffer, "Constant Buffer");
+
+ return d3d;
+
+ release_pixel_shader:
+ ID3D11PixelShader_Release(d3d->d3d_pixel_shader);
+ release_input_layout:
+ ID3D11InputLayout_Release(d3d->d3d_input_layout);
+ release_vertex_shader:
+ ID3D11VertexShader_Release(d3d->d3d_vertex_shader);
+ release_d3D_rasterizer:
+ ID3D11RasterizerState_Release(d3d->d3d_rasterizer_state);
+ release_d3D_sampler_state:
+ ID3D11SamplerState_Release(d3d->d3d_sampler_state);
+ release_dxgi_swapchain:
+ IDXGISwapChain1_SetFullscreenState(d3d->dxgi_swapchain, FALSE, NULL);
+ IDXGISwapChain1_Release(d3d->dxgi_swapchain);
+ release_d3d_device:
+#ifdef _DEBUG
+ if (d3d->d3d_debug)
+ ID3D11Debug_Release(d3d->d3d_debug);
+#endif
+ ID3D11DeviceContext_Release(d3d->d3d_device_ctx);
+ ID3D11Device_Release(d3d->d3d_device);
+ release_dxgi_factory2:
+ IDXGIFactory2_Release(d3d->dxgi_factory);
+ free_d3d:
+ free(d3d);
+
+ return NULL;
+}
+
+void d3d_shutdown(D3d *d3d)
+{
+#ifdef _DEBUG
+ IDXGIDebug *dxgi_debug;
+ ID3D11Debug *d3d_debug;
+#endif
+
+ if (!d3d)
+ return;
+
+#ifdef _DEBUG
+ dxgi_debug = d3d->dxgi_debug;
+ d3d_debug = d3d->d3d_debug;
+#endif
+
+ ID3D11Buffer_Release(d3d->d3d_const_buffer);
+ ID3D11PixelShader_Release(d3d->d3d_pixel_shader);
+ ID3D11InputLayout_Release(d3d->d3d_input_layout);
+ ID3D11VertexShader_Release(d3d->d3d_vertex_shader);
+ ID3D11RasterizerState_Release(d3d->d3d_rasterizer_state);
+ ID3D11SamplerState_Release(d3d->d3d_sampler_state);
+ ID3D11RenderTargetView_Release(d3d->d3d_render_target_view);
+ IDXGISwapChain1_SetFullscreenState(d3d->dxgi_swapchain, FALSE, NULL);
+ IDXGISwapChain1_Release(d3d->dxgi_swapchain);
+ ID3D11DeviceContext_Release(d3d->d3d_device_ctx);
+ ID3D11Device_Release(d3d->d3d_device);
+ IDXGIFactory2_Release(d3d->dxgi_factory);
+ free(d3d);
+
+#ifdef _DEBUG
+ ID3D11Debug_ReportLiveDeviceObjects(d3d_debug, D3D11_RLDO_DETAIL);
+ IDXGIDebug_ReportLiveObjects(dxgi_debug, DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_ALL);
+ ID3D11Debug_Release(d3d_debug);
+ IDXGIDebug_Release(dxgi_debug);
+#endif
+}
+
+void d3d_resize(D3d *d3d, int rot, UINT width, UINT height)
+{
+ D3D11_RENDER_TARGET_VIEW_DESC desc_rtv;
+ D3D11_MAPPED_SUBRESOURCE mapped;
+ ID3D11Texture2D *back_buffer;
+ HRESULT res;
+
+ FCT;
+
+ res = ID3D11DeviceContext_Map(d3d->d3d_device_ctx,
+ (ID3D11Resource *)d3d->d3d_const_buffer,
+ 0U, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
+
+ if (FAILED(res))
+ {
+ printf("Map() failed\n");
+ fflush(stdout);
+ return;
+ }
+
+ switch (rot)
+ {
+ /*
+ * no rotation
+ *
+ * 1 0 0
+ * 0 1 0
+ */
+ case 0:
+ ((Const_Buffer *)mapped.pData)->rotation[0][0] = 1;
+ ((Const_Buffer *)mapped.pData)->rotation[0][1] = 0;
+ ((Const_Buffer *)mapped.pData)->rotation[0][2] = 0;
+ ((Const_Buffer *)mapped.pData)->rotation[1][0] = 0;
+ ((Const_Buffer *)mapped.pData)->rotation[1][1] = 1;
+ ((Const_Buffer *)mapped.pData)->rotation[1][2] = 0;
+ break;
+ /*
+ * rotation 90° clock-wise
+ *
+ * 0 -1 w-1
+ * 1 0 0
+ */
+ case 1:
+ ((Const_Buffer *)mapped.pData)->rotation[0][0] = 0;
+ ((Const_Buffer *)mapped.pData)->rotation[0][1] = -1;
+ ((Const_Buffer *)mapped.pData)->rotation[0][2] = width - 1;
+ ((Const_Buffer *)mapped.pData)->rotation[1][0] = 1;
+ ((Const_Buffer *)mapped.pData)->rotation[1][1] = 0;
+ ((Const_Buffer *)mapped.pData)->rotation[1][2] = 0;
+ break;
+ /*
+ * rotation 180° clock-wise
+ *
+ * -1 0 w-1
+ * 0 -1 h-1
+ */
+ case 2:
+ ((Const_Buffer *)mapped.pData)->rotation[0][0] = -1;
+ ((Const_Buffer *)mapped.pData)->rotation[0][1] = 0;
+ ((Const_Buffer *)mapped.pData)->rotation[0][2] = width - 1;
+ ((Const_Buffer *)mapped.pData)->rotation[1][0] = 0;
+ ((Const_Buffer *)mapped.pData)->rotation[1][1] = -1;
+ ((Const_Buffer *)mapped.pData)->rotation[1][2] = height - 1;
+ break;
+ /*
+ * rotation 270° clock-wise
+ *
+ * 0 1 0
+ * -1 0 h-1
+ */
+ case 3:
+ ((Const_Buffer *)mapped.pData)->rotation[0][0] = 0;
+ ((Const_Buffer *)mapped.pData)->rotation[0][1] = 1;
+ ((Const_Buffer *)mapped.pData)->rotation[0][2] = 0;
+ ((Const_Buffer *)mapped.pData)->rotation[1][0] = -1;
+ ((Const_Buffer *)mapped.pData)->rotation[1][1] = 0;
+ ((Const_Buffer *)mapped.pData)->rotation[1][2] = height - 1;
+ break;
+ }
+ ((Const_Buffer *)mapped.pData)->ivps[0] = 1.0f / (float)width;
+ ((Const_Buffer *)mapped.pData)->ivps[1] = 1.0f / (float)height;
+
+ ID3D11DeviceContext_Unmap(d3d->d3d_device_ctx,
+ (ID3D11Resource *)d3d->d3d_const_buffer,
+ 0U);
+
+ /* unset the render target view in the output merger */
+ ID3D11DeviceContext_OMSetRenderTargets(d3d->d3d_device_ctx,
+ 0U, NULL, NULL);
+
+ /* release the render target view */
+ if (d3d->d3d_render_target_view)
+ ID3D11RenderTargetView_Release(d3d->d3d_render_target_view);
+
+ /* resize the internal nuffers of the swapt chain to the new size */
+ res = IDXGISwapChain1_ResizeBuffers(d3d->dxgi_swapchain,
+ 0U, /* preserve buffer count */
+ width, height,
+ DXGI_FORMAT_UNKNOWN, /* preserve format */
+ 0U);
+ if ((res == DXGI_ERROR_DEVICE_REMOVED) ||
+ (res == DXGI_ERROR_DEVICE_RESET) ||
+ (res == DXGI_ERROR_DRIVER_INTERNAL_ERROR))
+ {
+ return;
+ }
+
+ if (FAILED(res))
+ {
+ printf("ResizeBuffers() failed\n");
+ fflush(stdout);
+ return;
+ }
+
+ /* get the internal buffer of the swap chain */
+ res = IDXGISwapChain1_GetBuffer(d3d->dxgi_swapchain, 0,
+ &IID_ID3D11Texture2D,
+ (void **)&back_buffer);
+ if (FAILED(res))
+ {
+ printf("swapchain GetBuffer() failed\n");
+ fflush(stdout);
+ return;
+ }
+
+ ZeroMemory(&desc_rtv, sizeof(D3D11_RENDER_TARGET_VIEW_DESC));
+ desc_rtv.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
+ desc_rtv.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+
+ /* create the new render target view from this internal buffer */
+ res = ID3D11Device_CreateRenderTargetView(d3d->d3d_device,
+ (ID3D11Resource *)back_buffer,
+ &desc_rtv,
+ &d3d->d3d_render_target_view);
+
+ DBG_NAME(ID3D11Device, d3d->d3d_render_target_view, "Render Target View resized");
+
+ ID3D11Texture2D_Release(back_buffer);
+
+ /* update the pipeline with the new render target view */
+ ID3D11DeviceContext_OMSetRenderTargets(d3d->d3d_device_ctx,
+ 1U, &d3d->d3d_render_target_view,
+ NULL);
+
+ /* set viewport, depends on size of the window */
+ d3d->viewport.TopLeftX = 0.0f;
+ d3d->viewport.TopLeftY = 0.0f;
+ d3d->viewport.Width = (float)width;
+ d3d->viewport.Height = (float)height;
+ d3d->viewport.MinDepth = 0.0f;
+ d3d->viewport.MaxDepth = 1.0f;
+
+ /* update the pipeline with the new viewport */
+ ID3D11DeviceContext_RSSetViewports(d3d->d3d_device_ctx,
+ 1U, &d3d->viewport);
+}
+
+/*** texture_data ***/
+
+unsigned int *data_new(int w, int h)
+{
+ unsigned int *d;
+ unsigned int *iter;
+ int i;
+ int j;
+
+ d = malloc(w * h * sizeof(unsigned int));
+ if (!d)
+ return NULL;
+
+ iter = d;
+ for (j = 0; j < h; j++)
+ {
+ if (j < h/2)
+ {
+ /* red, otherwise green */
+ for (i = 0; i < w; i++, iter++)
+ *iter = (i < w/2) ? 0xffff0000 : 0xff00ff00;
+ }
+ else
+ {
+ /* blue, otherwise yellow */
+ for (i = 0; i < w; i++, iter++)
+ *iter = (i < w/2) ? 0xff0000ff : 0xffffff00;
+ }
+ }
+
+ /* pink on corners, coords (i,j) --> i*h+j */
+ d[0] = 0xffff00ff;
+ d[w -1] = 0xffff00ff;
+ d[w * (h - 1)] = 0xffff00ff;
+ d[w * h - 1] = 0xffff7f00;
+
+ return d;
+}
+
+/*** texture ***/
+
+Object *texture_new(D3d *d3d,
+ int x, int y,
+ int w, int h,
+ unsigned int *img)
+{
+ Vertex vertices[4];
+ unsigned int indices[6];
+ D3D11_BUFFER_DESC desc_buffer;
+ D3D11_TEXTURE2D_DESC desc_tex;
+ D3D11_SUBRESOURCE_DATA data_sr;
+ ID3D11Texture2D *tex;
+ Object *o;
+ HRESULT res;
+
+ o = (Object *)calloc(1, sizeof(Object));
+ if (!o)
+ return NULL;
+
+ /** vertex and index buffers **/
+
+ /* vertex upper left */
+ vertices[0].x = x;
+ vertices[0].y = y;
+ vertices[0].r = 0;
+ vertices[0].g = 0;
+ vertices[0].b = 0;
+ vertices[0].a = 0;
+ vertices[0].u = 0.0f;
+ vertices[0].v = 0.0f;
+ /* vertex upper right*/
+ vertices[1].x = x + w;
+ vertices[1].y = y;
+ vertices[1].r = 0;
+ vertices[1].g = 0;
+ vertices[1].b = 0;
+ vertices[1].a = 0;
+ vertices[0].u = 1.0f;
+ vertices[0].v = 0.0f;
+ /* vertex bottom right*/
+ vertices[2].x = x + w;
+ vertices[2].y = y + h;
+ vertices[2].r = 0;
+ vertices[2].g = 0;
+ vertices[2].b = 0;
+ vertices[2].a = 0;
+ vertices[0].u = 1.0f;
+ vertices[0].v = 1.0f;
+ /* vertex bottom left*/
+ vertices[3].x = x;
+ vertices[3].y = y + h;
+ vertices[3].r = 0;
+ vertices[3].g = 0;
+ vertices[3].b = 0;
+ vertices[3].a = 0;
+ vertices[0].u = 0.0f;
+ vertices[0].v = 1.0f;
+
+ /* triangle upper left */
+ indices[0] = 0;
+ indices[1] = 1;
+ indices[2] = 3;
+ /* triangle bottom right */
+ indices[3] = 1;
+ indices[4] = 2;
+ indices[5] = 3;
+
+ o->stride = sizeof(Vertex);
+ o->offset = 0U;
+ o->index_count = 6U;
+
+ desc_buffer.ByteWidth = sizeof(vertices);
+ desc_buffer.Usage = D3D11_USAGE_DYNAMIC;
+ desc_buffer.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ desc_buffer.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ desc_buffer.MiscFlags = 0U;
+ desc_buffer.StructureByteStride = 0U;
+
+ data_sr.pSysMem = vertices;
+ data_sr.SysMemPitch = 0U;
+ data_sr.SysMemSlicePitch = 0U;
+
+ res =ID3D11Device_CreateBuffer(d3d->d3d_device,
+ &desc_buffer,
+ &data_sr,
+ &o->vertex_buffer);
+ if (FAILED(res))
+ {
+ goto free_o;
+ }
+
+ desc_buffer.ByteWidth = sizeof(indices);
+ desc_buffer.Usage = D3D11_USAGE_DYNAMIC;
+ desc_buffer.BindFlags = D3D11_BIND_INDEX_BUFFER;
+ desc_buffer.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ desc_buffer.MiscFlags = 0U;
+ desc_buffer.StructureByteStride = 0U;
+
+ data_sr.pSysMem = indices;
+ data_sr.SysMemPitch = 0U;
+ data_sr.SysMemSlicePitch = 0U;
+
+ res =ID3D11Device_CreateBuffer(d3d->d3d_device,
+ &desc_buffer,
+ &data_sr,
+ &o->index_buffer);
+ if (FAILED(res))
+ {
+ goto release_vertex_buffer;
+ }
+
+ /** texture 2D **/
+
+ desc_tex.Width = w;
+ desc_tex.Height = h;
+ desc_tex.MipLevels = 1;
+ desc_tex.ArraySize = 1;
+ desc_tex.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
+ desc_tex.SampleDesc.Count = 1U;
+ desc_tex.SampleDesc.Quality = 0U;
+ desc_tex.Usage = D3D11_USAGE_DYNAMIC;
+ desc_tex.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+ desc_tex.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ desc_tex.MiscFlags = 0U;
+
+ data_sr.pSysMem = img;
+ data_sr.SysMemPitch = 4U * (unsigned int)w;
+ data_sr.SysMemSlicePitch = 0U; /* for 3D resources only */
+
+ tex = NULL;
+ res = ID3D11Device_CreateTexture2D(d3d->d3d_device,
+ &desc_tex,
+ &data_sr,
+ &tex);
+ if (FAILED(res))
+ {
+ goto release_index_buffer;
+ }
+
+ res = ID3D11Device_CreateShaderResourceView(d3d->d3d_device,
+ (ID3D11Resource *)tex,
+ NULL,
+ &o->texture_view);
+ if (FAILED(res))
+ {
+ goto release_texture;
+ }
+
+ o->type = OBJECT_TYPE_TEXTURE;
+
+ return o;
+
+ release_texture:
+ ID3D11Texture2D_Release(tex);
+ release_index_buffer:
+ ID3D11Buffer_Release(o->index_buffer);
+ release_vertex_buffer:
+ ID3D11Buffer_Release(o->vertex_buffer);
+ free_o:
+ free(o);
+ return NULL;
+}
+
+/*** rectangle ***/
+
+Object *rectangle_new(D3d *d3d,
+ int x, int y,
+ int w, int h,
+ unsigned char r,
+ unsigned char g,
+ unsigned char b,
+ unsigned char a)
+{
+ Vertex vertices[4];
+ unsigned int indices[6];
+ D3D11_BUFFER_DESC desc_buffer;
+ D3D11_SUBRESOURCE_DATA data_sr;
+ Object *o;
+ HRESULT res;
+
+ o = (Object *)calloc(1, sizeof(Object));
+ if (!o)
+ return NULL;
+
+ /* vertex upper left */
+ vertices[0].x = x;
+ vertices[0].y = y;
+ vertices[0].r = r;
+ vertices[0].g = g;
+ vertices[0].b = b;
+ vertices[0].a = a;
+ /* vertex upper right*/
+ vertices[1].x = x + w;
+ vertices[1].y = y;
+ vertices[1].r = r;
+ vertices[1].g = g;
+ vertices[1].b = b;
+ vertices[1].a = a;
+ /* vertex bottom right*/
+ vertices[2].x = x + w;
+ vertices[2].y = y + h;
+ vertices[2].r = r;
+ vertices[2].g = g;
+ vertices[2].b = b;
+ vertices[2].a = a;
+ /* vertex bottom left*/
+ vertices[3].x = x;
+ vertices[3].y = y + h;
+ vertices[3].r = r;
+ vertices[3].g = g;
+ vertices[3].b = b;
+ vertices[3].a = a;
+
+ /* triangle upper left */
+ indices[0] = 0;
+ indices[1] = 1;
+ indices[2] = 3;
+ /* triangle bottom right */
+ indices[3] = 1;
+ indices[4] = 2;
+ indices[5] = 3;
+
+ o->stride = sizeof(Vertex);
+ o->offset = 0U;
+ o->index_count = 6U;
+
+ desc_buffer.ByteWidth = sizeof(vertices);
+ desc_buffer.Usage = D3D11_USAGE_DYNAMIC;
+ desc_buffer.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ desc_buffer.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ desc_buffer.MiscFlags = 0U;
+ desc_buffer.StructureByteStride = 0U;
+
+ data_sr.pSysMem = vertices;
+ data_sr.SysMemPitch = 0U;
+ data_sr.SysMemSlicePitch = 0U;
+
+ res =ID3D11Device_CreateBuffer(d3d->d3d_device,
+ &desc_buffer,
+ &data_sr,
+ &o->vertex_buffer);
+ if (FAILED(res))
+ {
+ free(o);
+ return NULL;
+ }
+
+ desc_buffer.ByteWidth = sizeof(indices);
+ desc_buffer.Usage = D3D11_USAGE_DYNAMIC;
+ desc_buffer.BindFlags = D3D11_BIND_INDEX_BUFFER;
+ desc_buffer.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ desc_buffer.MiscFlags = 0U;
+ desc_buffer.StructureByteStride = 0U;
+
+ data_sr.pSysMem = indices;
+ data_sr.SysMemPitch = 0U;
+ data_sr.SysMemSlicePitch = 0U;
+
+ res =ID3D11Device_CreateBuffer(d3d->d3d_device,
+ &desc_buffer,
+ &data_sr,
+ &o->index_buffer);
+ if (FAILED(res))
+ {
+ ID3D11Buffer_Release(o->vertex_buffer);
+ free(o);
+ return NULL;
+ }
+
+ o->type = OBJECT_TYPE_RECTANGLE;
+
+ return o;
+}
+
+void object_free(Object *o)
+{
+ if (!o)
+ return ;
+
+ if (o->texture_view)
+ ID3D11ShaderResourceView_Release(o->texture_view);
+ if (o->texture)
+ ID3D11Texture2D_Release(o->texture);
+ ID3D11Buffer_Release(o->index_buffer);
+ ID3D11Buffer_Release(o->vertex_buffer);
+ free(o);
+}
+
+void d3d_scene_begin(D3d *d3d)
+{
+ Object *o;
+ unsigned int *data;
+ int w, h;
+
+ w = 203;
+ h = 101;
+ data = "" h);
+
+ o = texture_new(d3d,
+ 220, 20,
+ w, h,
+ data);
+ objects[0] = o;
+
+ /* o = rectangle_new(d3d, */
+ /* 520, 120, */
+ /* 200, 100, */
+ /* 0, 0, 255, 255); /\* r, g, b, a *\/ */
+ /* objects[1] = o; */
+}
+
+void d3d_scene_end(void)
+{
+ size_t i;
+
+ for (i = 0; i < sizeof(objects) / sizeof(Object *); i++)
+ object_free(objects[i]);
+}
+
+void d3d_render(D3d *d3d)
+{
+ DXGI_PRESENT_PARAMETERS pp;
+ const FLOAT color[4] = { 0.10f, 0.18f, 0.24f, 1.0f };
+ size_t i;
+ HRESULT res;
+
+ FCT;
+
+ /* clear render target */
+ ID3D11DeviceContext_ClearRenderTargetView(d3d->d3d_device_ctx,
+ d3d->d3d_render_target_view,
+ color);
+ /* Input Assembler (IA) stage */
+ ID3D11DeviceContext_IASetPrimitiveTopology(d3d->d3d_device_ctx,
+ D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+ ID3D11DeviceContext_IASetInputLayout(d3d->d3d_device_ctx,
+ d3d->d3d_input_layout);
+
+ /* vertex shader stage */
+ ID3D11DeviceContext_VSSetShader(d3d->d3d_device_ctx,
+ d3d->d3d_vertex_shader,
+ NULL,
+ 0);
+ ID3D11DeviceContext_VSSetConstantBuffers(d3d->d3d_device_ctx,
+ 0,
+ 1,
+ &d3d->d3d_const_buffer);
+
+ /*
+ * Rasterizer Stage
+ *
+ * RSSetViewports() called in the resize() callback
+ */
+ ID3D11DeviceContext_RSSetState(d3d->d3d_device_ctx,
+ d3d->d3d_rasterizer_state);
+
+ /* pixel shader stage */
+ ID3D11DeviceContext_PSSetShader(d3d->d3d_device_ctx,
+ d3d->d3d_pixel_shader,
+ NULL,
+ 0);
+ ID3D11DeviceContext_PSSetSamplers(d3d->d3d_device_ctx,
+ 0,
+ 1,
+ &d3d->d3d_sampler_state);
+
+ /*
+ * Output Merger stage
+ *
+ * OMSetRenderTargets() called in the resize() callback
+ */
+
+
+ for (i = 0; i < sizeof(objects) / sizeof(Object *); i++)
+ {
+ /* Input Assembler (IA) stage */
+ ID3D11DeviceContext_IASetVertexBuffers(d3d->d3d_device_ctx,
+ 0,
+ 1,
+ &objects[i]->vertex_buffer,
+ &objects[i]->stride,
+ &objects[i]->offset);
+ ID3D11DeviceContext_IASetIndexBuffer(d3d->d3d_device_ctx,
+ objects[i]->index_buffer,
+ DXGI_FORMAT_R32_UINT,
+ 0);
+
+ /* pixel shader stage */
+ if (objects[i]->texture_view)
+ ID3D11DeviceContext_PSSetShaderResources(d3d->d3d_device_ctx,
+ 0,
+ 1,
+ &objects[i]->texture_view);
+
+ /* draw */
+ ID3D11DeviceContext_DrawIndexed(d3d->d3d_device_ctx,
+ objects[i]->index_count,
+ 0, 0);
+ }
+
+ /*
+ * present frame, that is, flip the back buffer and the front buffer
+ * if no vsync, we present immediatly
+ */
+ pp.DirtyRectsCount = 0;
+ pp.pDirtyRects = NULL;
+ pp.pScrollRect = NULL;
+ pp.pScrollOffset = NULL;
+ res = IDXGISwapChain1_Present1(d3d->dxgi_swapchain,
+ d3d->vsync ? 1 : 0, 0, &pp);
+ if (res == DXGI_ERROR_DEVICE_RESET || res == DXGI_ERROR_DEVICE_REMOVED)
+ {
+ printf("device removed or lost, need to recreate everything\n");
+ fflush(stdout);
+ }
+ else if (res == DXGI_STATUS_OCCLUDED)
+ {
+ printf("window is not visible, so vsync won't work. Let's sleep a bit to reduce CPU usage\n");
+ fflush(stdout);
+ }
+}
diff --git a/src/shader_7.hlsl b/src/shader_7.hlsl
new file mode 100644
index 0000000..3bb5865
--- /dev/null
+++ b/src/shader_7.hlsl
@@ -0,0 +1,41 @@
+cbuffer cv_viewport : register(b0)
+{
+ row_major int2x3 rotation_matrix;
+ float2 ivps;
+}
+
+struct vs_input
+{
+ uint2 position : POSITION;
+ float4 color : COLOR;
+ float2 uv : UV;
+};
+
+struct ps_input
+{
+ float4 position : SV_POSITION;
+ float4 color : COLOR;
+ float2 uv : UV;
+};
+
+ps_input main_vs(vs_input input )
+{
+ ps_input output;
+ float2 o = float2(mul(rotation_matrix, int3(input.position, 1))) * ivps;
+ o *= 2.0f;
+ o -= 1.0f;
+ o.y *= -1.0f;
+ output.position = float4(o, 0.0f, 1.0f);
+ output.color = input.color;
+ output.uv = input.uv;
+ return output;
+}
+
+Texture2D texture_ : register(t0);
+SamplerState sampler_ : register(s0);
+
+float4 main_ps(ps_input input) : SV_TARGET
+{
+ //return input.color;
+ return texture_.Sample(sampler_, input.uv);
+}
--
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