mirror of
https://github.com/doitsujin/dxvk.git
synced 2024-12-12 04:08:52 +01:00
1516464c8b
Essentially implements a microbenchmark for state changes.
607 lines
18 KiB
C++
607 lines
18 KiB
C++
#include <d3dcompiler.h>
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#include <d3d11_1.h>
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#include <dxgi1_3.h>
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#include <windows.h>
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#include <windowsx.h>
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#include <cstring>
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#include <string>
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#include <sstream>
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#include "../test_utils.h"
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using namespace dxvk;
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struct Vertex {
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float x, y;
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};
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struct VsConstants {
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float x, y;
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float w, h;
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};
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struct VsConstantsPad {
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VsConstants data;
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uint32_t pad[60];
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};
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struct PsConstants {
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float r, g, b, a;
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};
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struct DrawOptions {
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bool mapDiscardOnce;
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bool sortByTexture;
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bool drawIndexed;
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};
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const std::string g_vertexShaderCode =
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"cbuffer vs_cb : register(b0) {\n"
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" float2 v_offset;\n"
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" float2 v_scale;\n"
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"};\n"
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"float4 main(float4 v_pos : IN_POSITION) : SV_POSITION {\n"
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" float2 coord = 2.0f * (v_pos * v_scale + v_offset) - 1.0f;\n"
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" return float4(coord, 0.0f, 1.0f);\n"
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"}\n";
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const std::string g_pixelShaderCode =
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"Texture2D<float4> tex0 : register(t0);"
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"cbuffer ps_cb : register(b0) {\n"
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" float4 color;\n"
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"};\n"
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"float4 main() : SV_TARGET {\n"
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" return color * tex0.Load(int3(0, 0, 0));\n"
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"}\n";
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class TriangleApp {
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public:
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TriangleApp(HINSTANCE instance, HWND window)
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: m_window(window) {
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Com<ID3D11Device> device;
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D3D_FEATURE_LEVEL fl = D3D_FEATURE_LEVEL_11_1;
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HRESULT status = D3D11CreateDevice(
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nullptr, D3D_DRIVER_TYPE_HARDWARE,
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nullptr, 0, &fl, 1, D3D11_SDK_VERSION,
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&device, nullptr, nullptr);
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if (FAILED(status)) {
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std::cerr << "Failed to create D3D11 device" << std::endl;
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return;
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}
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if (FAILED(device->QueryInterface(IID_PPV_ARGS(&m_device)))) {
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std::cerr << "Failed to query ID3D11DeviceContext1" << std::endl;
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return;
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}
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Com<IDXGIDevice> dxgiDevice;
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if (FAILED(m_device->QueryInterface(IID_PPV_ARGS(&dxgiDevice)))) {
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std::cerr << "Failed to query DXGI device" << std::endl;
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return;
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}
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if (FAILED(dxgiDevice->GetAdapter(&m_adapter))) {
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std::cerr << "Failed to query DXGI adapter" << std::endl;
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return;
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}
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if (FAILED(m_adapter->GetParent(IID_PPV_ARGS(&m_factory)))) {
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std::cerr << "Failed to query DXGI factory" << std::endl;
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return;
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}
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m_device->GetImmediateContext1(&m_context);
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DXGI_SWAP_CHAIN_DESC1 swapDesc;
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swapDesc.Width = m_windowSizeW;
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swapDesc.Height = m_windowSizeH;
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swapDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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swapDesc.Stereo = FALSE;
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swapDesc.SampleDesc = { 1, 0 };
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swapDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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swapDesc.BufferCount = 3;
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swapDesc.Scaling = DXGI_SCALING_STRETCH;
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swapDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
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swapDesc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
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swapDesc.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT
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| DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING;
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DXGI_SWAP_CHAIN_FULLSCREEN_DESC fsDesc;
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fsDesc.RefreshRate = { 0, 0 };
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fsDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
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fsDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
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fsDesc.Windowed = TRUE;
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Com<IDXGISwapChain1> swapChain;
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if (FAILED(m_factory->CreateSwapChainForHwnd(m_device.ptr(), m_window, &swapDesc, &fsDesc, nullptr, &swapChain))) {
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std::cerr << "Failed to create DXGI swap chain" << std::endl;
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return;
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}
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if (FAILED(swapChain->QueryInterface(IID_PPV_ARGS(&m_swapChain)))) {
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std::cerr << "Failed to query DXGI swap chain interface" << std::endl;
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return;
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}
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m_factory->MakeWindowAssociation(m_window, 0);
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Com<ID3DBlob> vertexShaderBlob;
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Com<ID3DBlob> pixelShaderBlob;
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if (FAILED(D3DCompile(g_vertexShaderCode.data(), g_vertexShaderCode.size(),
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"Vertex shader", nullptr, nullptr, "main", "vs_5_0", 0, 0, &vertexShaderBlob, nullptr))) {
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std::cerr << "Failed to compile vertex shader" << std::endl;
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return;
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}
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if (FAILED(D3DCompile(g_pixelShaderCode.data(), g_pixelShaderCode.size(),
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"Pixel shader", nullptr, nullptr, "main", "ps_5_0", 0, 0, &pixelShaderBlob, nullptr))) {
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std::cerr << "Failed to compile pixel shader" << std::endl;
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return;
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}
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if (FAILED(m_device->CreateVertexShader(
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vertexShaderBlob->GetBufferPointer(),
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vertexShaderBlob->GetBufferSize(),
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nullptr, &m_vs))) {
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std::cerr << "Failed to create vertex shader" << std::endl;
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return;
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}
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if (FAILED(m_device->CreatePixelShader(
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pixelShaderBlob->GetBufferPointer(),
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pixelShaderBlob->GetBufferSize(),
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nullptr, &m_ps))) {
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std::cerr << "Failed to create pixel shader" << std::endl;
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return;
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}
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std::array<D3D11_INPUT_ELEMENT_DESC, 1> vertexFormatDesc = {{
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{ "IN_POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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}};
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if (FAILED(m_device->CreateInputLayout(
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vertexFormatDesc.data(),
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vertexFormatDesc.size(),
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vertexShaderBlob->GetBufferPointer(),
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vertexShaderBlob->GetBufferSize(),
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&m_vertexFormat))) {
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std::cerr << "Failed to create input layout" << std::endl;
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return;
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}
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std::array<Vertex, 6> vertexData = {{
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Vertex { -0.3f, 0.1f },
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Vertex { 0.5f, 0.9f },
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Vertex { 1.3f, 0.1f },
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Vertex { -0.3f, 0.9f },
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Vertex { 1.3f, 0.9f },
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Vertex { 0.5f, 0.1f },
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}};
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D3D11_BUFFER_DESC vboDesc;
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vboDesc.ByteWidth = sizeof(vertexData);
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vboDesc.Usage = D3D11_USAGE_IMMUTABLE;
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vboDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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vboDesc.CPUAccessFlags = 0;
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vboDesc.MiscFlags = 0;
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vboDesc.StructureByteStride = 0;
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D3D11_SUBRESOURCE_DATA vboData;
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vboData.pSysMem = vertexData.data();
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vboData.SysMemPitch = vboDesc.ByteWidth;
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vboData.SysMemSlicePitch = vboDesc.ByteWidth;
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if (FAILED(m_device->CreateBuffer(&vboDesc, &vboData, &m_vbo))) {
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std::cerr << "Failed to create index buffer" << std::endl;
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return;
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}
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std::array<uint32_t, 6> indexData = {{ 0, 1, 2, 3, 4, 5 }};
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D3D11_BUFFER_DESC iboDesc;
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iboDesc.ByteWidth = sizeof(indexData);
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iboDesc.Usage = D3D11_USAGE_IMMUTABLE;
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iboDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
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iboDesc.CPUAccessFlags = 0;
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iboDesc.MiscFlags = 0;
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iboDesc.StructureByteStride = 0;
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D3D11_SUBRESOURCE_DATA iboData;
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iboData.pSysMem = indexData.data();
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iboData.SysMemPitch = iboDesc.ByteWidth;
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iboData.SysMemSlicePitch = iboDesc.ByteWidth;
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if (FAILED(m_device->CreateBuffer(&iboDesc, &iboData, &m_ibo))) {
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std::cerr << "Failed to create index buffer" << std::endl;
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return;
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}
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D3D11_BUFFER_DESC cbDesc;
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cbDesc.ByteWidth = sizeof(PsConstants);
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cbDesc.Usage = D3D11_USAGE_DYNAMIC;
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cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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cbDesc.MiscFlags = 0;
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cbDesc.StructureByteStride = 0;
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if (FAILED(m_device->CreateBuffer(&cbDesc, nullptr, &m_cbPs))) {
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std::cerr << "Failed to create constant buffer" << std::endl;
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return;
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}
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cbDesc.ByteWidth = sizeof(VsConstantsPad) * 128 * 8;
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if (FAILED(m_device->CreateBuffer(&cbDesc, nullptr, &m_cbVs))) {
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std::cerr << "Failed to create constant buffer" << std::endl;
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return;
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}
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std::array<uint32_t, 2> colors = { 0xFFFFFFFF, 0xFFC0C0C0 };
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D3D11_SUBRESOURCE_DATA texData;
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texData.pSysMem = &colors[0];
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texData.SysMemPitch = sizeof(colors[0]);
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texData.SysMemSlicePitch = sizeof(colors[0]);
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D3D11_TEXTURE2D_DESC texDesc;
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texDesc.Width = 1;
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texDesc.Height = 1;
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texDesc.MipLevels = 1;
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texDesc.ArraySize = 1;
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texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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texDesc.SampleDesc = { 1, 0 };
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texDesc.Usage = D3D11_USAGE_IMMUTABLE;
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texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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texDesc.CPUAccessFlags = 0;
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texDesc.MiscFlags = 0;
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if (FAILED(m_device->CreateTexture2D(&texDesc, &texData, &m_tex0))) {
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std::cerr << "Failed to create texture" << std::endl;
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return;
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}
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texData.pSysMem = &colors[1];
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if (FAILED(m_device->CreateTexture2D(&texDesc, &texData, &m_tex1))) {
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std::cerr << "Failed to create texture" << std::endl;
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return;
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}
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if (FAILED(m_device->CreateShaderResourceView(m_tex0.ptr(), nullptr, &m_srv0))
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|| FAILED(m_device->CreateShaderResourceView(m_tex1.ptr(), nullptr, &m_srv1))) {
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std::cerr << "Failed to create SRV" << std::endl;
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return;
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}
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m_initialized = true;
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}
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~TriangleApp() {
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m_context->ClearState();
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}
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bool run() {
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if (!m_initialized)
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return false;
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if (m_occluded && (m_occluded = isOccluded()))
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return true;
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if (!beginFrame())
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return true;
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std::array<PsConstants, 2> colors = {{
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PsConstants { 0.25f, 0.25f, 0.25f, 1.0f },
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PsConstants { 0.40f, 0.40f, 0.40f, 1.0f },
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}};
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for (uint32_t i = 0; i < 8; i++) {
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DrawOptions options;
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options.sortByTexture = i & 1;
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options.drawIndexed = i & 2;
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options.mapDiscardOnce = i & 4;
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drawLines(colors[i & 1], options, i);
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}
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if (!endFrame())
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return false;
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updateFps();
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return true;
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}
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void drawLines(const PsConstants& psData, const DrawOptions& options, uint32_t baseY) {
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D3D11_MAPPED_SUBRESOURCE sr;
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// Update color for the row
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m_context->PSSetConstantBuffers(0, 1, &m_cbPs);
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m_context->Map(m_cbPs.ptr(), 0, D3D11_MAP_WRITE_DISCARD, 0, &sr);
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std::memcpy(sr.pData, &psData, sizeof(psData));
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m_context->Unmap(m_cbPs.ptr(), 0);
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baseY *= 8;
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if (options.mapDiscardOnce) {
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uint32_t drawIndex = 0;
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// Discard and map the entire vertex constant buffer
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// once, then bind sub-ranges while emitting draw calls
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m_context->Map(m_cbVs.ptr(), 0, D3D11_MAP_WRITE_DISCARD, 0, &sr);
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auto vsData = reinterpret_cast<VsConstantsPad*>(sr.pData);
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for (uint32_t y = 0; y < 8; y++) {
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for (uint32_t x = 0; x < 128; x++)
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vsData[drawIndex++].data = getVsConstants(x, baseY + y);
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}
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m_context->Unmap(m_cbVs.ptr(), 0);
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}
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if (options.drawIndexed)
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m_context->IASetIndexBuffer(m_ibo.ptr(), DXGI_FORMAT_R32_UINT, 0);
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uint32_t vsStride = sizeof(Vertex);
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uint32_t vsOffset = 0;
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m_context->IASetVertexBuffers(0, 1, &m_vbo, &vsStride, &vsOffset);
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uint32_t maxZ = options.sortByTexture ? 2 : 1;
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for (uint32_t z = 0; z < maxZ; z++) {
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uint32_t drawIndex = z;
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if (options.sortByTexture) {
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ID3D11ShaderResourceView* view = z ? m_srv1.ptr() : m_srv0.ptr();
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m_context->PSSetShaderResources(0, 1, &view);
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}
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for (uint32_t y = 0; y < 8; y++) {
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for (uint32_t x = z; x < 128; x += maxZ) {
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uint32_t triIndex = (x ^ y) & 1;
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if (!options.mapDiscardOnce) {
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D3D11_MAP mapMode = drawIndex ? D3D11_MAP_WRITE_NO_OVERWRITE : D3D11_MAP_WRITE_DISCARD;
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m_context->Map(m_cbVs.ptr(), 0, mapMode, 0, &sr);
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auto vsData = reinterpret_cast<VsConstantsPad*>(sr.pData);
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vsData[drawIndex].data = getVsConstants(x, baseY + y);
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m_context->Unmap(m_cbVs.ptr(), 0);
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}
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uint32_t constantOffset = 16 * drawIndex;
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uint32_t constantCount = 16;
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m_context->VSSetConstantBuffers1(0, 1, &m_cbVs, &constantOffset, &constantCount);
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if (!options.sortByTexture) {
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ID3D11ShaderResourceView* view = triIndex ? m_srv1.ptr() : m_srv0.ptr();
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m_context->PSSetShaderResources(0, 1, &view);
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}
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// Submit draw call
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uint32_t baseIndex = 3 * triIndex;
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if (options.drawIndexed)
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m_context->DrawIndexed(3, baseIndex, 0);
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else
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m_context->Draw(3, baseIndex);
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drawIndex += maxZ;
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}
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}
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}
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}
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static VsConstants getVsConstants(uint32_t x, uint32_t y) {
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VsConstants result;
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result.x = float(x) / 128.0f;
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result.y = float(y) / 64.0f;
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result.w = 1.0f / 128.0f;
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result.h = 1.0f / 64.0f;
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return result;
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}
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bool beginFrame() {
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// Make sure we can actually render to the window
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RECT windowRect = { 0, 0, 1024, 600 };
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GetClientRect(m_window, &windowRect);
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uint32_t newWindowSizeW = uint32_t(windowRect.right - windowRect.left);
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uint32_t newWindowSizeH = uint32_t(windowRect.bottom - windowRect.top);
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if (m_windowSizeW != newWindowSizeW || m_windowSizeH != newWindowSizeH) {
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m_rtv = nullptr;
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m_context->ClearState();
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DXGI_SWAP_CHAIN_DESC1 desc;
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m_swapChain->GetDesc1(&desc);
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if (FAILED(m_swapChain->ResizeBuffers(desc.BufferCount,
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newWindowSizeW, newWindowSizeH, desc.Format, desc.Flags))) {
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std::cerr << "Failed to resize back buffers" << std::endl;
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return false;
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}
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Com<ID3D11Texture2D> backBuffer;
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if (FAILED(m_swapChain->GetBuffer(0, IID_PPV_ARGS(&backBuffer)))) {
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std::cerr << "Failed to get swap chain back buffer" << std::endl;
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return false;
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}
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D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
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rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
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rtvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
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rtvDesc.Texture2D = { 0u };
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if (FAILED(m_device->CreateRenderTargetView(backBuffer.ptr(), &rtvDesc, &m_rtv))) {
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std::cerr << "Failed to create render target view" << std::endl;
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return false;
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}
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m_windowSizeW = newWindowSizeW;
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m_windowSizeH = newWindowSizeH;
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}
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// Set up render state
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FLOAT color[4] = { 0.5f, 0.5f, 0.5f, 1.0f };
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m_context->OMSetRenderTargets(1, &m_rtv, nullptr);
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m_context->ClearRenderTargetView(m_rtv.ptr(), color);
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m_context->VSSetShader(m_vs.ptr(), nullptr, 0);
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m_context->PSSetShader(m_ps.ptr(), nullptr, 0);
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m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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m_context->IASetInputLayout(m_vertexFormat.ptr());
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D3D11_VIEWPORT viewport;
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viewport.TopLeftX = 0.0f;
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viewport.TopLeftY = 0.0f;
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viewport.Width = float(m_windowSizeW);
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viewport.Height = float(m_windowSizeH);
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viewport.MinDepth = 0.0f;
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viewport.MaxDepth = 1.0f;
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m_context->RSSetViewports(1, &viewport);
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return true;
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|
}
|
|
|
|
|
|
bool endFrame() {
|
|
HRESULT hr = m_swapChain->Present(0, DXGI_PRESENT_TEST);
|
|
|
|
if (hr == S_OK)
|
|
hr = m_swapChain->Present(0, 0);
|
|
|
|
m_occluded = hr == DXGI_STATUS_OCCLUDED;
|
|
return true;
|
|
}
|
|
|
|
void updateFps() {
|
|
if (!m_qpcFrequency.QuadPart)
|
|
QueryPerformanceFrequency(&m_qpcFrequency);
|
|
|
|
if (!m_qpcLastUpdate.QuadPart)
|
|
QueryPerformanceCounter(&m_qpcLastUpdate);
|
|
|
|
LARGE_INTEGER now;
|
|
QueryPerformanceCounter(&now);
|
|
|
|
m_frameCount++;
|
|
|
|
if (now.QuadPart - m_qpcLastUpdate.QuadPart < m_qpcFrequency.QuadPart)
|
|
return;
|
|
|
|
double seconds = double(now.QuadPart - m_qpcLastUpdate.QuadPart) / double(m_qpcFrequency.QuadPart);
|
|
double fps = double(m_frameCount) / seconds;
|
|
|
|
std::wstringstream str;
|
|
str << L"D3D11 triangle (" << fps << L" FPS)";
|
|
|
|
SetWindowTextW(m_window, str.str().c_str());
|
|
|
|
m_qpcLastUpdate = now;
|
|
m_frameCount = 0;
|
|
}
|
|
|
|
bool isOccluded() {
|
|
return m_swapChain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED;
|
|
}
|
|
|
|
private:
|
|
|
|
HWND m_window;
|
|
uint32_t m_windowSizeW = 1024;
|
|
uint32_t m_windowSizeH = 600;
|
|
bool m_initialized = false;
|
|
bool m_occluded = false;
|
|
|
|
Com<IDXGIFactory3> m_factory;
|
|
Com<IDXGIAdapter> m_adapter;
|
|
Com<ID3D11Device1> m_device;
|
|
Com<ID3D11DeviceContext1> m_context;
|
|
Com<IDXGISwapChain2> m_swapChain;
|
|
|
|
Com<ID3D11RenderTargetView> m_rtv;
|
|
Com<ID3D11Buffer> m_ibo;
|
|
Com<ID3D11Buffer> m_vbo;
|
|
Com<ID3D11InputLayout> m_vertexFormat;
|
|
|
|
Com<ID3D11Texture2D> m_tex0;
|
|
Com<ID3D11Texture2D> m_tex1;
|
|
Com<ID3D11ShaderResourceView> m_srv0;
|
|
Com<ID3D11ShaderResourceView> m_srv1;
|
|
|
|
Com<ID3D11Buffer> m_cbPs;
|
|
Com<ID3D11Buffer> m_cbVs;
|
|
|
|
Com<ID3D11VertexShader> m_vs;
|
|
Com<ID3D11PixelShader> m_ps;
|
|
|
|
LARGE_INTEGER m_qpcLastUpdate = { };
|
|
LARGE_INTEGER m_qpcFrequency = { };
|
|
|
|
uint32_t m_frameCount = 0;
|
|
|
|
};
|
|
|
|
LRESULT CALLBACK WindowProc(HWND hWnd,
|
|
UINT message,
|
|
WPARAM wParam,
|
|
LPARAM lParam);
|
|
|
|
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) {
|
|
WNDCLASSEXW wc = { };
|
|
wc.cbSize = sizeof(wc);
|
|
wc.style = CS_HREDRAW | CS_VREDRAW;
|
|
wc.lpfnWndProc = WindowProc;
|
|
wc.hInstance = hInstance;
|
|
wc.hCursor = LoadCursor(nullptr, IDC_ARROW);
|
|
wc.hbrBackground = HBRUSH(COLOR_WINDOW);
|
|
wc.lpszClassName = L"WindowClass";
|
|
RegisterClassExW(&wc);
|
|
|
|
HWND hWnd = CreateWindowExW(0, L"WindowClass", L"D3D11 triangle",
|
|
WS_OVERLAPPEDWINDOW, 300, 300, 1024, 600,
|
|
nullptr, nullptr, hInstance, nullptr);
|
|
ShowWindow(hWnd, nCmdShow);
|
|
|
|
TriangleApp app(hInstance, hWnd);
|
|
|
|
MSG msg;
|
|
|
|
while (true) {
|
|
if (PeekMessageW(&msg, nullptr, 0, 0, PM_REMOVE)) {
|
|
TranslateMessage(&msg);
|
|
DispatchMessageW(&msg);
|
|
|
|
if (msg.message == WM_QUIT)
|
|
return msg.wParam;
|
|
} else {
|
|
if (!app.run())
|
|
break;
|
|
}
|
|
}
|
|
|
|
return msg.wParam;
|
|
}
|
|
|
|
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) {
|
|
switch (message) {
|
|
case WM_CLOSE:
|
|
PostQuitMessage(0);
|
|
return 0;
|
|
}
|
|
|
|
return DefWindowProcW(hWnd, message, wParam, lParam);
|
|
}
|