mirror of
https://github.com/doitsujin/dxvk.git
synced 2024-12-05 10:24:13 +01:00
564 lines
18 KiB
C++
564 lines
18 KiB
C++
#include <d3dcompiler.h>
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#include <d3d11.h>
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#include <windows.h>
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#include <windowsx.h>
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#include <thread>
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#include "../../src/util/thread.h"
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#include "../test_utils.h"
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using namespace dxvk;
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struct Extent2D {
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uint32_t w, h;
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};
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struct Vertex {
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float x, y, z, w;
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};
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struct Color {
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uint8_t r, g, b, a;
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};
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bool m_report = false;
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const std::string g_vertexShaderCode =
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"Buffer<float4> buf : register(t0);\n"
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"struct vs_out {\n"
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" float4 pos : POSITION;\n"
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" float4 color : COLOR;\n"
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"};\n"
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"vs_out main(float4 vsIn : IN_POSITION,\n"
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" uint vid : SV_VERTEXID,\n"
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" uint iid : SV_INSTANCEID) {\n"
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" vs_out result;\n"
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" result.pos = vsIn;\n"
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" result.color.x = buf[vid].x;\n"
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" result.color.y = buf[iid * 3].y;\n"
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" result.color.z = buf[0].z;\n"
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" result.color.w = 1.0f;\n"
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" return result;\n"
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"}\n";
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const std::string g_hullShaderCode =
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"struct vs_out {\n"
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" float4 pos : POSITION;\n"
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" float4 color : COLOR;\n"
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"};\n"
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"struct hs_vtx {\n"
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" float4 pos : POSITION;\n"
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"};\n"
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"struct hs_patch {\n"
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" float4 color : COLOR;\n"
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" float tessEdge[3] : SV_TessFactor;\n"
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" float tessInner : SV_InsideTessFactor;\n"
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"};\n"
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"hs_patch main_pc(InputPatch<vs_out, 3> ip) {\n"
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" hs_patch ov;\n"
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" ov.color = ip[0].color;\n"
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" ov.tessEdge[0] = 4.0f;\n"
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" ov.tessEdge[1] = 4.0f;\n"
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" ov.tessEdge[2] = 4.0f;\n"
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" ov.tessInner = 4.0f;\n"
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" return ov;\n"
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"}\n"
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"[domain(\"tri\")]\n"
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"[partitioning(\"fractional_odd\")]\n"
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"[outputtopology(\"triangle_cw\")]\n"
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"[outputcontrolpoints(3)]\n"
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"[patchconstantfunc(\"main_pc\")]\n"
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"hs_vtx main(InputPatch<vs_out, 3> ip, uint i : SV_OutputControlPointID) {\n"
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" hs_vtx ov;\n"
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" ov.pos = ip[i].pos;\n"
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" return ov;\n"
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"}\n";
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const std::string g_domainShaderCode =
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"struct ds_out {\n"
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" float4 pos : SV_POSITION;\n"
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" float4 color : COLOR;\n"
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"};\n"
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"struct hs_vtx {\n"
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" float4 pos : POSITION;\n"
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"};\n"
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"struct hs_patch {\n"
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" float4 color : COLOR;\n"
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" float tessEdge[3] : SV_TessFactor;\n"
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" float tessInner : SV_InsideTessFactor;\n"
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"};\n"
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"[domain(\"tri\")]\n"
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"ds_out main(float3 p : SV_DomainLocation, OutputPatch<hs_vtx, 3> ip, hs_patch pc) {\n"
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" ds_out ov;\n"
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" ov.pos = ip[0].pos * p.x\n"
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" + ip[1].pos * p.y\n"
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" + ip[2].pos * p.z;\n"
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" ov.color = pc.color;\n"
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" return ov;\n"
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"}\n";
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const std::string g_pixelShaderCode =
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"struct vs_out {\n"
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" float4 pos : SV_POSITION;\n"
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" float4 color : COLOR;\n"
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"};\n"
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"float4 main(vs_out ps_in) : SV_TARGET {\n"
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" return ps_in.color;\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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if (FAILED(CreateDXGIFactory(__uuidof(IDXGIFactory),
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reinterpret_cast<void**>(&m_factory))))
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throw DxvkError("Failed to create DXGI factory");
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if (FAILED(m_factory->EnumAdapters(0, &m_adapter)))
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throw DxvkError("Failed to enumerate DXGI adapter");
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HRESULT status = D3D11CreateDevice(
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m_adapter.ptr(),
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D3D_DRIVER_TYPE_UNKNOWN,
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nullptr, 0,
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nullptr, 0,
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D3D11_SDK_VERSION,
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&m_device,
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&m_featureLevel,
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&m_context);
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if (FAILED(status))
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throw DxvkError("Failed to create D3D11 device");
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DXGI_SWAP_CHAIN_DESC swapDesc;
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swapDesc.BufferDesc.Width = m_windowSize.w;
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swapDesc.BufferDesc.Height = m_windowSize.h;
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swapDesc.BufferDesc.RefreshRate = { 60, 1 };
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swapDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
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swapDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
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swapDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
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swapDesc.SampleDesc.Count = 8;
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swapDesc.SampleDesc.Quality = 0;
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swapDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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swapDesc.BufferCount = 2;
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swapDesc.OutputWindow = window;
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swapDesc.Windowed = true;
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swapDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
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swapDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
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if (FAILED(m_factory->CreateSwapChain(m_device.ptr(), &swapDesc, &m_swapChain)))
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throw DxvkError("Failed to create DXGI swap chain");
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if (FAILED(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&m_buffer))))
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throw DxvkError("Failed to get swap chain back buffer");
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if (FAILED(m_device->CreateRenderTargetView(m_buffer.ptr(), nullptr, &m_bufferView)))
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throw DxvkError("Failed to create render target view");
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if (FAILED(m_swapChain->ResizeTarget(&swapDesc.BufferDesc)))
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throw DxvkError("Failed to resize window");
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std::array<Vertex, 21> vertexData = {{
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{ -0.25f, -0.15f, 0.0f, 1.0f },
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{ -0.50f, -0.65f, 0.0f, 1.0f },
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{ -0.75f, -0.15f, 0.0f, 1.0f },
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{ 0.75f, -0.15f, 0.0f, 1.0f },
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{ 0.50f, -0.65f, 0.0f, 1.0f },
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{ 0.25f, -0.15f, 0.0f, 1.0f },
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{ -0.75f, 0.15f, 0.0f, 1.0f },
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{ -0.50f, 0.65f, 0.0f, 1.0f },
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{ -0.25f, 0.15f, 0.0f, 1.0f },
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{ 0.25f, 0.15f, 0.0f, 1.0f },
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{ 0.50f, 0.65f, 0.0f, 1.0f },
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{ 0.75f, 0.15f, 0.0f, 1.0f },
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{ 0.25f, 0.75f, 0.0f, 1.0f },
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{ 0.00f, 0.25f, 0.0f, 1.0f },
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{ -0.25f, 0.75f, 0.0f, 1.0f },
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{ -0.25f, -0.75f, 0.0f, 1.0f },
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{ 0.00f, -0.25f, 0.0f, 1.0f },
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{ 0.25f, -0.75f, 0.0f, 1.0f },
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{ -0.25f, -0.25f, 0.0f, 1.0f },
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{ 0.00f, 0.25f, 0.0f, 1.0f },
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{ 0.25f, -0.25f, 0.0f, 1.0f },
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}};
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D3D11_BUFFER_DESC vertexDesc;
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vertexDesc.ByteWidth = sizeof(Vertex) * vertexData.size();
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vertexDesc.Usage = D3D11_USAGE_IMMUTABLE;
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vertexDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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vertexDesc.CPUAccessFlags = 0;
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vertexDesc.MiscFlags = 0;
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vertexDesc.StructureByteStride = 0;
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D3D11_SUBRESOURCE_DATA vertexDataInfo;
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vertexDataInfo.pSysMem = vertexData.data();
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vertexDataInfo.SysMemPitch = 0;
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vertexDataInfo.SysMemSlicePitch = 0;
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if (FAILED(m_device->CreateBuffer(&vertexDesc, &vertexDataInfo, &m_vertexBuffer)))
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throw DxvkError("Failed to create vertex buffer");
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std::array<uint32_t, 9> indexData = {{
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0, 1, 2, 0, 1, 2, 2, 1, 0
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}};
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D3D11_BUFFER_DESC indexDesc;
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indexDesc.ByteWidth = sizeof(uint32_t) * indexData.size();
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indexDesc.Usage = D3D11_USAGE_IMMUTABLE;
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indexDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
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indexDesc.CPUAccessFlags = 0;
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indexDesc.MiscFlags = 0;
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indexDesc.StructureByteStride = 0;
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D3D11_SUBRESOURCE_DATA indexDataInfo;
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indexDataInfo.pSysMem = indexData.data();
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indexDataInfo.SysMemPitch = 0;
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indexDataInfo.SysMemSlicePitch = 0;
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if (FAILED(m_device->CreateBuffer(&indexDesc, &indexDataInfo, &m_indexBuffer)))
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throw DxvkError("Failed to create index buffer");
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std::array<Color, 6> resourceData = {{
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{ 0x20, 0x20, 0x20, 0xFF },
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{ 0x20, 0x20, 0x20, 0xFF },
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{ 0x20, 0x20, 0x20, 0xFF },
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{ 0xFF, 0xFF, 0x00, 0xFF },
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{ 0xFF, 0xFF, 0x00, 0xFF },
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{ 0xFF, 0xFF, 0x00, 0xFF },
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}};
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D3D11_BUFFER_DESC resourceDesc;
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resourceDesc.ByteWidth = sizeof(Color) * resourceData.size();
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resourceDesc.Usage = D3D11_USAGE_IMMUTABLE;
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resourceDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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resourceDesc.CPUAccessFlags = 0;
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resourceDesc.MiscFlags = 0;
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resourceDesc.StructureByteStride = 0;
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D3D11_SUBRESOURCE_DATA resourceDataInfo;
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resourceDataInfo.pSysMem = resourceData.data();
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resourceDataInfo.SysMemPitch = 0;
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resourceDataInfo.SysMemSlicePitch = 0;
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if (FAILED(m_device->CreateBuffer(&resourceDesc, &resourceDataInfo, &m_resourceBuffer)))
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throw DxvkError("Failed to create resource buffer");
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D3D11_SHADER_RESOURCE_VIEW_DESC resourceViewDesc;
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resourceViewDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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resourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
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resourceViewDesc.Buffer.FirstElement = 0;
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resourceViewDesc.Buffer.NumElements = resourceData.size();
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if (FAILED(m_device->CreateShaderResourceView(m_resourceBuffer.ptr(), &resourceViewDesc, &m_resourceView)))
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throw DxvkError("Failed to create resource buffer view");
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Com<ID3DBlob> vertexShaderBlob;
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Com<ID3DBlob> hullShaderBlob;
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Com<ID3DBlob> domainShaderBlob;
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Com<ID3DBlob> pixelShaderBlob;
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if (FAILED(D3DCompile(
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g_vertexShaderCode.data(),
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g_vertexShaderCode.size(),
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"Vertex shader",
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nullptr, nullptr,
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"main", "vs_5_0", 0, 0,
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&vertexShaderBlob,
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nullptr)))
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throw DxvkError("Failed to compile vertex shader");
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if (FAILED(D3DCompile(
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g_hullShaderCode.data(),
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g_hullShaderCode.size(),
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"Hull shader",
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nullptr, nullptr,
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"main", "hs_5_0", 0, 0,
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&hullShaderBlob,
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nullptr)))
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throw DxvkError("Failed to compile hull shader");
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if (FAILED(D3DCompile(
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g_domainShaderCode.data(),
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g_domainShaderCode.size(),
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"Domain shader",
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nullptr, nullptr,
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"main", "ds_5_0", 0, 0,
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&domainShaderBlob,
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nullptr)))
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throw DxvkError("Failed to compile domain shader");
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if (FAILED(D3DCompile(
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g_pixelShaderCode.data(),
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g_pixelShaderCode.size(),
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"Pixel shader",
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nullptr, nullptr,
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"main", "ps_5_0", 0, 0,
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&pixelShaderBlob,
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nullptr)))
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throw DxvkError("Failed to compile pixel shader");
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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_vertexShader)))
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throw DxvkError("Failed to create vertex shader");
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if (FAILED(m_device->CreateHullShader(
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hullShaderBlob->GetBufferPointer(),
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hullShaderBlob->GetBufferSize(),
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nullptr, &m_hullShader)))
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throw DxvkError("Failed to create hull shader");
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if (FAILED(m_device->CreateDomainShader(
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domainShaderBlob->GetBufferPointer(),
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domainShaderBlob->GetBufferSize(),
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nullptr, &m_domainShader)))
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throw DxvkError("Failed to create domain shader");
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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_pixelShader)))
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throw DxvkError("Failed to create pixel shader");
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std::array<D3D11_INPUT_ELEMENT_DESC, 1> vertexFormatDesc = {{
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{ "IN_POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(Vertex, x), 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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throw DxvkError("Failed to create input layout");
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D3D11_QUERY_DESC queryDesc;
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queryDesc.Query = D3D11_QUERY_OCCLUSION;
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queryDesc.MiscFlags = 0;
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if (FAILED(m_device->CreateQuery(&queryDesc, &m_query)))
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throw DxvkError("Failed to create occlusion query");
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}
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~TriangleApp() {
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m_context->ClearState();
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}
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void run() {
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this->adjustBackBuffer();
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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 = static_cast<float>(m_windowSize.w);
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viewport.Height = static_cast<float>(m_windowSize.h);
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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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FLOAT color[4] = { 0.5f, 0.5f, 0.5f, 1.0f };
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m_context->OMSetRenderTargets(1, &m_bufferView, nullptr);
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m_context->ClearRenderTargetView(m_bufferView.ptr(), color);
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m_context->VSSetShader(m_vertexShader.ptr(), nullptr, 0);
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m_context->HSSetShader(m_hullShader.ptr(), nullptr, 0);
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m_context->DSSetShader(m_domainShader.ptr(), nullptr, 0);
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m_context->PSSetShader(m_pixelShader.ptr(), nullptr, 0);
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m_context->VSSetShaderResources(0, 1, &m_resourceView);
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UINT vsStride = sizeof(Vertex);
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UINT vsOffset = 0;
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// Test normal draws with base vertex
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m_context->Begin(m_query.ptr());
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m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_3_CONTROL_POINT_PATCHLIST);
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m_context->IASetInputLayout(m_vertexFormat.ptr());
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m_context->IASetVertexBuffers(0, 1, &m_vertexBuffer, &vsStride, &vsOffset);
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m_context->Draw(3, 0);
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m_context->Draw(3, 3);
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m_context->End(m_query.ptr());
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// Test instanced draws with base instance and base vertex
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vsOffset = 6 * sizeof(Vertex);
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m_context->IASetVertexBuffers(0, 1, &m_vertexBuffer, &vsStride, &vsOffset);
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m_context->DrawInstanced(3, 1, 0, 1);
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m_context->DrawInstanced(3, 1, 3, 1);
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// Test indexed draws with base vertex and base index
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vsOffset = 12 * sizeof(Vertex);
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m_context->IASetVertexBuffers(0, 1, &m_vertexBuffer, &vsStride, &vsOffset);
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m_context->IASetIndexBuffer(m_indexBuffer.ptr(), DXGI_FORMAT_R32_UINT, 0);
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m_context->DrawIndexed(3, 0, 0);
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m_context->DrawIndexed(3, 3, 3);
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// Test default backface culling
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vsOffset = 18 * sizeof(Vertex);
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m_context->IASetVertexBuffers(0, 1, &m_vertexBuffer, &vsStride, &vsOffset);
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m_context->DrawIndexed(3, 6, 0);
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m_context->OMSetRenderTargets(0, nullptr, nullptr);
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m_swapChain->Present(1, 0);
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// Test query results
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while (true) {
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UINT64 samplesPassed = 0;
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UINT queryStatus = m_context->GetData(
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m_query.ptr(), &samplesPassed, sizeof(samplesPassed),
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D3D11_ASYNC_GETDATA_DONOTFLUSH);
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if (queryStatus == S_OK) {
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if (samplesPassed == 0)
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std::cerr << "Occlusion query returned 0 samples" << std::endl;
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break;
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} else if (queryStatus == S_FALSE) {
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std::this_thread::yield();
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} else {
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std::cerr << "Occlusion query failed" << std::endl;
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break;
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}
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}
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}
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void adjustBackBuffer() {
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RECT windowRect = { 0, 0, 1024, 600 };
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GetClientRect(m_window, &windowRect);
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Extent2D newWindowSize = {
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static_cast<uint32_t>(windowRect.right - windowRect.left),
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static_cast<uint32_t>(windowRect.bottom - windowRect.top),
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};
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if (m_windowSize.w != newWindowSize.w
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|| m_windowSize.h != newWindowSize.h) {
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m_buffer = nullptr;
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m_bufferView = nullptr;
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if (FAILED(m_swapChain->ResizeBuffers(0,
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newWindowSize.w, newWindowSize.h, DXGI_FORMAT_UNKNOWN, 0)))
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throw DxvkError("Failed to resize back buffers");
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|
if (FAILED(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&m_buffer))))
|
|
throw DxvkError("Failed to get swap chain back buffer");
|
|
|
|
if (FAILED(m_device->CreateRenderTargetView(m_buffer.ptr(), nullptr, &m_bufferView)))
|
|
throw DxvkError("Failed to create render target view");
|
|
m_windowSize = newWindowSize;
|
|
}
|
|
}
|
|
|
|
private:
|
|
|
|
HWND m_window;
|
|
Extent2D m_windowSize = { 1024, 600 };
|
|
|
|
Com<IDXGIFactory> m_factory;
|
|
Com<IDXGIAdapter> m_adapter;
|
|
Com<ID3D11Device> m_device;
|
|
Com<ID3D11DeviceContext> m_context;
|
|
Com<IDXGISwapChain> m_swapChain;
|
|
|
|
Com<ID3D11Texture2D> m_buffer;
|
|
Com<ID3D11RenderTargetView> m_bufferView;
|
|
Com<ID3D11Buffer> m_resourceBuffer;
|
|
Com<ID3D11ShaderResourceView> m_resourceView;
|
|
Com<ID3D11Buffer> m_indexBuffer;
|
|
Com<ID3D11Buffer> m_vertexBuffer;
|
|
Com<ID3D11InputLayout> m_vertexFormat;
|
|
|
|
Com<ID3D11VertexShader> m_vertexShader;
|
|
Com<ID3D11HullShader> m_hullShader;
|
|
Com<ID3D11DomainShader> m_domainShader;
|
|
Com<ID3D11PixelShader> m_pixelShader;
|
|
|
|
Com<ID3D11Query> m_query;
|
|
|
|
D3D_FEATURE_LEVEL m_featureLevel;
|
|
|
|
uint32_t m_frameId = 0;
|
|
|
|
};
|
|
|
|
LRESULT CALLBACK WindowProc(HWND hWnd,
|
|
UINT message,
|
|
WPARAM wParam,
|
|
LPARAM lParam);
|
|
|
|
int WINAPI WinMain(HINSTANCE hInstance,
|
|
HINSTANCE hPrevInstance,
|
|
LPSTR lpCmdLine,
|
|
int nCmdShow) {
|
|
HWND hWnd;
|
|
WNDCLASSEXW wc;
|
|
ZeroMemory(&wc, sizeof(WNDCLASSEX));
|
|
wc.cbSize = sizeof(WNDCLASSEX);
|
|
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"WindowClass1";
|
|
RegisterClassExW(&wc);
|
|
|
|
hWnd = CreateWindowExW(0,
|
|
L"WindowClass1",
|
|
L"Our First Windowed Program",
|
|
WS_OVERLAPPEDWINDOW,
|
|
300, 300,
|
|
640, 480,
|
|
nullptr,
|
|
nullptr,
|
|
hInstance,
|
|
nullptr);
|
|
ShowWindow(hWnd, nCmdShow);
|
|
|
|
MSG msg;
|
|
|
|
try {
|
|
TriangleApp app(hInstance, hWnd);
|
|
|
|
while (true) {
|
|
if (PeekMessage(&msg, nullptr, 0, 0, PM_REMOVE)) {
|
|
TranslateMessage(&msg);
|
|
DispatchMessage(&msg);
|
|
|
|
if (msg.message == WM_QUIT)
|
|
return msg.wParam;
|
|
} else {
|
|
app.run();
|
|
}
|
|
}
|
|
} catch (const dxvk::DxvkError& e) {
|
|
std::cerr << e.message() << std::endl;
|
|
return msg.wParam;
|
|
}
|
|
}
|
|
|
|
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) {
|
|
if (m_report) {
|
|
std::cout << "hwnd: " << hWnd << std::endl;
|
|
std::cout << "msg: " << message << std::endl;
|
|
std::cout << "wp: " << wParam << std::endl;
|
|
std::cout << "lp: " << lParam << std::endl;
|
|
}
|
|
|
|
switch (message) {
|
|
case WM_CLOSE:
|
|
PostQuitMessage(0);
|
|
return 0;
|
|
}
|
|
|
|
return DefWindowProc(hWnd, message, wParam, lParam);
|
|
}
|