1
0
mirror of https://github.com/doitsujin/dxvk.git synced 2024-11-29 19:24:10 +01:00
dxvk/tests/d3d9/test_d3d9_l6v5u5.cpp
2020-03-02 04:03:27 +00:00

362 lines
8.5 KiB
C++

#include <cstring>
#include <d3d9.h>
#include <d3dcompiler.h>
#include "../test_utils.h"
using namespace dxvk;
struct Extent2D {
uint32_t w, h;
};
const std::string g_vertexShaderCode = R"(
struct VS_INPUT {
float3 Position : POSITION;
};
struct VS_OUTPUT {
float4 Position : POSITION;
};
VS_OUTPUT main( VS_INPUT IN ) {
VS_OUTPUT OUT;
OUT.Position = float4(IN.Position, 1.0f);
return OUT;
}
)";
const std::string g_pixelShaderCode = R"(
struct VS_OUTPUT {
float4 Position : POSITION;
};
struct PS_OUTPUT {
float4 Colour : COLOR;
};
sampler g_tex : register( s0 );
PS_OUTPUT main( VS_OUTPUT IN ) {
PS_OUTPUT OUT;
float4 color = float4(tex2D(g_tex, float2(0.5, 0.5)).rgb, 1.0f);
color.r = -color.r;
color.g = -color.g;
OUT.Colour = color;
return OUT;
}
)";
class TriangleApp {
public:
TriangleApp(HINSTANCE instance, HWND window)
: m_window(window) {
HRESULT status = Direct3DCreate9Ex(D3D_SDK_VERSION, &m_d3d);
if (FAILED(status))
throw DxvkError("Failed to create D3D9 interface");
D3DPRESENT_PARAMETERS params;
getPresentParams(params);
status = m_d3d->CreateDeviceEx(
D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
m_window,
D3DCREATE_HARDWARE_VERTEXPROCESSING,
&params,
nullptr,
&m_device);
if (FAILED(status))
throw DxvkError("Failed to create D3D9 device");
// Vertex Shader
{
Com<ID3DBlob> blob;
status = D3DCompile(
g_vertexShaderCode.data(),
g_vertexShaderCode.length(),
nullptr, nullptr, nullptr,
"main",
"vs_2_0",
0, 0, &blob,
nullptr);
if (FAILED(status))
throw DxvkError("Failed to compile vertex shader");
status = m_device->CreateVertexShader(reinterpret_cast<const DWORD*>(blob->GetBufferPointer()), &m_vs);
if (FAILED(status))
throw DxvkError("Failed to create vertex shader");
}
// Pixel Shader
{
Com<ID3DBlob> blob;
status = D3DCompile(
g_pixelShaderCode.data(),
g_pixelShaderCode.length(),
nullptr, nullptr, nullptr,
"main",
"ps_2_0",
0, 0, &blob,
nullptr);
if (FAILED(status))
throw DxvkError("Failed to compile pixel shader");
status = m_device->CreatePixelShader(reinterpret_cast<const DWORD*>(blob->GetBufferPointer()), &m_ps);
if (FAILED(status))
throw DxvkError("Failed to create pixel shader");
}
m_device->SetVertexShader(m_vs.ptr());
m_device->SetPixelShader(m_ps.ptr());
std::array<float, 9> vertices = {
0.0f, 0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
-0.5f, -0.5f, 0.0f,
};
const size_t vbSize = vertices.size() * sizeof(float);
status = m_device->CreateVertexBuffer(vbSize, 0, 0, D3DPOOL_DEFAULT, &m_vb, nullptr);
if (FAILED(status))
throw DxvkError("Failed to create vertex buffer");
void* data = nullptr;
status = m_vb->Lock(0, 0, &data, 0);
if (FAILED(status))
throw DxvkError("Failed to lock vertex buffer");
std::memcpy(data, vertices.data(), vbSize);
status = m_vb->Unlock();
if (FAILED(status))
throw DxvkError("Failed to unlock vertex buffer");
m_device->SetStreamSource(0, m_vb.ptr(), 0, 3 * sizeof(float));
std::array<D3DVERTEXELEMENT9, 2> elements;
elements[0].Method = 0;
elements[0].Offset = 0;
elements[0].Stream = 0;
elements[0].Type = D3DDECLTYPE_FLOAT3;
elements[0].Usage = D3DDECLUSAGE_POSITION;
elements[0].UsageIndex = 0;
elements[1] = D3DDECL_END();
HRESULT result = m_device->CreateVertexDeclaration(elements.data(), &m_decl);
if (FAILED(result))
throw DxvkError("Failed to create vertex decl");
m_device->SetVertexDeclaration(m_decl.ptr());
// The actual texture we want to test...
Com<IDirect3DTexture9> texture;
status = m_device->CreateTexture(64, 64, 1, D3DUSAGE_DYNAMIC, D3DFMT_L6V5U5, D3DPOOL_DEFAULT, &texture, nullptr);
D3DLOCKED_RECT rect;
status = texture->LockRect(0, &rect, nullptr, 0);
uint16_t* texData = reinterpret_cast<uint16_t*>(rect.pBits);
for (uint32_t i = 0; i < (rect.Pitch * 64) / sizeof(uint16_t); i++) {
// -> U -1, V -1, L 1
texData[i] = 0b1111111000010000;
// -> U 1, V 1, L 1
//texData[i] = 0b1111110111101111;
}
status = texture->UnlockRect(0);
status = m_device->SetTexture(0, texture.ptr());
/////////////
/*Com<IDirect3DTexture9> texture2;
status = m_device->CreateTexture(64, 64, 1, 0, D3DFMT_A8B8G8R8, D3DPOOL_MANAGED, &texture2, nullptr);
status = texture2->LockRect(0, &rect, nullptr, 0);
uint32_t* texData2 = reinterpret_cast<uint32_t*>(rect.pBits);
for (uint32_t i = 0; i < (rect.Pitch * 64) / sizeof(uint32_t); i++) {
texData2[i] = 0b00000000000000000000000011111111;
}
status = texture2->UnlockRect(0);
status = m_device->SetTexture(0, texture2.ptr());*/
}
void run() {
this->adjustBackBuffer();
m_device->BeginScene();
m_device->Clear(
0,
nullptr,
D3DCLEAR_TARGET,
D3DCOLOR_RGBA(44, 62, 80, 0),
0,
0);
m_device->Clear(
0,
nullptr,
D3DCLEAR_ZBUFFER,
0,
0.5f,
0);
m_device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
m_device->EndScene();
m_device->PresentEx(
nullptr,
nullptr,
nullptr,
nullptr,
0);
}
void adjustBackBuffer() {
RECT windowRect = { 0, 0, 1024, 600 };
GetClientRect(m_window, &windowRect);
Extent2D newSize = {
static_cast<uint32_t>(windowRect.right - windowRect.left),
static_cast<uint32_t>(windowRect.bottom - windowRect.top),
};
if (m_windowSize.w != newSize.w
|| m_windowSize.h != newSize.h) {
m_windowSize = newSize;
D3DPRESENT_PARAMETERS params;
getPresentParams(params);
HRESULT status = m_device->ResetEx(&params, nullptr);
if (FAILED(status))
throw DxvkError("Device reset failed");
}
}
void getPresentParams(D3DPRESENT_PARAMETERS& params) {
params.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
params.BackBufferCount = 1;
params.BackBufferFormat = D3DFMT_X8R8G8B8;
params.BackBufferWidth = m_windowSize.w;
params.BackBufferHeight = m_windowSize.h;
params.EnableAutoDepthStencil = 0;
params.Flags = 0;
params.FullScreen_RefreshRateInHz = 0;
params.hDeviceWindow = m_window;
params.MultiSampleQuality = 0;
params.MultiSampleType = D3DMULTISAMPLE_NONE;
params.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
params.SwapEffect = D3DSWAPEFFECT_DISCARD;
params.Windowed = TRUE;
}
private:
HWND m_window;
Extent2D m_windowSize = { 1024, 600 };
Com<IDirect3D9Ex> m_d3d;
Com<IDirect3DDevice9Ex> m_device;
Com<IDirect3DVertexShader9> m_vs;
Com<IDirect3DPixelShader9> m_ps;
Com<IDirect3DVertexBuffer9> m_vb;
Com<IDirect3DVertexDeclaration9> m_decl;
};
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) {
switch (message) {
case WM_CLOSE:
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, message, wParam, lParam);
}