mirror of
https://github.com/doitsujin/dxvk.git
synced 2024-11-29 19:24:10 +01:00
362 lines
8.5 KiB
C++
362 lines
8.5 KiB
C++
#include <cstring>
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#include <d3d9.h>
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#include <d3dcompiler.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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const std::string g_vertexShaderCode = R"(
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struct VS_INPUT {
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float3 Position : POSITION;
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};
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struct VS_OUTPUT {
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float4 Position : POSITION;
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};
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VS_OUTPUT main( VS_INPUT IN ) {
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VS_OUTPUT OUT;
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OUT.Position = float4(IN.Position, 1.0f);
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return OUT;
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}
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)";
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const std::string g_pixelShaderCode = R"(
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struct VS_OUTPUT {
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float4 Position : POSITION;
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};
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struct PS_OUTPUT {
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float4 Colour : COLOR;
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};
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sampler g_tex : register( s0 );
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PS_OUTPUT main( VS_OUTPUT IN ) {
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PS_OUTPUT OUT;
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float4 color = float4(tex2D(g_tex, float2(0.5, 0.5)).rgb, 1.0f);
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color.r = -color.r;
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color.g = -color.g;
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OUT.Colour = color;
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return OUT;
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}
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)";
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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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HRESULT status = Direct3DCreate9Ex(D3D_SDK_VERSION, &m_d3d);
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if (FAILED(status))
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throw DxvkError("Failed to create D3D9 interface");
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D3DPRESENT_PARAMETERS params;
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getPresentParams(params);
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status = m_d3d->CreateDeviceEx(
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D3DADAPTER_DEFAULT,
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D3DDEVTYPE_HAL,
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m_window,
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D3DCREATE_HARDWARE_VERTEXPROCESSING,
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¶ms,
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nullptr,
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&m_device);
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if (FAILED(status))
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throw DxvkError("Failed to create D3D9 device");
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// Vertex Shader
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{
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Com<ID3DBlob> blob;
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status = D3DCompile(
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g_vertexShaderCode.data(),
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g_vertexShaderCode.length(),
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nullptr, nullptr, nullptr,
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"main",
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"vs_2_0",
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0, 0, &blob,
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nullptr);
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if (FAILED(status))
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throw DxvkError("Failed to compile vertex shader");
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status = m_device->CreateVertexShader(reinterpret_cast<const DWORD*>(blob->GetBufferPointer()), &m_vs);
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if (FAILED(status))
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throw DxvkError("Failed to create vertex shader");
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}
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// Pixel Shader
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{
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Com<ID3DBlob> blob;
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status = D3DCompile(
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g_pixelShaderCode.data(),
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g_pixelShaderCode.length(),
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nullptr, nullptr, nullptr,
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"main",
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"ps_2_0",
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0, 0, &blob,
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nullptr);
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if (FAILED(status))
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throw DxvkError("Failed to compile pixel shader");
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status = m_device->CreatePixelShader(reinterpret_cast<const DWORD*>(blob->GetBufferPointer()), &m_ps);
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if (FAILED(status))
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throw DxvkError("Failed to create pixel shader");
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}
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m_device->SetVertexShader(m_vs.ptr());
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m_device->SetPixelShader(m_ps.ptr());
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std::array<float, 9> vertices = {
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0.0f, 0.5f, 0.0f,
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0.5f, -0.5f, 0.0f,
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-0.5f, -0.5f, 0.0f,
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};
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const size_t vbSize = vertices.size() * sizeof(float);
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status = m_device->CreateVertexBuffer(vbSize, 0, 0, D3DPOOL_DEFAULT, &m_vb, nullptr);
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if (FAILED(status))
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throw DxvkError("Failed to create vertex buffer");
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void* data = nullptr;
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status = m_vb->Lock(0, 0, &data, 0);
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if (FAILED(status))
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throw DxvkError("Failed to lock vertex buffer");
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std::memcpy(data, vertices.data(), vbSize);
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status = m_vb->Unlock();
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if (FAILED(status))
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throw DxvkError("Failed to unlock vertex buffer");
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m_device->SetStreamSource(0, m_vb.ptr(), 0, 3 * sizeof(float));
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std::array<D3DVERTEXELEMENT9, 2> elements;
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elements[0].Method = 0;
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elements[0].Offset = 0;
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elements[0].Stream = 0;
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elements[0].Type = D3DDECLTYPE_FLOAT3;
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elements[0].Usage = D3DDECLUSAGE_POSITION;
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elements[0].UsageIndex = 0;
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elements[1] = D3DDECL_END();
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HRESULT result = m_device->CreateVertexDeclaration(elements.data(), &m_decl);
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if (FAILED(result))
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throw DxvkError("Failed to create vertex decl");
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m_device->SetVertexDeclaration(m_decl.ptr());
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// The actual texture we want to test...
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Com<IDirect3DTexture9> texture;
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status = m_device->CreateTexture(64, 64, 1, D3DUSAGE_DYNAMIC, D3DFMT_L6V5U5, D3DPOOL_DEFAULT, &texture, nullptr);
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D3DLOCKED_RECT rect;
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status = texture->LockRect(0, &rect, nullptr, 0);
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uint16_t* texData = reinterpret_cast<uint16_t*>(rect.pBits);
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for (uint32_t i = 0; i < (rect.Pitch * 64) / sizeof(uint16_t); i++) {
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// -> U -1, V -1, L 1
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texData[i] = 0b1111111000010000;
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// -> U 1, V 1, L 1
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//texData[i] = 0b1111110111101111;
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}
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status = texture->UnlockRect(0);
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status = m_device->SetTexture(0, texture.ptr());
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/////////////
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/*Com<IDirect3DTexture9> texture2;
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status = m_device->CreateTexture(64, 64, 1, 0, D3DFMT_A8B8G8R8, D3DPOOL_MANAGED, &texture2, nullptr);
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status = texture2->LockRect(0, &rect, nullptr, 0);
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uint32_t* texData2 = reinterpret_cast<uint32_t*>(rect.pBits);
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for (uint32_t i = 0; i < (rect.Pitch * 64) / sizeof(uint32_t); i++) {
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texData2[i] = 0b00000000000000000000000011111111;
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}
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status = texture2->UnlockRect(0);
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status = m_device->SetTexture(0, texture2.ptr());*/
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}
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void run() {
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this->adjustBackBuffer();
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m_device->BeginScene();
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m_device->Clear(
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0,
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nullptr,
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D3DCLEAR_TARGET,
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D3DCOLOR_RGBA(44, 62, 80, 0),
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0,
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0);
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m_device->Clear(
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0,
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nullptr,
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D3DCLEAR_ZBUFFER,
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0,
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0.5f,
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0);
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m_device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
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m_device->EndScene();
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m_device->PresentEx(
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nullptr,
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nullptr,
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nullptr,
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nullptr,
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0);
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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 newSize = {
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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 != newSize.w
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|| m_windowSize.h != newSize.h) {
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m_windowSize = newSize;
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D3DPRESENT_PARAMETERS params;
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getPresentParams(params);
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HRESULT status = m_device->ResetEx(¶ms, nullptr);
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if (FAILED(status))
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throw DxvkError("Device reset failed");
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}
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}
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void getPresentParams(D3DPRESENT_PARAMETERS& params) {
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params.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
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params.BackBufferCount = 1;
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params.BackBufferFormat = D3DFMT_X8R8G8B8;
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params.BackBufferWidth = m_windowSize.w;
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params.BackBufferHeight = m_windowSize.h;
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params.EnableAutoDepthStencil = 0;
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params.Flags = 0;
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params.FullScreen_RefreshRateInHz = 0;
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params.hDeviceWindow = m_window;
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params.MultiSampleQuality = 0;
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params.MultiSampleType = D3DMULTISAMPLE_NONE;
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params.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
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params.SwapEffect = D3DSWAPEFFECT_DISCARD;
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params.Windowed = TRUE;
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}
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private:
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HWND m_window;
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Extent2D m_windowSize = { 1024, 600 };
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Com<IDirect3D9Ex> m_d3d;
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Com<IDirect3DDevice9Ex> m_device;
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Com<IDirect3DVertexShader9> m_vs;
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Com<IDirect3DPixelShader9> m_ps;
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Com<IDirect3DVertexBuffer9> m_vb;
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Com<IDirect3DVertexDeclaration9> m_decl;
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};
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LRESULT CALLBACK WindowProc(HWND hWnd,
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UINT message,
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WPARAM wParam,
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LPARAM lParam);
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int WINAPI WinMain(HINSTANCE hInstance,
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HINSTANCE hPrevInstance,
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LPSTR lpCmdLine,
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int nCmdShow) {
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HWND hWnd;
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WNDCLASSEXW wc;
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ZeroMemory(&wc, sizeof(WNDCLASSEX));
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wc.cbSize = sizeof(WNDCLASSEX);
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wc.style = CS_HREDRAW | CS_VREDRAW;
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wc.lpfnWndProc = WindowProc;
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wc.hInstance = hInstance;
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wc.hCursor = LoadCursor(nullptr, IDC_ARROW);
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wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
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wc.lpszClassName = L"WindowClass1";
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RegisterClassExW(&wc);
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hWnd = CreateWindowExW(0,
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L"WindowClass1",
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L"Our First Windowed Program",
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WS_OVERLAPPEDWINDOW,
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300, 300,
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640, 480,
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nullptr,
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nullptr,
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hInstance,
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nullptr);
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ShowWindow(hWnd, nCmdShow);
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MSG msg;
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try {
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TriangleApp app(hInstance, hWnd);
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while (true) {
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if (PeekMessage(&msg, nullptr, 0, 0, PM_REMOVE)) {
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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if (msg.message == WM_QUIT)
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return msg.wParam;
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} else {
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app.run();
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}
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}
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} catch (const dxvk::DxvkError& e) {
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std::cerr << e.message() << std::endl;
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return msg.wParam;
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}
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}
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LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) {
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switch (message) {
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case WM_CLOSE:
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PostQuitMessage(0);
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return 0;
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}
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return DefWindowProc(hWnd, message, wParam, lParam);
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}
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