#include <d3d11.h>
-#include "tri_vs.h"
-#include "tri_ps.h"
+#include "tri_vs_4_0.h"
+#include "tri_ps_4_0.h"
static IDXGISwapChain* g_pSwapChain = NULL;
static ID3D11DeviceContext * g_pDeviceContext = NULL;
-int main(int argc, char *argv[]){
+int
+main(int argc, char *argv[])
+{
HRESULT hr;
HINSTANCE hInstance = GetModuleHandle(NULL);
ShowWindow(hWnd, SW_SHOW);
+ UINT Flags = 0;
+ if (LoadLibraryA("d3d11sdklayers")) {
+ Flags |= D3D11_CREATE_DEVICE_DEBUG;
+ }
+
DXGI_SWAP_CHAIN_DESC SwapChainDesc;
ZeroMemory(&SwapChainDesc, sizeof SwapChainDesc);
- SwapChainDesc.BufferDesc.Width = WindowWidth;
- SwapChainDesc.BufferDesc.Height = WindowHeight;
SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;;
SwapChainDesc.BufferDesc.RefreshRate.Numerator = 60;
SwapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
SwapChainDesc.BufferCount = 2;
SwapChainDesc.OutputWindow = hWnd;
SwapChainDesc.Windowed = true;
+ SwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+
+ static const D3D_FEATURE_LEVEL FeatureLevels[] = {
+ D3D_FEATURE_LEVEL_11_0,
+ D3D_FEATURE_LEVEL_10_1,
+ D3D_FEATURE_LEVEL_10_0
+ };
hr = D3D11CreateDeviceAndSwapChain(NULL, /* pAdapter */
D3D_DRIVER_TYPE_HARDWARE,
NULL, /* Software */
- D3D11_CREATE_DEVICE_DEBUG,
- NULL,
- 0,
+ Flags,
+ FeatureLevels,
+ sizeof FeatureLevels / sizeof FeatureLevels[0],
D3D11_SDK_VERSION,
&SwapChainDesc,
&g_pSwapChain,
if (FAILED(hr)) {
return 1;
}
- hr = g_pDevice->CreateRenderTargetView(pBackBuffer, NULL, &pRenderTargetView);
+ D3D11_RENDER_TARGET_VIEW_DESC RenderTargetViewDesc;
+ ZeroMemory(&RenderTargetViewDesc, sizeof RenderTargetViewDesc);
+ RenderTargetViewDesc.Format = SwapChainDesc.BufferDesc.Format;
+ RenderTargetViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ RenderTargetViewDesc.Texture2D.MipSlice = 0;
+ hr = g_pDevice->CreateRenderTargetView(pBackBuffer, &RenderTargetViewDesc, &pRenderTargetView);
if (FAILED(hr)) {
return 1;
}
RasterizerDesc.CullMode = D3D11_CULL_NONE;
RasterizerDesc.FillMode = D3D11_FILL_SOLID;
RasterizerDesc.FrontCounterClockwise = true;
+ RasterizerDesc.DepthClipEnable = true;
ID3D11RasterizerState* pRasterizerState = NULL;
- g_pDevice->CreateRasterizerState(&RasterizerDesc, &pRasterizerState);
+ hr = g_pDevice->CreateRasterizerState(&RasterizerDesc, &pRasterizerState);
+ if (FAILED(hr)) {
+ return 1;
+ }
g_pDeviceContext->RSSetState(pRasterizerState);
g_pDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);