]> git.cworth.org Git - apitrace-tests/blob - apps/d3d10/tri.cpp
4ea8b93e1dcd71bcf9c96c5261d29fac4e280a71
[apitrace-tests] / apps / d3d10 / tri.cpp
1 /**************************************************************************
2  *
3  * Copyright 2012 Jose Fonseca
4  * All Rights Reserved.
5  *
6  * Permission is hereby granted, free of charge, to any person obtaining a copy
7  * of this software and associated documentation files (the "Software"), to deal
8  * in the Software without restriction, including without limitation the rights
9  * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
10  * copies of the Software, and to permit persons to whom the Software is
11  * furnished to do so, subject to the following conditions:
12  *
13  * The above copyright notice and this permission notice shall be included in
14  * all copies or substantial portions of the Software.
15  *
16  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
19  * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
20  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
21  * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
22  * THE SOFTWARE.
23  *
24  **************************************************************************/
25
26
27 #include <stdio.h>
28 #include <stddef.h>
29
30 #include <initguid.h>
31 #include <windows.h>
32
33 #include "compat.h"
34
35 #include <d3d10.h>
36
37 #include "tri_vs.h"
38 #include "tri_ps.h"
39
40
41 static IDXGISwapChain* g_pSwapChain = NULL;
42 static ID3D10Device * g_pDevice = NULL;
43
44
45 int main(int argc, char *argv[]){
46     HRESULT hr;
47
48     HINSTANCE hInstance = GetModuleHandle(NULL);
49
50     WNDCLASSEX wc = {
51         sizeof(WNDCLASSEX),
52         CS_CLASSDC,
53         DefWindowProc,
54         0,
55         0,
56         hInstance,
57         NULL,
58         NULL,
59         NULL,
60         NULL,
61         "SimpleDX10",
62         NULL
63     };
64     RegisterClassEx(&wc);
65
66     const int WindowWidth = 250;
67     const int WindowHeight = 250;
68     BOOL Windowed = TRUE;
69
70     DWORD dwStyle = WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_OVERLAPPEDWINDOW;
71
72     RECT rect = {0, 0, WindowWidth, WindowHeight};
73     AdjustWindowRect(&rect, dwStyle, FALSE);
74
75     HWND hWnd = CreateWindow(wc.lpszClassName,
76                              "Simple example using DirectX10",
77                              dwStyle,
78                              CW_USEDEFAULT, CW_USEDEFAULT,
79                              rect.right - rect.left,
80                              rect.bottom - rect.top,
81                              NULL,
82                              NULL,
83                              hInstance,
84                              NULL);
85     if (!hWnd) {
86         return 1;
87     }
88
89     ShowWindow(hWnd, SW_SHOW);
90
91     DXGI_SWAP_CHAIN_DESC SwapChainDesc;
92     ZeroMemory(&SwapChainDesc, sizeof SwapChainDesc);
93     SwapChainDesc.BufferDesc.Width = WindowWidth;
94     SwapChainDesc.BufferDesc.Height = WindowHeight;
95     SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;;
96     SwapChainDesc.BufferDesc.RefreshRate.Numerator = 60;
97     SwapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
98     SwapChainDesc.SampleDesc.Quality = 0;
99     SwapChainDesc.SampleDesc.Count = 1;
100     SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
101     SwapChainDesc.BufferCount = 2;
102     SwapChainDesc.OutputWindow = hWnd;
103     SwapChainDesc.Windowed = true;
104
105     hr = D3D10CreateDeviceAndSwapChain(NULL,
106                                        D3D10_DRIVER_TYPE_HARDWARE,
107                                        NULL,
108                                        D3D10_CREATE_DEVICE_DEBUG,
109                                        D3D10_SDK_VERSION,
110                                        &SwapChainDesc,
111                                        &g_pSwapChain,
112                                        &g_pDevice);
113     if (FAILED(hr)) {
114         return 1;
115     }
116
117     ID3D10RenderTargetView *pRenderTargetView = NULL;
118     ID3D10Texture2D* pBackBuffer;
119     hr = g_pSwapChain->GetBuffer(0, IID_ID3D10Texture2D, (void **)&pBackBuffer);
120     if (FAILED(hr)) {
121         return 1;
122     }
123     hr = g_pDevice->CreateRenderTargetView(pBackBuffer, NULL, &pRenderTargetView);
124     if (FAILED(hr)) {
125         return 1;
126     }
127     pBackBuffer->Release();
128
129     g_pDevice->OMSetRenderTargets(1, &pRenderTargetView, NULL);
130
131     const float clearColor[4] = { 0.3f, 0.1f, 0.3f, 1.0f };
132     g_pDevice->ClearRenderTargetView(pRenderTargetView, clearColor);
133
134     ID3D10VertexShader * pVertexShader;
135     hr = g_pDevice->CreateVertexShader(g_VS, sizeof g_VS, &pVertexShader);
136
137     struct Vertex {
138         float position[4];
139         float color[4];
140     };
141
142     D3D10_INPUT_ELEMENT_DESC InputElementDescs[] = {
143         { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT,    0, offsetof(Vertex, position), D3D10_INPUT_PER_VERTEX_DATA, 0 },
144         { "COLOR",    0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(Vertex, color),    D3D10_INPUT_PER_VERTEX_DATA, 0 }
145     };
146
147     ID3D10InputLayout *pVertexLayout = NULL;
148     hr = g_pDevice->CreateInputLayout(InputElementDescs,
149                                       2,
150                                       g_VS,
151                                       sizeof g_VS,
152                                       &pVertexLayout);
153
154     g_pDevice->IASetInputLayout(pVertexLayout);
155
156     ID3D10PixelShader * pPixelShader;
157     hr = g_pDevice->CreatePixelShader(g_PS, sizeof g_PS, &pPixelShader);
158     if (FAILED(hr)) {
159         return 1;
160     }
161
162     g_pDevice->VSSetShader(pVertexShader);
163     g_pDevice->PSSetShader(pPixelShader);
164
165     static const Vertex vertices[] = {
166         { { -0.9f, -0.9f, 0.5f, 1.0f}, { 0.8f, 0.0f, 0.0f, 0.1f } },
167         { {  0.9f, -0.9f, 0.5f, 1.0f}, { 0.0f, 0.9f, 0.0f, 0.1f } },
168         { {  0.0f,  0.9f, 0.5f, 1.0f}, { 0.0f, 0.0f, 0.7f, 0.1f } },
169     };
170
171     D3D10_BUFFER_DESC BufferDesc;
172     ZeroMemory(&BufferDesc, sizeof BufferDesc);
173     BufferDesc.Usage = D3D10_USAGE_DYNAMIC;
174     BufferDesc.ByteWidth = sizeof vertices;
175     BufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
176     BufferDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
177     BufferDesc.MiscFlags = 0;
178
179     ID3D10Buffer *pVertexBuffer;
180     hr = g_pDevice->CreateBuffer(&BufferDesc, NULL, &pVertexBuffer);
181
182     void *pMap = NULL;
183     pVertexBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &pMap);
184     memcpy(pMap, vertices, sizeof vertices);
185     pVertexBuffer->Unmap();
186
187     UINT Stride = sizeof(Vertex);
188     UINT Offset = 0;
189     g_pDevice->IASetVertexBuffers(0, 1, &pVertexBuffer, &Stride, &Offset);
190     
191     D3D10_VIEWPORT ViewPort;
192     ViewPort.TopLeftX = 0;
193     ViewPort.TopLeftY = 0;
194     ViewPort.Width = WindowWidth;
195     ViewPort.Height = WindowHeight;
196     ViewPort.MinDepth = 0.0f;
197     ViewPort.MaxDepth = 1.0f;
198     g_pDevice->RSSetViewports(1, &ViewPort);
199     
200     D3D10_RASTERIZER_DESC RasterizerDesc;
201     ZeroMemory(&RasterizerDesc, sizeof RasterizerDesc);
202     RasterizerDesc.CullMode = D3D10_CULL_NONE;
203     RasterizerDesc.FillMode = D3D10_FILL_SOLID;
204     RasterizerDesc.FrontCounterClockwise = true;
205     ID3D10RasterizerState* pRasterizerState = NULL;
206     g_pDevice->CreateRasterizerState(&RasterizerDesc, &pRasterizerState);
207     g_pDevice->RSSetState(pRasterizerState);
208
209     g_pDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
210     g_pDevice->Draw(3, 0);
211
212     g_pSwapChain->Present(0, 0);
213
214
215     ID3D10Buffer *pNullBuffer = NULL;
216     UINT NullStride = 0;
217     UINT NullOffset = 0;
218     g_pDevice->IASetVertexBuffers(0, 1, &pNullBuffer, &NullStride, &NullOffset);
219     pVertexBuffer->Release();
220
221     g_pDevice->OMSetRenderTargets(0, NULL, NULL);
222     pRenderTargetView->Release();
223
224     g_pDevice->IASetInputLayout(NULL);
225     pVertexLayout->Release();
226
227     g_pDevice->VSSetShader(NULL);
228     pVertexShader->Release();
229
230     g_pDevice->PSSetShader(NULL);
231     pPixelShader->Release();
232
233     g_pDevice->RSSetState(NULL);
234     pRasterizerState->Release();
235
236     g_pSwapChain->Release();
237     g_pSwapChain = NULL;
238
239     g_pDevice->Release();
240     g_pDevice = NULL;
241
242     DestroyWindow(hWnd);
243
244     return 0;
245 }
246