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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_4_0.h"
38 #include "tri_ps_4_0.h"
39
40
41 static IDXGIFactory *g_pFactory = NULL;
42 static IDXGIAdapter *g_pAdapter = NULL;
43 static IDXGISwapChain* g_pSwapChain = NULL;
44 static ID3D10Device * g_pDevice = NULL;
45
46
47 int
48 main(int argc, char *argv[])
49 {
50     HRESULT hr;
51
52     HINSTANCE hInstance = GetModuleHandle(NULL);
53
54     WNDCLASSEX wc = {
55         sizeof(WNDCLASSEX),
56         CS_CLASSDC,
57         DefWindowProc,
58         0,
59         0,
60         hInstance,
61         NULL,
62         NULL,
63         NULL,
64         NULL,
65         "SimpleDX10",
66         NULL
67     };
68     RegisterClassEx(&wc);
69
70     const int WindowWidth = 250;
71     const int WindowHeight = 250;
72     BOOL Windowed = TRUE;
73
74     DWORD dwStyle = WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_OVERLAPPEDWINDOW;
75
76     RECT rect = {0, 0, WindowWidth, WindowHeight};
77     AdjustWindowRect(&rect, dwStyle, FALSE);
78
79     HWND hWnd = CreateWindow(wc.lpszClassName,
80                              "Simple example using DirectX10",
81                              dwStyle,
82                              CW_USEDEFAULT, CW_USEDEFAULT,
83                              rect.right - rect.left,
84                              rect.bottom - rect.top,
85                              NULL,
86                              NULL,
87                              hInstance,
88                              NULL);
89     if (!hWnd) {
90         return 1;
91     }
92
93     ShowWindow(hWnd, SW_SHOW);
94
95     UINT Flags = 0;
96     if (LoadLibraryA("d3d10sdklayers")) {
97         Flags |= D3D10_CREATE_DEVICE_DEBUG;
98     }
99
100     hr = CreateDXGIFactory(IID_IDXGIFactory, (void**)(&g_pFactory) );
101     if (FAILED(hr)) {
102         return 1;
103     }
104
105     hr = g_pFactory->EnumAdapters(0, &g_pAdapter);
106     if (FAILED(hr)) {
107         return 1;
108     }
109
110     hr = D3D10CreateDevice(g_pAdapter,
111                            D3D10_DRIVER_TYPE_HARDWARE,
112                            NULL,
113                            Flags,
114                            D3D10_SDK_VERSION,
115                            &g_pDevice);
116     if (FAILED(hr)) {
117         return 1;
118     }
119
120     DXGI_SWAP_CHAIN_DESC SwapChainDesc;
121     ZeroMemory(&SwapChainDesc, sizeof SwapChainDesc);
122     SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;;
123     SwapChainDesc.BufferDesc.RefreshRate.Numerator = 60;
124     SwapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
125     SwapChainDesc.SampleDesc.Quality = 0;
126     SwapChainDesc.SampleDesc.Count = 1;
127     SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
128     SwapChainDesc.BufferCount = 2;
129     SwapChainDesc.OutputWindow = hWnd;
130     SwapChainDesc.Windowed = true;
131     SwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
132
133     hr = g_pFactory->CreateSwapChain(g_pDevice, &SwapChainDesc, &g_pSwapChain);
134     if (FAILED(hr)) {
135         return 1;
136     }
137
138     ID3D10RenderTargetView *pRenderTargetView = NULL;
139     ID3D10Texture2D* pBackBuffer;
140     hr = g_pSwapChain->GetBuffer(0, IID_ID3D10Texture2D, (void **)&pBackBuffer);
141     if (FAILED(hr)) {
142         return 1;
143     }
144     D3D10_RENDER_TARGET_VIEW_DESC RenderTargetViewDesc;
145     ZeroMemory(&RenderTargetViewDesc, sizeof RenderTargetViewDesc);
146     RenderTargetViewDesc.Format = SwapChainDesc.BufferDesc.Format;
147     RenderTargetViewDesc.ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2D;
148     RenderTargetViewDesc.Texture2D.MipSlice = 0;
149     hr = g_pDevice->CreateRenderTargetView(pBackBuffer, &RenderTargetViewDesc, &pRenderTargetView);
150     if (FAILED(hr)) {
151         return 1;
152     }
153     pBackBuffer->Release();
154
155     g_pDevice->OMSetRenderTargets(1, &pRenderTargetView, NULL);
156
157     const float clearColor[4] = { 0.3f, 0.1f, 0.3f, 1.0f };
158     g_pDevice->ClearRenderTargetView(pRenderTargetView, clearColor);
159
160     ID3D10VertexShader * pVertexShader;
161     hr = g_pDevice->CreateVertexShader(g_VS, sizeof g_VS, &pVertexShader);
162     if (FAILED(hr)) {
163         return 1;
164     }
165
166     struct Vertex {
167         float position[4];
168         float color[4];
169     };
170
171     static const D3D10_INPUT_ELEMENT_DESC InputElementDescs[] = {
172         { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(Vertex, position), D3D10_INPUT_PER_VERTEX_DATA, 0 },
173         { "COLOR",    0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(Vertex, color),    D3D10_INPUT_PER_VERTEX_DATA, 0 }
174     };
175
176     ID3D10InputLayout *pVertexLayout = NULL;
177     hr = g_pDevice->CreateInputLayout(InputElementDescs,
178                                       2,
179                                       g_VS,
180                                       sizeof g_VS,
181                                       &pVertexLayout);
182     if (FAILED(hr)) {
183         return 1;
184     }
185
186     g_pDevice->IASetInputLayout(pVertexLayout);
187
188     ID3D10PixelShader * pPixelShader;
189     hr = g_pDevice->CreatePixelShader(g_PS, sizeof g_PS, &pPixelShader);
190     if (FAILED(hr)) {
191         return 1;
192     }
193
194     g_pDevice->VSSetShader(pVertexShader);
195     g_pDevice->PSSetShader(pPixelShader);
196
197     static const Vertex vertices[] = {
198         { { -0.9f, -0.9f, 0.5f, 1.0f}, { 0.8f, 0.0f, 0.0f, 0.1f } },
199         { {  0.9f, -0.9f, 0.5f, 1.0f}, { 0.0f, 0.9f, 0.0f, 0.1f } },
200         { {  0.0f,  0.9f, 0.5f, 1.0f}, { 0.0f, 0.0f, 0.7f, 0.1f } },
201     };
202
203     D3D10_BUFFER_DESC BufferDesc;
204     ZeroMemory(&BufferDesc, sizeof BufferDesc);
205     BufferDesc.Usage = D3D10_USAGE_DYNAMIC;
206     BufferDesc.ByteWidth = sizeof vertices;
207     BufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
208     BufferDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
209     BufferDesc.MiscFlags = 0;
210
211     ID3D10Buffer *pVertexBuffer;
212     hr = g_pDevice->CreateBuffer(&BufferDesc, NULL, &pVertexBuffer);
213     if (FAILED(hr)) {
214         return 1;
215     }
216
217     void *pMap = NULL;
218     pVertexBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &pMap);
219     memcpy(pMap, vertices, sizeof vertices);
220     pVertexBuffer->Unmap();
221
222     UINT Stride = sizeof(Vertex);
223     UINT Offset = 0;
224     g_pDevice->IASetVertexBuffers(0, 1, &pVertexBuffer, &Stride, &Offset);
225     
226     D3D10_VIEWPORT ViewPort;
227     ViewPort.TopLeftX = 0;
228     ViewPort.TopLeftY = 0;
229     ViewPort.Width = WindowWidth;
230     ViewPort.Height = WindowHeight;
231     ViewPort.MinDepth = 0.0f;
232     ViewPort.MaxDepth = 1.0f;
233     g_pDevice->RSSetViewports(1, &ViewPort);
234     
235     D3D10_RASTERIZER_DESC RasterizerDesc;
236     ZeroMemory(&RasterizerDesc, sizeof RasterizerDesc);
237     RasterizerDesc.CullMode = D3D10_CULL_NONE;
238     RasterizerDesc.FillMode = D3D10_FILL_SOLID;
239     RasterizerDesc.FrontCounterClockwise = true;
240     RasterizerDesc.DepthClipEnable = true;
241     ID3D10RasterizerState* pRasterizerState = NULL;
242     hr = g_pDevice->CreateRasterizerState(&RasterizerDesc, &pRasterizerState);
243     if (FAILED(hr)) {
244         return 1;
245     }
246     g_pDevice->RSSetState(pRasterizerState);
247
248     g_pDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
249     g_pDevice->Draw(3, 0);
250
251     g_pSwapChain->Present(0, 0);
252
253
254     ID3D10Buffer *pNullBuffer = NULL;
255     UINT NullStride = 0;
256     UINT NullOffset = 0;
257     g_pDevice->IASetVertexBuffers(0, 1, &pNullBuffer, &NullStride, &NullOffset);
258     pVertexBuffer->Release();
259
260     g_pDevice->OMSetRenderTargets(0, NULL, NULL);
261     pRenderTargetView->Release();
262
263     g_pDevice->IASetInputLayout(NULL);
264     pVertexLayout->Release();
265
266     g_pDevice->VSSetShader(NULL);
267     pVertexShader->Release();
268
269     g_pDevice->PSSetShader(NULL);
270     pPixelShader->Release();
271
272     g_pDevice->RSSetState(NULL);
273     pRasterizerState->Release();
274
275     g_pSwapChain->Release();
276     g_pSwapChain = NULL;
277
278     g_pDevice->Release();
279     g_pDevice = NULL;
280
281     DestroyWindow(hWnd);
282
283     return 0;
284 }
285