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Add d3d8 scnapshot. Be consistent with swapeffect.
[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_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.Width = WindowWidth;
123     SwapChainDesc.BufferDesc.Height = WindowHeight;
124     SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;;
125     SwapChainDesc.BufferDesc.RefreshRate.Numerator = 60;
126     SwapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
127     SwapChainDesc.SampleDesc.Quality = 0;
128     SwapChainDesc.SampleDesc.Count = 1;
129     SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
130     SwapChainDesc.BufferCount = 2;
131     SwapChainDesc.OutputWindow = hWnd;
132     SwapChainDesc.Windowed = true;
133     SwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
134
135     hr = g_pFactory->CreateSwapChain(g_pDevice, &SwapChainDesc, &g_pSwapChain);
136     if (FAILED(hr)) {
137         return 1;
138     }
139
140     ID3D10RenderTargetView *pRenderTargetView = NULL;
141     ID3D10Texture2D* pBackBuffer;
142     hr = g_pSwapChain->GetBuffer(0, IID_ID3D10Texture2D, (void **)&pBackBuffer);
143     if (FAILED(hr)) {
144         return 1;
145     }
146     D3D10_RENDER_TARGET_VIEW_DESC RenderTargetViewDesc;
147     ZeroMemory(&RenderTargetViewDesc, sizeof RenderTargetViewDesc);
148     RenderTargetViewDesc.Format = SwapChainDesc.BufferDesc.Format;
149     RenderTargetViewDesc.ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2D;
150     RenderTargetViewDesc.Texture2D.MipSlice = 0;
151     hr = g_pDevice->CreateRenderTargetView(pBackBuffer, &RenderTargetViewDesc, &pRenderTargetView);
152     if (FAILED(hr)) {
153         return 1;
154     }
155     pBackBuffer->Release();
156
157     g_pDevice->OMSetRenderTargets(1, &pRenderTargetView, NULL);
158
159     const float clearColor[4] = { 0.3f, 0.1f, 0.3f, 1.0f };
160     g_pDevice->ClearRenderTargetView(pRenderTargetView, clearColor);
161
162     ID3D10VertexShader * pVertexShader;
163     hr = g_pDevice->CreateVertexShader(g_VS, sizeof g_VS, &pVertexShader);
164     if (FAILED(hr)) {
165         return 1;
166     }
167
168     struct Vertex {
169         float position[4];
170         float color[4];
171     };
172
173     static const D3D10_INPUT_ELEMENT_DESC InputElementDescs[] = {
174         { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(Vertex, position), D3D10_INPUT_PER_VERTEX_DATA, 0 },
175         { "COLOR",    0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(Vertex, color),    D3D10_INPUT_PER_VERTEX_DATA, 0 }
176     };
177
178     ID3D10InputLayout *pVertexLayout = NULL;
179     hr = g_pDevice->CreateInputLayout(InputElementDescs,
180                                       2,
181                                       g_VS,
182                                       sizeof g_VS,
183                                       &pVertexLayout);
184     if (FAILED(hr)) {
185         return 1;
186     }
187
188     g_pDevice->IASetInputLayout(pVertexLayout);
189
190     ID3D10PixelShader * pPixelShader;
191     hr = g_pDevice->CreatePixelShader(g_PS, sizeof g_PS, &pPixelShader);
192     if (FAILED(hr)) {
193         return 1;
194     }
195
196     g_pDevice->VSSetShader(pVertexShader);
197     g_pDevice->PSSetShader(pPixelShader);
198
199     static const Vertex vertices[] = {
200         { { -0.9f, -0.9f, 0.5f, 1.0f}, { 0.8f, 0.0f, 0.0f, 0.1f } },
201         { {  0.9f, -0.9f, 0.5f, 1.0f}, { 0.0f, 0.9f, 0.0f, 0.1f } },
202         { {  0.0f,  0.9f, 0.5f, 1.0f}, { 0.0f, 0.0f, 0.7f, 0.1f } },
203     };
204
205     D3D10_BUFFER_DESC BufferDesc;
206     ZeroMemory(&BufferDesc, sizeof BufferDesc);
207     BufferDesc.Usage = D3D10_USAGE_DYNAMIC;
208     BufferDesc.ByteWidth = sizeof vertices;
209     BufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
210     BufferDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
211     BufferDesc.MiscFlags = 0;
212
213     ID3D10Buffer *pVertexBuffer;
214     hr = g_pDevice->CreateBuffer(&BufferDesc, NULL, &pVertexBuffer);
215     if (FAILED(hr)) {
216         return 1;
217     }
218
219     void *pMap = NULL;
220     pVertexBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &pMap);
221     memcpy(pMap, vertices, sizeof vertices);
222     pVertexBuffer->Unmap();
223
224     UINT Stride = sizeof(Vertex);
225     UINT Offset = 0;
226     g_pDevice->IASetVertexBuffers(0, 1, &pVertexBuffer, &Stride, &Offset);
227     
228     D3D10_VIEWPORT ViewPort;
229     ViewPort.TopLeftX = 0;
230     ViewPort.TopLeftY = 0;
231     ViewPort.Width = WindowWidth;
232     ViewPort.Height = WindowHeight;
233     ViewPort.MinDepth = 0.0f;
234     ViewPort.MaxDepth = 1.0f;
235     g_pDevice->RSSetViewports(1, &ViewPort);
236     
237     D3D10_RASTERIZER_DESC RasterizerDesc;
238     ZeroMemory(&RasterizerDesc, sizeof RasterizerDesc);
239     RasterizerDesc.CullMode = D3D10_CULL_NONE;
240     RasterizerDesc.FillMode = D3D10_FILL_SOLID;
241     RasterizerDesc.FrontCounterClockwise = true;
242     RasterizerDesc.DepthClipEnable = true;
243     ID3D10RasterizerState* pRasterizerState = NULL;
244     hr = g_pDevice->CreateRasterizerState(&RasterizerDesc, &pRasterizerState);
245     if (FAILED(hr)) {
246         return 1;
247     }
248     g_pDevice->RSSetState(pRasterizerState);
249
250     g_pDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
251     g_pDevice->Draw(3, 0);
252
253     g_pSwapChain->Present(0, 0);
254
255
256     ID3D10Buffer *pNullBuffer = NULL;
257     UINT NullStride = 0;
258     UINT NullOffset = 0;
259     g_pDevice->IASetVertexBuffers(0, 1, &pNullBuffer, &NullStride, &NullOffset);
260     pVertexBuffer->Release();
261
262     g_pDevice->OMSetRenderTargets(0, NULL, NULL);
263     pRenderTargetView->Release();
264
265     g_pDevice->IASetInputLayout(NULL);
266     pVertexLayout->Release();
267
268     g_pDevice->VSSetShader(NULL);
269     pVertexShader->Release();
270
271     g_pDevice->PSSetShader(NULL);
272     pPixelShader->Release();
273
274     g_pDevice->RSSetState(NULL);
275     pRasterizerState->Release();
276
277     g_pSwapChain->Release();
278     g_pSwapChain = NULL;
279
280     g_pDevice->Release();
281     g_pDevice = NULL;
282
283     DestroyWindow(hWnd);
284
285     return 0;
286 }
287