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d3d10.1 sample.
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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_1.h>
36
37 #include "tri_vs.h"
38 #include "tri_ps.h"
39
40
41 static IDXGISwapChain* g_pSwapChain = NULL;
42 static ID3D10Device1 * 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 = D3D10CreateDeviceAndSwapChain1(NULL,
106                                         D3D10_DRIVER_TYPE_HARDWARE,
107                                         NULL,
108                                         D3D10_CREATE_DEVICE_DEBUG,
109                                         D3D10_FEATURE_LEVEL_10_0,
110                                         D3D10_1_SDK_VERSION,
111                                         &SwapChainDesc,
112                                         &g_pSwapChain,
113                                         &g_pDevice);
114     if (FAILED(hr)) {
115         return 1;
116     }
117
118     ID3D10RenderTargetView *pRenderTargetView = NULL;
119     ID3D10Texture2D* pBackBuffer;
120     hr = g_pSwapChain->GetBuffer(0, IID_ID3D10Texture2D, (void **)&pBackBuffer);
121     if (FAILED(hr)) {
122         return 1;
123     }
124     hr = g_pDevice->CreateRenderTargetView(pBackBuffer, NULL, &pRenderTargetView);
125     if (FAILED(hr)) {
126         return 1;
127     }
128     pBackBuffer->Release();
129
130     g_pDevice->OMSetRenderTargets(1, &pRenderTargetView, NULL);
131
132     const float clearColor[4] = { 0.3f, 0.1f, 0.3f, 1.0f };
133     g_pDevice->ClearRenderTargetView(pRenderTargetView, clearColor);
134
135     ID3D10VertexShader * pVertexShader;
136     hr = g_pDevice->CreateVertexShader(g_VS, sizeof g_VS, &pVertexShader);
137     if (FAILED(hr)) {
138         return 1;
139     }
140
141     struct Vertex {
142         float position[4];
143         float color[4];
144     };
145
146     static const D3D10_INPUT_ELEMENT_DESC InputElementDescs[] = {
147         { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(Vertex, position), D3D10_INPUT_PER_VERTEX_DATA, 0 },
148         { "COLOR",    0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(Vertex, color),    D3D10_INPUT_PER_VERTEX_DATA, 0 }
149     };
150
151     ID3D10InputLayout *pVertexLayout = NULL;
152     hr = g_pDevice->CreateInputLayout(InputElementDescs,
153                                       2,
154                                       g_VS,
155                                       sizeof g_VS,
156                                       &pVertexLayout);
157     if (FAILED(hr)) {
158         return 1;
159     }
160
161     g_pDevice->IASetInputLayout(pVertexLayout);
162
163     ID3D10PixelShader * pPixelShader;
164     hr = g_pDevice->CreatePixelShader(g_PS, sizeof g_PS, &pPixelShader);
165     if (FAILED(hr)) {
166         return 1;
167     }
168
169     g_pDevice->VSSetShader(pVertexShader);
170     g_pDevice->PSSetShader(pPixelShader);
171
172     static const Vertex vertices[] = {
173         { { -0.9f, -0.9f, 0.5f, 1.0f}, { 0.8f, 0.0f, 0.0f, 0.1f } },
174         { {  0.9f, -0.9f, 0.5f, 1.0f}, { 0.0f, 0.9f, 0.0f, 0.1f } },
175         { {  0.0f,  0.9f, 0.5f, 1.0f}, { 0.0f, 0.0f, 0.7f, 0.1f } },
176     };
177
178     D3D10_BUFFER_DESC BufferDesc;
179     ZeroMemory(&BufferDesc, sizeof BufferDesc);
180     BufferDesc.Usage = D3D10_USAGE_DYNAMIC;
181     BufferDesc.ByteWidth = sizeof vertices;
182     BufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
183     BufferDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
184     BufferDesc.MiscFlags = 0;
185
186     ID3D10Buffer *pVertexBuffer;
187     hr = g_pDevice->CreateBuffer(&BufferDesc, NULL, &pVertexBuffer);
188     if (FAILED(hr)) {
189         return 1;
190     }
191
192     void *pMap = NULL;
193     pVertexBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &pMap);
194     memcpy(pMap, vertices, sizeof vertices);
195     pVertexBuffer->Unmap();
196
197     UINT Stride = sizeof(Vertex);
198     UINT Offset = 0;
199     g_pDevice->IASetVertexBuffers(0, 1, &pVertexBuffer, &Stride, &Offset);
200     
201     D3D10_VIEWPORT ViewPort;
202     ViewPort.TopLeftX = 0;
203     ViewPort.TopLeftY = 0;
204     ViewPort.Width = WindowWidth;
205     ViewPort.Height = WindowHeight;
206     ViewPort.MinDepth = 0.0f;
207     ViewPort.MaxDepth = 1.0f;
208     g_pDevice->RSSetViewports(1, &ViewPort);
209     
210     D3D10_RASTERIZER_DESC RasterizerDesc;
211     ZeroMemory(&RasterizerDesc, sizeof RasterizerDesc);
212     RasterizerDesc.CullMode = D3D10_CULL_NONE;
213     RasterizerDesc.FillMode = D3D10_FILL_SOLID;
214     RasterizerDesc.FrontCounterClockwise = true;
215     ID3D10RasterizerState* pRasterizerState = NULL;
216     g_pDevice->CreateRasterizerState(&RasterizerDesc, &pRasterizerState);
217     g_pDevice->RSSetState(pRasterizerState);
218
219     g_pDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
220     g_pDevice->Draw(3, 0);
221
222     g_pSwapChain->Present(0, 0);
223
224
225     ID3D10Buffer *pNullBuffer = NULL;
226     UINT NullStride = 0;
227     UINT NullOffset = 0;
228     g_pDevice->IASetVertexBuffers(0, 1, &pNullBuffer, &NullStride, &NullOffset);
229     pVertexBuffer->Release();
230
231     g_pDevice->OMSetRenderTargets(0, NULL, NULL);
232     pRenderTargetView->Release();
233
234     g_pDevice->IASetInputLayout(NULL);
235     pVertexLayout->Release();
236
237     g_pDevice->VSSetShader(NULL);
238     pVertexShader->Release();
239
240     g_pDevice->PSSetShader(NULL);
241     pPixelShader->Release();
242
243     g_pDevice->RSSetState(NULL);
244     pRasterizerState->Release();
245
246     g_pSwapChain->Release();
247     g_pSwapChain = NULL;
248
249     g_pDevice->Release();
250     g_pDevice = NULL;
251
252     DestroyWindow(hWnd);
253
254     return 0;
255 }
256