#include <d3d10.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;
ShowWindow(hWnd, SW_SHOW);
+ UINT Flags = 0;
+ if (LoadLibraryA("d3d10sdklayers")) {
+ Flags |= D3D10_CREATE_DEVICE_DEBUG;
+ }
+
DXGI_SWAP_CHAIN_DESC SwapChainDesc;
ZeroMemory(&SwapChainDesc, sizeof SwapChainDesc);
SwapChainDesc.BufferDesc.Width = WindowWidth;
hr = D3D10CreateDeviceAndSwapChain(NULL,
D3D10_DRIVER_TYPE_HARDWARE,
NULL,
- D3D10_CREATE_DEVICE_DEBUG,
+ Flags,
D3D10_SDK_VERSION,
&SwapChainDesc,
&g_pSwapChain,
if (FAILED(hr)) {
return 1;
}
- hr = g_pDevice->CreateRenderTargetView(pBackBuffer, NULL, &pRenderTargetView);
+ D3D10_RENDER_TARGET_VIEW_DESC RenderTargetViewDesc;
+ ZeroMemory(&RenderTargetViewDesc, sizeof RenderTargetViewDesc);
+ RenderTargetViewDesc.Format = SwapChainDesc.BufferDesc.Format;
+ RenderTargetViewDesc.ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2D;
+ RenderTargetViewDesc.Texture2D.MipSlice = 0;
+ hr = g_pDevice->CreateRenderTargetView(pBackBuffer, &RenderTargetViewDesc, &pRenderTargetView);
if (FAILED(hr)) {
return 1;
}
ID3D10VertexShader * pVertexShader;
hr = g_pDevice->CreateVertexShader(g_VS, sizeof g_VS, &pVertexShader);
+ if (FAILED(hr)) {
+ return 1;
+ }
struct Vertex {
float position[4];
float color[4];
};
- D3D10_INPUT_ELEMENT_DESC InputElementDescs[] = {
- { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, offsetof(Vertex, position), D3D10_INPUT_PER_VERTEX_DATA, 0 },
+ static const D3D10_INPUT_ELEMENT_DESC InputElementDescs[] = {
+ { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(Vertex, position), D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(Vertex, color), D3D10_INPUT_PER_VERTEX_DATA, 0 }
};
g_VS,
sizeof g_VS,
&pVertexLayout);
+ if (FAILED(hr)) {
+ return 1;
+ }
g_pDevice->IASetInputLayout(pVertexLayout);
ID3D10Buffer *pVertexBuffer;
hr = g_pDevice->CreateBuffer(&BufferDesc, NULL, &pVertexBuffer);
+ if (FAILED(hr)) {
+ return 1;
+ }
void *pMap = NULL;
pVertexBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &pMap);
RasterizerDesc.CullMode = D3D10_CULL_NONE;
RasterizerDesc.FillMode = D3D10_FILL_SOLID;
RasterizerDesc.FrontCounterClockwise = true;
+ RasterizerDesc.DepthClipEnable = true;
ID3D10RasterizerState* pRasterizerState = NULL;
- g_pDevice->CreateRasterizerState(&RasterizerDesc, &pRasterizerState);
+ hr = g_pDevice->CreateRasterizerState(&RasterizerDesc, &pRasterizerState);
+ if (FAILED(hr)) {
+ return 1;
+ }
g_pDevice->RSSetState(pRasterizerState);
g_pDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);