X-Git-Url: https://git.cworth.org/git?p=apitrace-tests;a=blobdiff_plain;f=apps%2Fd3d10%2Ftri.cpp;h=4ea8b93e1dcd71bcf9c96c5261d29fac4e280a71;hp=2b1d3b68d4ece05324401f312907f023c152666d;hb=0e029cc72de2c8e57fed0ba4eb2c2a9cc4c7a0f4;hpb=a3ccf852524ab7eac72236aaecd6c5ba67459f70 diff --git a/apps/d3d10/tri.cpp b/apps/d3d10/tri.cpp index 2b1d3b6..4ea8b93 100644 --- a/apps/d3d10/tri.cpp +++ b/apps/d3d10/tri.cpp @@ -24,25 +24,29 @@ **************************************************************************/ -#include +#include +#include +#include #include #include "compat.h" #include -#include + +#include "tri_vs.h" +#include "tri_ps.h" static IDXGISwapChain* g_pSwapChain = NULL; static ID3D10Device * g_pDevice = NULL; -int WINAPI -WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pCmdLine, int nCmdShow) -{ +int main(int argc, char *argv[]){ HRESULT hr; + HINSTANCE hInstance = GetModuleHandle(NULL); + WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, @@ -101,7 +105,7 @@ WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pCmdLine, int nCmdSh hr = D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, - 0, + D3D10_CREATE_DEVICE_DEBUG, D3D10_SDK_VERSION, &SwapChainDesc, &g_pSwapChain, @@ -127,67 +131,41 @@ WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pCmdLine, int nCmdSh const float clearColor[4] = { 0.3f, 0.1f, 0.3f, 1.0f }; g_pDevice->ClearRenderTargetView(pRenderTargetView, clearColor); - const char *szShader = - "struct VS_OUTPUT {\n" - " float4 Pos : SV_POSITION;\n" - " float4 Color : COLOR0;\n" - "};\n" - "\n" - "VS_OUTPUT VertexShader(float4 Pos : POSITION, float4 Color : COLOR) {\n" - " VS_OUTPUT Out;\n" - " Out.Pos = Pos;\n" - " Out.Color = Color;\n" - " return Out;\n" - "}\n" - "\n" - "float4 PixelShader(VS_OUTPUT In) : SV_Target {\n" - " return In.Color;\n" - "}\n" - ; - - ID3D10Blob *pVertexShaderBlob; - hr = D3D10CompileShader(szShader, strlen(szShader), NULL, NULL, NULL, "VertexShader", "vs_4_0", 0, &pVertexShaderBlob, NULL); - ID3D10VertexShader * pVertexShader; - hr = g_pDevice->CreateVertexShader((DWORD*)pVertexShaderBlob->GetBufferPointer(), pVertexShaderBlob->GetBufferSize(), &pVertexShader); + hr = g_pDevice->CreateVertexShader(g_VS, sizeof g_VS, &pVertexShader); struct Vertex { - float x, y, z; - float r, g, b, a; + float position[4]; + float color[4]; }; D3D10_INPUT_ELEMENT_DESC InputElementDescs[] = { - { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, - { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 16, D3D10_INPUT_PER_VERTEX_DATA, 0 } + { "POSITION", 0, DXGI_FORMAT_R32G32B32_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 } }; ID3D10InputLayout *pVertexLayout = NULL; hr = g_pDevice->CreateInputLayout(InputElementDescs, 2, - pVertexShaderBlob->GetBufferPointer(), - pVertexShaderBlob->GetBufferSize(), + g_VS, + sizeof g_VS, &pVertexLayout); - pVertexShaderBlob->Release(); g_pDevice->IASetInputLayout(pVertexLayout); - - ID3D10Blob *pPixelShaderBlob; - hr = D3D10CompileShader(szShader, strlen(szShader), NULL, NULL, NULL, "PixelShader", "ps_4_0", 0, &pPixelShaderBlob, NULL); - ID3D10PixelShader * pPixelShader; - hr = g_pDevice->CreatePixelShader((DWORD*)pPixelShaderBlob->GetBufferPointer(), pPixelShaderBlob->GetBufferSize(), &pPixelShader); - pPixelShaderBlob->Release(); - + hr = g_pDevice->CreatePixelShader(g_PS, sizeof g_PS, &pPixelShader); + if (FAILED(hr)) { + return 1; + } g_pDevice->VSSetShader(pVertexShader); - g_pDevice->GSSetShader(NULL); g_pDevice->PSSetShader(pPixelShader); static const Vertex vertices[] = { - { -0.9f, -0.9f, 0.5f, 0.8f, 0.0f, 0.0f, 0.1f }, - { 0.9f, -0.9f, 0.5f, 0.0f, 0.9f, 0.0f, 0.1f }, - { 0.0f, 0.9f, 0.5f, 0.0f, 0.0f, 0.7f, 0.1f }, + { { -0.9f, -0.9f, 0.5f, 1.0f}, { 0.8f, 0.0f, 0.0f, 0.1f } }, + { { 0.9f, -0.9f, 0.5f, 1.0f}, { 0.0f, 0.9f, 0.0f, 0.1f } }, + { { 0.0f, 0.9f, 0.5f, 1.0f}, { 0.0f, 0.0f, 0.7f, 0.1f } }, }; D3D10_BUFFER_DESC BufferDesc; @@ -224,7 +202,7 @@ WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pCmdLine, int nCmdSh RasterizerDesc.CullMode = D3D10_CULL_NONE; RasterizerDesc.FillMode = D3D10_FILL_SOLID; RasterizerDesc.FrontCounterClockwise = true; - ID3D10RasterizerState* pRasterizerState; + ID3D10RasterizerState* pRasterizerState = NULL; g_pDevice->CreateRasterizerState(&RasterizerDesc, &pRasterizerState); g_pDevice->RSSetState(pRasterizerState); @@ -233,6 +211,28 @@ WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pCmdLine, int nCmdSh g_pSwapChain->Present(0, 0); + + ID3D10Buffer *pNullBuffer = NULL; + UINT NullStride = 0; + UINT NullOffset = 0; + g_pDevice->IASetVertexBuffers(0, 1, &pNullBuffer, &NullStride, &NullOffset); + pVertexBuffer->Release(); + + g_pDevice->OMSetRenderTargets(0, NULL, NULL); + pRenderTargetView->Release(); + + g_pDevice->IASetInputLayout(NULL); + pVertexLayout->Release(); + + g_pDevice->VSSetShader(NULL); + pVertexShader->Release(); + + g_pDevice->PSSetShader(NULL); + pPixelShader->Release(); + + g_pDevice->RSSetState(NULL); + pRasterizerState->Release(); + g_pSwapChain->Release(); g_pSwapChain = NULL;