**************************************************************************/
-#include <initguid.h>
+#include <stdio.h>
+#include <stddef.h>
+#include <initguid.h>
#include <windows.h>
#include "compat.h"
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,
hr = D3D10CreateDeviceAndSwapChain(NULL,
D3D10_DRIVER_TYPE_HARDWARE,
NULL,
- 0,
+ D3D10_CREATE_DEVICE_DEBUG,
D3D10_SDK_VERSION,
&SwapChainDesc,
&g_pSwapChain,
" float4 Color : COLOR0;\n"
"};\n"
"\n"
- "VS_OUTPUT VertexShader(float4 Pos : POSITION, float4 Color : COLOR) {\n"
+ "VS_OUTPUT VS(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"
+ "float4 PS(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);
+ ID3D10Blob *pVertexShaderBlob = NULL;
+ ID3D10Blob *pErrorMsgs = NULL;
+
+ hr = D3D10CompileShader(szShader, strlen(szShader), NULL, NULL, NULL, "VS", "vs_4_0", 0, &pVertexShaderBlob, &pErrorMsgs);
+ if (pErrorMsgs) {
+ fprintf(stderr, "%s\n", pErrorMsgs->GetBufferPointer());
+ pErrorMsgs->Release();
+ }
+ if (FAILED(hr)) {
+ return 1;
+ }
ID3D10VertexShader * pVertexShader;
hr = g_pDevice->CreateVertexShader((DWORD*)pVertexShaderBlob->GetBufferPointer(), pVertexShaderBlob->GetBufferSize(), &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;
g_pDevice->IASetInputLayout(pVertexLayout);
- ID3D10Blob *pPixelShaderBlob;
- hr = D3D10CompileShader(szShader, strlen(szShader), NULL, NULL, NULL, "PixelShader", "ps_4_0", 0, &pPixelShaderBlob, NULL);
+ ID3D10Blob *pPixelShaderBlob = NULL;
+ pErrorMsgs = NULL;
+ hr = D3D10CompileShader(szShader, strlen(szShader), NULL, NULL, NULL, "PS", "ps_4_0", 0, &pPixelShaderBlob, &pErrorMsgs);
+ if (pErrorMsgs) {
+ fprintf(stderr, "%s\n", pErrorMsgs->GetBufferPointer());
+ pErrorMsgs->Release();
+ }
+ if (FAILED(hr)) {
+ return 1;
+ }
ID3D10PixelShader * pPixelShader;
hr = g_pDevice->CreatePixelShader((DWORD*)pPixelShaderBlob->GetBufferPointer(), pPixelShaderBlob->GetBufferSize(), &pPixelShader);
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;
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);
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;