[tests] Remove D3D9 tests

This commit is contained in:
Philip Rebohle 2022-08-31 16:59:58 +02:00
parent 632e26f687
commit a11fb568b9
15 changed files with 3 additions and 15285 deletions

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@ -135,9 +135,3 @@ dxvk_version = vcs_tag(
)
subdir('src')
enable_tests = get_option('enable_tests')
if enable_tests
subdir('tests')
endif

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@ -1,4 +1,3 @@
option('enable_tests', type : 'boolean', value : false)
option('enable_dxgi', type : 'boolean', value : true, description: 'Build DXGI')
option('enable_d3d9', type : 'boolean', value : true, description: 'Build D3D9')
option('enable_d3d10', type : 'boolean', value : true, description: 'Build D3D10')

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@ -63,7 +63,6 @@ function build_arch {
$opt_strip \
--bindir "x$1" \
--libdir "x$1" \
-Denable_tests=false \
-Dbuild_id=$opt_buildid \
"$DXVK_BUILD_DIR/build.$1"

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@ -11,7 +11,7 @@ if get_option('enable_dxgi')
subdir('dxgi')
endif
if get_option('enable_d3d10') or get_option('enable_d3d11') or get_option('enable_tests')
if get_option('enable_d3d10') or get_option('enable_d3d11')
subdir('dxbc')
endif
@ -36,6 +36,6 @@ if get_option('enable_d3d9')
endif
# Nothing selected
if not get_option('enable_d3d9') and not get_option('enable_d3d10') and not get_option('enable_d3d11') and not get_option('enable_tests')
warning('Nothing selected to be built. Are you missing a frontend or tests?')
if not get_option('enable_d3d9') and not get_option('enable_d3d10') and not get_option('enable_d3d11')
warning('Nothing selected to be built.?')
endif

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@ -1,9 +0,0 @@
test_d3d9_deps = [ util_dep, lib_d3d9, lib_d3dcompiler_47 ]
executable('d3d9-clear'+exe_ext, files('test_d3d9_clear.cpp'), dependencies : test_d3d9_deps, install : true, gui_app : true)
executable('d3d9-buffer'+exe_ext, files('test_d3d9_buffer.cpp'), dependencies : test_d3d9_deps, install : true, gui_app : true)
executable('d3d9-triangle'+exe_ext, files('test_d3d9_triangle.cpp'), dependencies : test_d3d9_deps, install : true, gui_app : true)
executable('d3d9-l6v5u5'+exe_ext, files('test_d3d9_l6v5u5.cpp'), dependencies : test_d3d9_deps, install : true, gui_app : true)
executable('d3d9-nv12'+exe_ext, files('test_d3d9_nv12.cpp'), dependencies : test_d3d9_deps, install : true, gui_app : true)
executable('d3d9-bc-update-surface'+exe_ext, files('test_d3d9_bc_update_surface.cpp'), dependencies : test_d3d9_deps, install : true, gui_app : true)
executable('d3d9-up'+exe_ext, files('test_d3d9_up.cpp'), dependencies : test_d3d9_deps, install : true, gui_app : true)

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@ -1,362 +0,0 @@
#include <cstring>
#include <d3d9.h>
#include <d3dcompiler.h>
#include "../test_utils.h"
using namespace dxvk;
struct Extent2D {
uint32_t w, h;
};
const std::string g_vertexShaderCode = R"(
struct VS_INPUT {
float3 Position : POSITION;
};
struct VS_OUTPUT {
float4 Position : POSITION;
float2 Texcoord : TEXCOORD0;
};
VS_OUTPUT main( VS_INPUT IN ) {
VS_OUTPUT OUT;
OUT.Position = float4(IN.Position, 0.6f);
OUT.Texcoord = IN.Position.xy + float2(0.5, 0.5);
OUT.Texcoord.y = 1.0 - OUT.Texcoord.y;
return OUT;
}
)";
const std::string g_pixelShaderCode = R"(
struct VS_OUTPUT {
float4 Position : POSITION;
float2 Texcoord : TEXCOORD0;
};
struct PS_OUTPUT {
float4 Colour : COLOR;
};
sampler g_frogTex : register( s0 );
PS_OUTPUT main( VS_OUTPUT IN ) {
PS_OUTPUT OUT;
OUT.Colour = float4(1, 0, 0, 1);
return OUT;
}
)";
Logger Logger::s_instance("triangle.log");
class TriangleApp {
public:
TriangleApp(HINSTANCE instance, HWND window)
: m_window(window) {
HRESULT status = Direct3DCreate9Ex(D3D_SDK_VERSION, &m_d3d);
if (FAILED(status))
throw DxvkError("Failed to create D3D9 interface");
UINT adapter = D3DADAPTER_DEFAULT;
D3DADAPTER_IDENTIFIER9 adapterId;
m_d3d->GetAdapterIdentifier(adapter, 0, &adapterId);
Logger::info(str::format("Using adapter: ", adapterId.Description));
D3DPRESENT_PARAMETERS params;
getPresentParams(params);
status = m_d3d->CreateDeviceEx(
adapter,
D3DDEVTYPE_HAL,
m_window,
D3DCREATE_HARDWARE_VERTEXPROCESSING,
&params,
nullptr,
&m_device);
if (FAILED(status))
throw DxvkError("Failed to create D3D9 device");
// Vertex Shader
{
Com<ID3DBlob> blob;
status = D3DCompile(
g_vertexShaderCode.data(),
g_vertexShaderCode.length(),
nullptr, nullptr, nullptr,
"main",
"vs_2_0",
0, 0, &blob,
nullptr);
if (FAILED(status))
throw DxvkError("Failed to compile vertex shader");
status = m_device->CreateVertexShader(reinterpret_cast<const DWORD*>(blob->GetBufferPointer()), &m_vs);
if (FAILED(status))
throw DxvkError("Failed to create vertex shader");
}
// Pixel Shader
{
Com<ID3DBlob> blob;
status = D3DCompile(
g_pixelShaderCode.data(),
g_pixelShaderCode.length(),
nullptr, nullptr, nullptr,
"main",
"ps_3_0",
0, 0, &blob,
nullptr);
if (FAILED(status))
throw DxvkError("Failed to compile pixel shader");
status = m_device->CreatePixelShader(reinterpret_cast<const DWORD*>(blob->GetBufferPointer()), &m_ps);
if (FAILED(status))
throw DxvkError("Failed to create pixel shader");
}
m_device->SetVertexShader(m_vs.ptr());
m_device->SetPixelShader(m_ps.ptr());
m_device->AddRef();
std::array<float, 9> vertices = {
0.0f, 0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
-0.5f, -0.5f, 0.0f,
};
const size_t vbSize = vertices.size() * sizeof(float);
status = m_device->CreateVertexBuffer(vbSize, 0, 0, D3DPOOL_DEFAULT, &m_vb, nullptr);
if (FAILED(status))
throw DxvkError("Failed to create vertex buffer");
void* data = nullptr;
status = m_vb->Lock(0, 0, &data, 0);
if (FAILED(status))
throw DxvkError("Failed to lock vertex buffer");
std::memcpy(data, vertices.data(), vbSize);
status = m_vb->Unlock();
if (FAILED(status))
throw DxvkError("Failed to unlock vertex buffer");
m_device->SetStreamSource(0, m_vb.ptr(), 0, 3 * sizeof(float));
std::array<D3DVERTEXELEMENT9, 2> elements;
elements[0].Method = 0;
elements[0].Offset = 0;
elements[0].Stream = 0;
elements[0].Type = D3DDECLTYPE_FLOAT3;
elements[0].Usage = D3DDECLUSAGE_POSITION;
elements[0].UsageIndex = 0;
elements[1] = D3DDECL_END();
HRESULT result = m_device->CreateVertexDeclaration(elements.data(), &m_decl);
if (FAILED(result))
throw DxvkError("Failed to create vertex decl");
m_device->SetVertexDeclaration(m_decl.ptr());
const uint32_t imageSize = 8;
Com<IDirect3DTexture9> texDefault;
Com<IDirect3DSurface9> texDefaultSurf;
status = m_device->CreateTexture(imageSize, imageSize, 4, 0, D3DFMT_DXT1, D3DPOOL_DEFAULT, &texDefault, nullptr);
status = texDefault->GetSurfaceLevel(2, &texDefaultSurf);
Com<IDirect3DTexture9> texSysmem;
Com<IDirect3DSurface9> texSysmemSurf;
status = m_device->CreateTexture(imageSize, imageSize, 4, 0, D3DFMT_DXT1, D3DPOOL_SYSTEMMEM, &texSysmem, nullptr);
status = texSysmem->GetSurfaceLevel(2, &texSysmemSurf);
D3DLOCKED_RECT rect = {};
status = texSysmemSurf->LockRect(&rect, nullptr, 0);
std::memset(rect.pBits, 0xF0, 2 * rect.Pitch);
status = texSysmemSurf->UnlockRect();
// 1 returns invalid call
// 2 succeeds
RECT sourceRect = { 0, 0, 2, 2 };
POINT destPoint = { 0, 0 };
status = m_device->UpdateSurface(texSysmemSurf.ptr(), &sourceRect, texDefaultSurf.ptr(), &destPoint);
}
void run() {
this->adjustBackBuffer();
m_device->BeginScene();
m_device->Clear(
0,
nullptr,
D3DCLEAR_TARGET,
D3DCOLOR_RGBA(44, 62, 80, 0),
0,
0);
m_device->Clear(
0,
nullptr,
D3DCLEAR_ZBUFFER,
0,
0.5f,
0);
m_device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
m_device->EndScene();
m_device->PresentEx(
nullptr,
nullptr,
nullptr,
nullptr,
0);
}
void adjustBackBuffer() {
RECT windowRect = { 0, 0, 1024, 600 };
GetClientRect(m_window, &windowRect);
Extent2D newSize = {
static_cast<uint32_t>(windowRect.right - windowRect.left),
static_cast<uint32_t>(windowRect.bottom - windowRect.top),
};
if (m_windowSize.w != newSize.w
|| m_windowSize.h != newSize.h) {
m_windowSize = newSize;
D3DPRESENT_PARAMETERS params;
getPresentParams(params);
HRESULT status = m_device->ResetEx(&params, nullptr);
if (FAILED(status))
throw DxvkError("Device reset failed");
}
}
void getPresentParams(D3DPRESENT_PARAMETERS& params) {
params.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
params.BackBufferCount = 1;
params.BackBufferFormat = D3DFMT_X8R8G8B8;
params.BackBufferWidth = m_windowSize.w;
params.BackBufferHeight = m_windowSize.h;
params.EnableAutoDepthStencil = 0;
params.Flags = 0;
params.FullScreen_RefreshRateInHz = 0;
params.hDeviceWindow = m_window;
params.MultiSampleQuality = 0;
params.MultiSampleType = D3DMULTISAMPLE_NONE;
params.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
params.SwapEffect = D3DSWAPEFFECT_DISCARD;
params.Windowed = TRUE;
}
private:
HWND m_window;
Extent2D m_windowSize = { 1024, 600 };
Com<IDirect3D9Ex> m_d3d;
Com<IDirect3DDevice9Ex> m_device;
Com<IDirect3DVertexShader9> m_vs;
Com<IDirect3DPixelShader9> m_ps;
Com<IDirect3DVertexBuffer9> m_vb;
Com<IDirect3DVertexDeclaration9> m_decl;
};
LRESULT CALLBACK WindowProc(HWND hWnd,
UINT message,
WPARAM wParam,
LPARAM lParam);
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow) {
HWND hWnd;
WNDCLASSEXW wc;
ZeroMemory(&wc, sizeof(WNDCLASSEX));
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(nullptr, IDC_ARROW);
wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
wc.lpszClassName = L"WindowClass1";
RegisterClassExW(&wc);
hWnd = CreateWindowExW(0,
L"WindowClass1",
L"Our First Windowed Program",
WS_OVERLAPPEDWINDOW,
300, 300,
640, 480,
nullptr,
nullptr,
hInstance,
nullptr);
ShowWindow(hWnd, nCmdShow);
MSG msg;
try {
TriangleApp app(hInstance, hWnd);
while (true) {
if (PeekMessage(&msg, nullptr, 0, 0, PM_REMOVE)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
if (msg.message == WM_QUIT)
return msg.wParam;
} else {
app.run();
}
}
} catch (const dxvk::DxvkError& e) {
std::cerr << e.message() << std::endl;
return msg.wParam;
}
}
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) {
switch (message) {
case WM_CLOSE:
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, message, wParam, lParam);
}

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@ -1,220 +0,0 @@
#include <cstring>
#include <d3d9.h>
#include "../test_utils.h"
using namespace dxvk;
struct Extent2D {
uint32_t w, h;
};
DWORD g_UsagePermuatations[] = {
0,
D3DUSAGE_DYNAMIC,
D3DUSAGE_WRITEONLY,
D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC,
};
DWORD g_MapFlagPermutations[] = {
0,
D3DLOCK_DISCARD,
D3DLOCK_DONOTWAIT,
D3DLOCK_NOOVERWRITE
};
class BufferApp {
public:
BufferApp(HINSTANCE instance, HWND window)
: m_window(window) {
HRESULT status = Direct3DCreate9Ex(D3D_SDK_VERSION, &m_d3d);
if (FAILED(status))
throw DxvkError("Failed to create D3D9 interface");
D3DPRESENT_PARAMETERS params;
getPresentParams(params);
status = m_d3d->CreateDeviceEx(
D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
m_window,
D3DCREATE_HARDWARE_VERTEXPROCESSING,
&params,
nullptr,
&m_device);
if (FAILED(status))
throw DxvkError("Failed to create D3D9 device");
uint8_t* data = new uint8_t[512];
std::memset(data, 0xFC, 512);
for (uint32_t i = 0; i < ARRAYSIZE(g_UsagePermuatations); i++) {
for (uint32_t j = 0; j < ARRAYSIZE(g_MapFlagPermutations); j++) {
testBuffer(data, g_UsagePermuatations[i], g_MapFlagPermutations[j]);
}
}
delete[] data;
}
void testBuffer(uint8_t* data, DWORD usage, DWORD mapFlags) {
Com<IDirect3DVertexBuffer9> buffer;
HRESULT status = m_device->CreateVertexBuffer(512, usage, 0, D3DPOOL_DEFAULT, &buffer, nullptr);
if (FAILED(status))
throw DxvkError("Failed to create buffer");
void* bufferMem = nullptr;
status = buffer->Lock(0, 0, &bufferMem, mapFlags);
if (FAILED(status) || bufferMem == nullptr)
throw DxvkError("Failed to lock buffer");
std::memcpy(bufferMem, data, 512);
status = buffer->Unlock();
if (FAILED(status))
throw DxvkError("Failed to unlock buffer");
}
void run() {
this->adjustBackBuffer();
m_device->BeginScene();
m_device->Clear(
0,
nullptr,
D3DCLEAR_TARGET,
D3DCOLOR_RGBA(255, 50, 139, 0),
0.0f,
0);
m_device->EndScene();
m_device->PresentEx(
nullptr,
nullptr,
nullptr,
nullptr,
0);
}
void adjustBackBuffer() {
RECT windowRect = { 0, 0, 1024, 600 };
GetClientRect(m_window, &windowRect);
Extent2D newSize = {
static_cast<uint32_t>(windowRect.right - windowRect.left),
static_cast<uint32_t>(windowRect.bottom - windowRect.top),
};
if (m_windowSize.w != newSize.w
|| m_windowSize.h != newSize.h) {
m_windowSize = newSize;
D3DPRESENT_PARAMETERS params;
getPresentParams(params);
HRESULT status = m_device->ResetEx(&params, nullptr);
if (FAILED(status))
throw DxvkError("Device reset failed");
}
}
void getPresentParams(D3DPRESENT_PARAMETERS& params) {
params.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
params.BackBufferCount = 1;
params.BackBufferFormat = D3DFMT_X8R8G8B8;
params.BackBufferWidth = m_windowSize.w;
params.BackBufferHeight = m_windowSize.h;
params.EnableAutoDepthStencil = FALSE;
params.Flags = 0;
params.FullScreen_RefreshRateInHz = 0;
params.hDeviceWindow = m_window;
params.MultiSampleQuality = 0;
params.MultiSampleType = D3DMULTISAMPLE_NONE;
params.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
params.SwapEffect = D3DSWAPEFFECT_DISCARD;
params.Windowed = TRUE;
}
private:
HWND m_window;
Extent2D m_windowSize = { 1024, 600 };
Com<IDirect3D9Ex> m_d3d;
Com<IDirect3DDevice9Ex> m_device;
};
LRESULT CALLBACK WindowProc(HWND hWnd,
UINT message,
WPARAM wParam,
LPARAM lParam);
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow) {
HWND hWnd;
WNDCLASSEXW wc;
ZeroMemory(&wc, sizeof(WNDCLASSEX));
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(nullptr, IDC_ARROW);
wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
wc.lpszClassName = L"WindowClass1";
RegisterClassExW(&wc);
hWnd = CreateWindowExW(0,
L"WindowClass1",
L"Our First Windowed Program",
WS_OVERLAPPEDWINDOW,
300, 300,
640, 480,
nullptr,
nullptr,
hInstance,
nullptr);
ShowWindow(hWnd, nCmdShow);
MSG msg;
try {
BufferApp app(hInstance, hWnd);
while (true) {
if (PeekMessage(&msg, nullptr, 0, 0, PM_REMOVE)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
if (msg.message == WM_QUIT)
return msg.wParam;
} else {
app.run();
}
}
} catch (const dxvk::DxvkError& e) {
std::cerr << e.message() << std::endl;
return msg.wParam;
}
}
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) {
switch (message) {
case WM_CLOSE:
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, message, wParam, lParam);
}

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@ -1,173 +0,0 @@
#include <d3d9.h>
#include "../test_utils.h"
using namespace dxvk;
struct Extent2D {
uint32_t w, h;
};
class ClearApp {
public:
ClearApp(HINSTANCE instance, HWND window)
: m_window(window) {
HRESULT status = Direct3DCreate9Ex(D3D_SDK_VERSION, &m_d3d);
if (FAILED(status))
throw DxvkError("Failed to create D3D9 interface");
D3DPRESENT_PARAMETERS params;
getPresentParams(params);
status = m_d3d->CreateDeviceEx(
D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
m_window,
D3DCREATE_HARDWARE_VERTEXPROCESSING,
&params,
nullptr,
&m_device);
if (FAILED(status))
throw DxvkError("Failed to create D3D9 device");
}
void run() {
this->adjustBackBuffer();
m_device->BeginScene();
m_device->Clear(
0,
nullptr,
D3DCLEAR_TARGET,
D3DCOLOR_RGBA(255, 0, 0, 0),
0.0f,
0);
m_device->EndScene();
m_device->PresentEx(
nullptr,
nullptr,
nullptr,
nullptr,
0);
}
void adjustBackBuffer() {
RECT windowRect = { 0, 0, 1024, 600 };
GetClientRect(m_window, &windowRect);
Extent2D newSize = {
static_cast<uint32_t>(windowRect.right - windowRect.left),
static_cast<uint32_t>(windowRect.bottom - windowRect.top),
};
if (m_windowSize.w != newSize.w
|| m_windowSize.h != newSize.h) {
m_windowSize = newSize;
D3DPRESENT_PARAMETERS params;
getPresentParams(params);
HRESULT status = m_device->ResetEx(&params, nullptr);
if (FAILED(status))
throw DxvkError("Device reset failed");
}
}
void getPresentParams(D3DPRESENT_PARAMETERS& params) {
params.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
params.BackBufferCount = 1;
params.BackBufferFormat = D3DFMT_X8R8G8B8;
params.BackBufferWidth = m_windowSize.w;
params.BackBufferHeight = m_windowSize.h;
params.EnableAutoDepthStencil = FALSE;
params.Flags = 0;
params.FullScreen_RefreshRateInHz = 0;
params.hDeviceWindow = m_window;
params.MultiSampleQuality = 0;
params.MultiSampleType = D3DMULTISAMPLE_NONE;
params.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
params.SwapEffect = D3DSWAPEFFECT_DISCARD;
params.Windowed = TRUE;
}
private:
HWND m_window;
Extent2D m_windowSize = { 1024, 600 };
Com<IDirect3D9Ex> m_d3d;
Com<IDirect3DDevice9Ex> m_device;
};
LRESULT CALLBACK WindowProc(HWND hWnd,
UINT message,
WPARAM wParam,
LPARAM lParam);
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow) {
HWND hWnd;
WNDCLASSEXW wc;
ZeroMemory(&wc, sizeof(WNDCLASSEX));
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(nullptr, IDC_ARROW);
wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
wc.lpszClassName = L"WindowClass1";
RegisterClassExW(&wc);
hWnd = CreateWindowExW(0,
L"WindowClass1",
L"Our First Windowed Program",
WS_OVERLAPPEDWINDOW,
300, 300,
640, 480,
nullptr,
nullptr,
hInstance,
nullptr);
ShowWindow(hWnd, nCmdShow);
MSG msg;
try {
ClearApp app(hInstance, hWnd);
while (true) {
if (PeekMessage(&msg, nullptr, 0, 0, PM_REMOVE)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
if (msg.message == WM_QUIT)
return msg.wParam;
} else {
app.run();
}
}
} catch (const dxvk::DxvkError& e) {
std::cerr << e.message() << std::endl;
return msg.wParam;
}
}
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) {
switch (message) {
case WM_CLOSE:
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, message, wParam, lParam);
}

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@ -1,361 +0,0 @@
#include <cstring>
#include <d3d9.h>
#include <d3dcompiler.h>
#include "../test_utils.h"
using namespace dxvk;
struct Extent2D {
uint32_t w, h;
};
const std::string g_vertexShaderCode = R"(
struct VS_INPUT {
float3 Position : POSITION;
};
struct VS_OUTPUT {
float4 Position : POSITION;
};
VS_OUTPUT main( VS_INPUT IN ) {
VS_OUTPUT OUT;
OUT.Position = float4(IN.Position, 1.0f);
return OUT;
}
)";
const std::string g_pixelShaderCode = R"(
struct VS_OUTPUT {
float4 Position : POSITION;
};
struct PS_OUTPUT {
float4 Colour : COLOR;
};
sampler g_tex : register( s0 );
PS_OUTPUT main( VS_OUTPUT IN ) {
PS_OUTPUT OUT;
float4 color = float4(tex2D(g_tex, float2(0.5, 0.5)).rgb, 1.0f);
color.r = -color.r;
color.g = -color.g;
OUT.Colour = color;
return OUT;
}
)";
class TriangleApp {
public:
TriangleApp(HINSTANCE instance, HWND window)
: m_window(window) {
HRESULT status = Direct3DCreate9Ex(D3D_SDK_VERSION, &m_d3d);
if (FAILED(status))
throw DxvkError("Failed to create D3D9 interface");
D3DPRESENT_PARAMETERS params;
getPresentParams(params);
status = m_d3d->CreateDeviceEx(
D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
m_window,
D3DCREATE_HARDWARE_VERTEXPROCESSING,
&params,
nullptr,
&m_device);
if (FAILED(status))
throw DxvkError("Failed to create D3D9 device");
// Vertex Shader
{
Com<ID3DBlob> blob;
status = D3DCompile(
g_vertexShaderCode.data(),
g_vertexShaderCode.length(),
nullptr, nullptr, nullptr,
"main",
"vs_2_0",
0, 0, &blob,
nullptr);
if (FAILED(status))
throw DxvkError("Failed to compile vertex shader");
status = m_device->CreateVertexShader(reinterpret_cast<const DWORD*>(blob->GetBufferPointer()), &m_vs);
if (FAILED(status))
throw DxvkError("Failed to create vertex shader");
}
// Pixel Shader
{
Com<ID3DBlob> blob;
status = D3DCompile(
g_pixelShaderCode.data(),
g_pixelShaderCode.length(),
nullptr, nullptr, nullptr,
"main",
"ps_2_0",
0, 0, &blob,
nullptr);
if (FAILED(status))
throw DxvkError("Failed to compile pixel shader");
status = m_device->CreatePixelShader(reinterpret_cast<const DWORD*>(blob->GetBufferPointer()), &m_ps);
if (FAILED(status))
throw DxvkError("Failed to create pixel shader");
}
m_device->SetVertexShader(m_vs.ptr());
m_device->SetPixelShader(m_ps.ptr());
std::array<float, 9> vertices = {
0.0f, 0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
-0.5f, -0.5f, 0.0f,
};
const size_t vbSize = vertices.size() * sizeof(float);
status = m_device->CreateVertexBuffer(vbSize, 0, 0, D3DPOOL_DEFAULT, &m_vb, nullptr);
if (FAILED(status))
throw DxvkError("Failed to create vertex buffer");
void* data = nullptr;
status = m_vb->Lock(0, 0, &data, 0);
if (FAILED(status))
throw DxvkError("Failed to lock vertex buffer");
std::memcpy(data, vertices.data(), vbSize);
status = m_vb->Unlock();
if (FAILED(status))
throw DxvkError("Failed to unlock vertex buffer");
m_device->SetStreamSource(0, m_vb.ptr(), 0, 3 * sizeof(float));
std::array<D3DVERTEXELEMENT9, 2> elements;
elements[0].Method = 0;
elements[0].Offset = 0;
elements[0].Stream = 0;
elements[0].Type = D3DDECLTYPE_FLOAT3;
elements[0].Usage = D3DDECLUSAGE_POSITION;
elements[0].UsageIndex = 0;
elements[1] = D3DDECL_END();
HRESULT result = m_device->CreateVertexDeclaration(elements.data(), &m_decl);
if (FAILED(result))
throw DxvkError("Failed to create vertex decl");
m_device->SetVertexDeclaration(m_decl.ptr());
// The actual texture we want to test...
Com<IDirect3DTexture9> texture;
status = m_device->CreateTexture(64, 64, 1, D3DUSAGE_DYNAMIC, D3DFMT_L6V5U5, D3DPOOL_DEFAULT, &texture, nullptr);
D3DLOCKED_RECT rect;
status = texture->LockRect(0, &rect, nullptr, 0);
uint16_t* texData = reinterpret_cast<uint16_t*>(rect.pBits);
for (uint32_t i = 0; i < (rect.Pitch * 64) / sizeof(uint16_t); i++) {
// -> U -1, V -1, L 1
texData[i] = 0b1111111000010000;
// -> U 1, V 1, L 1
//texData[i] = 0b1111110111101111;
}
status = texture->UnlockRect(0);
status = m_device->SetTexture(0, texture.ptr());
/////////////
/*Com<IDirect3DTexture9> texture2;
status = m_device->CreateTexture(64, 64, 1, 0, D3DFMT_A8B8G8R8, D3DPOOL_MANAGED, &texture2, nullptr);
status = texture2->LockRect(0, &rect, nullptr, 0);
uint32_t* texData2 = reinterpret_cast<uint32_t*>(rect.pBits);
for (uint32_t i = 0; i < (rect.Pitch * 64) / sizeof(uint32_t); i++) {
texData2[i] = 0b00000000000000000000000011111111;
}
status = texture2->UnlockRect(0);
status = m_device->SetTexture(0, texture2.ptr());*/
}
void run() {
this->adjustBackBuffer();
m_device->BeginScene();
m_device->Clear(
0,
nullptr,
D3DCLEAR_TARGET,
D3DCOLOR_RGBA(44, 62, 80, 0),
0,
0);
m_device->Clear(
0,
nullptr,
D3DCLEAR_ZBUFFER,
0,
0.5f,
0);
m_device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
m_device->EndScene();
m_device->PresentEx(
nullptr,
nullptr,
nullptr,
nullptr,
0);
}
void adjustBackBuffer() {
RECT windowRect = { 0, 0, 1024, 600 };
GetClientRect(m_window, &windowRect);
Extent2D newSize = {
static_cast<uint32_t>(windowRect.right - windowRect.left),
static_cast<uint32_t>(windowRect.bottom - windowRect.top),
};
if (m_windowSize.w != newSize.w
|| m_windowSize.h != newSize.h) {
m_windowSize = newSize;
D3DPRESENT_PARAMETERS params;
getPresentParams(params);
HRESULT status = m_device->ResetEx(&params, nullptr);
if (FAILED(status))
throw DxvkError("Device reset failed");
}
}
void getPresentParams(D3DPRESENT_PARAMETERS& params) {
params.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
params.BackBufferCount = 1;
params.BackBufferFormat = D3DFMT_X8R8G8B8;
params.BackBufferWidth = m_windowSize.w;
params.BackBufferHeight = m_windowSize.h;
params.EnableAutoDepthStencil = 0;
params.Flags = 0;
params.FullScreen_RefreshRateInHz = 0;
params.hDeviceWindow = m_window;
params.MultiSampleQuality = 0;
params.MultiSampleType = D3DMULTISAMPLE_NONE;
params.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
params.SwapEffect = D3DSWAPEFFECT_DISCARD;
params.Windowed = TRUE;
}
private:
HWND m_window;
Extent2D m_windowSize = { 1024, 600 };
Com<IDirect3D9Ex> m_d3d;
Com<IDirect3DDevice9Ex> m_device;
Com<IDirect3DVertexShader9> m_vs;
Com<IDirect3DPixelShader9> m_ps;
Com<IDirect3DVertexBuffer9> m_vb;
Com<IDirect3DVertexDeclaration9> m_decl;
};
LRESULT CALLBACK WindowProc(HWND hWnd,
UINT message,
WPARAM wParam,
LPARAM lParam);
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow) {
HWND hWnd;
WNDCLASSEXW wc;
ZeroMemory(&wc, sizeof(WNDCLASSEX));
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(nullptr, IDC_ARROW);
wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
wc.lpszClassName = L"WindowClass1";
RegisterClassExW(&wc);
hWnd = CreateWindowExW(0,
L"WindowClass1",
L"Our First Windowed Program",
WS_OVERLAPPEDWINDOW,
300, 300,
640, 480,
nullptr,
nullptr,
hInstance,
nullptr);
ShowWindow(hWnd, nCmdShow);
MSG msg;
try {
TriangleApp app(hInstance, hWnd);
while (true) {
if (PeekMessage(&msg, nullptr, 0, 0, PM_REMOVE)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
if (msg.message == WM_QUIT)
return msg.wParam;
} else {
app.run();
}
}
} catch (const dxvk::DxvkError& e) {
std::cerr << e.message() << std::endl;
return msg.wParam;
}
}
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) {
switch (message) {
case WM_CLOSE:
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, message, wParam, lParam);
}

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@ -1,370 +0,0 @@
#include <cstring>
#include <d3d9.h>
#include <d3dcompiler.h>
#include "../test_utils.h"
#include "test_d3d9_nv12.yuv.h"
using namespace dxvk;
struct Extent2D {
uint32_t w, h;
};
const std::string g_vertexShaderCode = R"(
struct VS_INPUT {
float3 Position : POSITION;
};
struct VS_OUTPUT {
float4 Position : POSITION;
float2 Texcoord : TEXCOORD0;
};
VS_OUTPUT main( VS_INPUT IN ) {
VS_OUTPUT OUT;
OUT.Position = float4(IN.Position, 0.6f);
OUT.Texcoord = IN.Position.xy + float2(0.5, 0.5);
OUT.Texcoord.y = 1.0 - OUT.Texcoord.y;
return OUT;
}
)";
const std::string g_pixelShaderCode = R"(
struct VS_OUTPUT {
float4 Position : POSITION;
float2 Texcoord : TEXCOORD0;
};
struct PS_OUTPUT {
float4 Colour : COLOR;
};
sampler g_frogTex : register( s0 );
PS_OUTPUT main( VS_OUTPUT IN ) {
PS_OUTPUT OUT;
OUT.Colour = tex2D(g_frogTex, IN.Texcoord);
return OUT;
}
)";
Logger Logger::s_instance("triangle.log");
class TriangleApp {
public:
TriangleApp(HINSTANCE instance, HWND window)
: m_window(window) {
HRESULT status = Direct3DCreate9Ex(D3D_SDK_VERSION, &m_d3d);
if (FAILED(status))
throw DxvkError("Failed to create D3D9 interface");
UINT adapter = D3DADAPTER_DEFAULT;
D3DADAPTER_IDENTIFIER9 adapterId;
m_d3d->GetAdapterIdentifier(adapter, 0, &adapterId);
Logger::info(str::format("Using adapter: ", adapterId.Description));
D3DPRESENT_PARAMETERS params;
getPresentParams(params);
status = m_d3d->CreateDeviceEx(
adapter,
D3DDEVTYPE_HAL,
m_window,
D3DCREATE_HARDWARE_VERTEXPROCESSING,
&params,
nullptr,
&m_device);
if (FAILED(status))
throw DxvkError("Failed to create D3D9 device");
// Vertex Shader
{
Com<ID3DBlob> blob;
status = D3DCompile(
g_vertexShaderCode.data(),
g_vertexShaderCode.length(),
nullptr, nullptr, nullptr,
"main",
"vs_2_0",
0, 0, &blob,
nullptr);
if (FAILED(status))
throw DxvkError("Failed to compile vertex shader");
status = m_device->CreateVertexShader(reinterpret_cast<const DWORD*>(blob->GetBufferPointer()), &m_vs);
if (FAILED(status))
throw DxvkError("Failed to create vertex shader");
}
// Pixel Shader
{
Com<ID3DBlob> blob;
status = D3DCompile(
g_pixelShaderCode.data(),
g_pixelShaderCode.length(),
nullptr, nullptr, nullptr,
"main",
"ps_2_0",
0, 0, &blob,
nullptr);
if (FAILED(status))
throw DxvkError("Failed to compile pixel shader");
status = m_device->CreatePixelShader(reinterpret_cast<const DWORD*>(blob->GetBufferPointer()), &m_ps);
if (FAILED(status))
throw DxvkError("Failed to create pixel shader");
}
m_device->SetVertexShader(m_vs.ptr());
m_device->SetPixelShader(m_ps.ptr());
m_device->AddRef();
std::array<float, 9> vertices = {
0.0f, 0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
-0.5f, -0.5f, 0.0f,
};
const size_t vbSize = vertices.size() * sizeof(float);
status = m_device->CreateVertexBuffer(vbSize, 0, 0, D3DPOOL_DEFAULT, &m_vb, nullptr);
if (FAILED(status))
throw DxvkError("Failed to create vertex buffer");
void* data = nullptr;
status = m_vb->Lock(0, 0, &data, 0);
if (FAILED(status))
throw DxvkError("Failed to lock vertex buffer");
std::memcpy(data, vertices.data(), vbSize);
status = m_vb->Unlock();
if (FAILED(status))
throw DxvkError("Failed to unlock vertex buffer");
m_device->SetStreamSource(0, m_vb.ptr(), 0, 3 * sizeof(float));
std::array<D3DVERTEXELEMENT9, 2> elements;
elements[0].Method = 0;
elements[0].Offset = 0;
elements[0].Stream = 0;
elements[0].Type = D3DDECLTYPE_FLOAT3;
elements[0].Usage = D3DDECLUSAGE_POSITION;
elements[0].UsageIndex = 0;
elements[1] = D3DDECL_END();
HRESULT result = m_device->CreateVertexDeclaration(elements.data(), &m_decl);
if (FAILED(result))
throw DxvkError("Failed to create vertex decl");
m_device->SetVertexDeclaration(m_decl.ptr());
const uint32_t imageSize = 320;
Com<IDirect3DTexture9> texture;
Com<IDirect3DSurface9> texSurf;
status = m_device->CreateTexture(imageSize, imageSize, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &texture, nullptr);
status = texture->GetSurfaceLevel(0, &texSurf);
Com<IDirect3DSurface9> nv12Surf;
status = m_device->CreateOffscreenPlainSurface(imageSize, imageSize, (D3DFORMAT)MAKEFOURCC('N', 'V', '1', '2'), D3DPOOL_DEFAULT, &nv12Surf, nullptr);
D3DLOCKED_RECT rect;
nv12Surf->LockRect(&rect, nullptr, 0);
char* dst = (char*)rect.pBits;
char* src = (char*)test_d3d9_nv12_yuv;
for (uint32_t i = 0; i < imageSize; i++)
{
std::memcpy(dst, src, imageSize);
src += imageSize;
dst += rect.Pitch;
}
for (uint32_t i = 0; i < imageSize / 2; i++)
{
std::memcpy(dst, src, imageSize);
src += imageSize;
dst += rect.Pitch;
}
nv12Surf->UnlockRect();
status = m_device->StretchRect(nv12Surf.ptr(), nullptr, texSurf.ptr(), nullptr, D3DTEXF_LINEAR);
m_device->SetTexture(0, texture.ptr());
}
void run() {
this->adjustBackBuffer();
m_device->BeginScene();
m_device->Clear(
0,
nullptr,
D3DCLEAR_TARGET,
D3DCOLOR_RGBA(44, 62, 80, 0),
0,
0);
m_device->Clear(
0,
nullptr,
D3DCLEAR_ZBUFFER,
0,
0.5f,
0);
m_device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
m_device->EndScene();
m_device->PresentEx(
nullptr,
nullptr,
nullptr,
nullptr,
0);
}
void adjustBackBuffer() {
RECT windowRect = { 0, 0, 1024, 600 };
GetClientRect(m_window, &windowRect);
Extent2D newSize = {
static_cast<uint32_t>(windowRect.right - windowRect.left),
static_cast<uint32_t>(windowRect.bottom - windowRect.top),
};
if (m_windowSize.w != newSize.w
|| m_windowSize.h != newSize.h) {
m_windowSize = newSize;
D3DPRESENT_PARAMETERS params;
getPresentParams(params);
HRESULT status = m_device->ResetEx(&params, nullptr);
if (FAILED(status))
throw DxvkError("Device reset failed");
}
}
void getPresentParams(D3DPRESENT_PARAMETERS& params) {
params.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
params.BackBufferCount = 1;
params.BackBufferFormat = D3DFMT_X8R8G8B8;
params.BackBufferWidth = m_windowSize.w;
params.BackBufferHeight = m_windowSize.h;
params.EnableAutoDepthStencil = 0;
params.Flags = 0;
params.FullScreen_RefreshRateInHz = 0;
params.hDeviceWindow = m_window;
params.MultiSampleQuality = 0;
params.MultiSampleType = D3DMULTISAMPLE_NONE;
params.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
params.SwapEffect = D3DSWAPEFFECT_DISCARD;
params.Windowed = TRUE;
}
private:
HWND m_window;
Extent2D m_windowSize = { 1024, 600 };
Com<IDirect3D9Ex> m_d3d;
Com<IDirect3DDevice9Ex> m_device;
Com<IDirect3DVertexShader9> m_vs;
Com<IDirect3DPixelShader9> m_ps;
Com<IDirect3DVertexBuffer9> m_vb;
Com<IDirect3DVertexDeclaration9> m_decl;
};
LRESULT CALLBACK WindowProc(HWND hWnd,
UINT message,
WPARAM wParam,
LPARAM lParam);
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow) {
HWND hWnd;
WNDCLASSEXW wc;
ZeroMemory(&wc, sizeof(WNDCLASSEX));
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(nullptr, IDC_ARROW);
wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
wc.lpszClassName = L"WindowClass1";
RegisterClassExW(&wc);
hWnd = CreateWindowExW(0,
L"WindowClass1",
L"Our First Windowed Program",
WS_OVERLAPPEDWINDOW,
300, 300,
640, 480,
nullptr,
nullptr,
hInstance,
nullptr);
ShowWindow(hWnd, nCmdShow);
MSG msg;
try {
TriangleApp app(hInstance, hWnd);
while (true) {
if (PeekMessage(&msg, nullptr, 0, 0, PM_REMOVE)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
if (msg.message == WM_QUIT)
return msg.wParam;
} else {
app.run();
}
}
} catch (const dxvk::DxvkError& e) {
std::cerr << e.message() << std::endl;
return msg.wParam;
}
}
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) {
switch (message) {
case WM_CLOSE:
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, message, wParam, lParam);
}

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#include <cstring>
#include <d3d9.h>
#include <d3dcompiler.h>
#include "../test_utils.h"
using namespace dxvk;
struct Extent2D {
uint32_t w, h;
};
const std::string g_vertexShaderCode = R"(
struct VS_INPUT {
float3 Position : POSITION;
};
struct VS_OUTPUT {
float4 Position : POSITION;
};
VS_OUTPUT main( VS_INPUT IN ) {
VS_OUTPUT OUT;
OUT.Position = float4(IN.Position, 0.6f);
return OUT;
}
)";
const std::string g_pixelShaderCode = R"(
struct VS_OUTPUT {
float4 Position : POSITION;
};
struct PS_OUTPUT {
float4 Colour : COLOR;
};
sampler g_texDepth : register( s0 );
PS_OUTPUT main( VS_OUTPUT IN ) {
PS_OUTPUT OUT;
OUT.Colour = tex2D(g_texDepth, float2(0, 0));
OUT.Colour = 1.0;
return OUT;
}
)";
Logger Logger::s_instance("triangle.log");
class TriangleApp {
public:
TriangleApp(HINSTANCE instance, HWND window)
: m_window(window) {
HRESULT status = Direct3DCreate9Ex(D3D_SDK_VERSION, &m_d3d);
if (FAILED(status))
throw DxvkError("Failed to create D3D9 interface");
UINT adapter = D3DADAPTER_DEFAULT;
D3DADAPTER_IDENTIFIER9 adapterId;
m_d3d->GetAdapterIdentifier(adapter, 0, &adapterId);
Logger::info(str::format("Using adapter: ", adapterId.Description));
auto CheckSRGBFormat = [&](D3DFORMAT fmt, const char* name) {
HRESULT status = m_d3d->CheckDeviceFormat(adapter, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, fmt);
Logger::warn(str::format("(linear) ", name, ": ", SUCCEEDED(status) ? "ok" : "nope"));
status = m_d3d->CheckDeviceFormat(adapter, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_SRGBREAD, D3DRTYPE_TEXTURE, fmt);
Logger::warn(str::format("(srgb) ", name, ": ", SUCCEEDED(status) ? "ok" : "nope"));
};
CheckSRGBFormat(D3DFMT_R5G6B5, "R5G6B5");
CheckSRGBFormat(D3DFMT_X1R5G5B5, "X1R5G5B5");
CheckSRGBFormat(D3DFMT_A1R5G5B5, "A1R5G5B5");
CheckSRGBFormat(D3DFMT_A4R4G4B4, "A4R4G4B4");
CheckSRGBFormat(D3DFMT_X4R4G4B4, "X4R4G4B4");
CheckSRGBFormat(D3DFMT_G16R16, "G16R16");
CheckSRGBFormat(D3DFMT_A2R10G10B10, "A2R10G10B10");
CheckSRGBFormat(D3DFMT_A16B16G16R16, "A16B16G16R16");
//
DWORD quality;
status = m_d3d->CheckDepthStencilMatch(adapter, D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, D3DFMT_D24S8);
status = m_d3d->CheckDeviceFormat(adapter, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_SURFACE, D3DFMT_A8R8G8B8);
status = m_d3d->CheckDeviceFormatConversion(adapter, D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8);
status = m_d3d->CheckDeviceMultiSampleType(adapter, D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, FALSE, D3DMULTISAMPLE_NONE, &quality);
status = m_d3d->CheckDeviceMultiSampleType(adapter, D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_NONE, &quality);
status = m_d3d->CheckDeviceType(adapter, D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE);
status = m_d3d->CheckDeviceType(adapter, D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, TRUE);
// NULL
constexpr D3DFORMAT NullFormat = D3DFORMAT(MAKEFOURCC('N', 'U', 'L', 'L'));
status = m_d3d->CheckDepthStencilMatch(adapter, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, NullFormat, D3DFMT_D24S8);
status = m_d3d->CheckDeviceFormat(adapter, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, NullFormat);
status = m_d3d->CheckDeviceFormat(adapter, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, NullFormat);
status = m_d3d->CheckDeviceFormatConversion(adapter, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, NullFormat);
status = m_d3d->CheckDeviceType(adapter, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, NullFormat, false);
status = m_d3d->CheckDeviceType(adapter, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, NullFormat, true);
//
D3DPRESENT_PARAMETERS params;
getPresentParams(params);
status = m_d3d->CreateDeviceEx(
adapter,
D3DDEVTYPE_HAL,
m_window,
D3DCREATE_HARDWARE_VERTEXPROCESSING,
&params,
nullptr,
&m_device);
if (FAILED(status))
throw DxvkError("Failed to create D3D9 device");
// Funny Swapchain Refcounting
// "One of the things COM does really well, is lifecycle management"
// Implicit Swapchain
{
IDirect3DSurface9* pSurface1 = nullptr;
IDirect3DSurface9* pSurface2 = nullptr;
status = m_device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &pSurface1);
D3DPRESENT_PARAMETERS newParams = params;
newParams.BackBufferWidth = 10;
newParams.BackBufferHeight = 10;
status = m_device->Reset(&newParams);
status = m_device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &pSurface2);
IDirect3DSwapChain9* pSwapChain2 = nullptr;
IDirect3DSwapChain9* pSwapChain3 = nullptr;
status = pSurface1->GetContainer(__uuidof(IDirect3DSwapChain9), reinterpret_cast<void**>(&pSwapChain2));
status = pSurface2->GetContainer(__uuidof(IDirect3DSwapChain9), reinterpret_cast<void**>(&pSwapChain3));
printf("E_NOINTERFACE! for pSwapchain2");
status = m_device->Reset(&params);
}
// Additional swapchain
{
IDirect3DSwapChain9* pSwapChain2 = nullptr;
IDirect3DSwapChain9* pSwapChain3 = nullptr;
IDirect3DSwapChain9* pSwapChain4 = nullptr;
IDirect3DSurface9* pSurface = nullptr;
status = m_device->CreateAdditionalSwapChain(&params, &pSwapChain2);
status = pSwapChain2->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &pSurface);
status = pSurface->GetContainer(__uuidof(IDirect3DSwapChain9), reinterpret_cast<void**>(&pSwapChain3));
pSwapChain2->Release();
UINT count = pSwapChain2->Release();
printf("Count: %u - Should be 0 and swapchain dead!", count);
status = pSurface->GetContainer(__uuidof(IDirect3DSwapChain9), reinterpret_cast<void**>(&pSwapChain4));
// E_NOINTERFACE !
printf("E_NOINTERFACE!");
}
m_device->AddRef();
Com<IDirect3DSurface9> backbuffer;
m_device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
m_device->AddRef();
Com<IDirect3DSwapChain9> swapchain;
m_device->GetSwapChain(0, &swapchain);
m_device->AddRef();
DWORD bias = 0xDEADBEEF;
status = m_device->GetSamplerState(0, D3DSAMP_MIPMAPLODBIAS, &bias);
status = m_device->SetSamplerState(0, D3DSAMP_MIPMAPLODBIAS, MAKEFOURCC('G', 'E', 'T', '4'));
status = m_device->GetSamplerState(0, D3DSAMP_MIPMAPLODBIAS, &bias);
status = m_device->SetSamplerState(0, D3DSAMP_MIPMAPLODBIAS, MAKEFOURCC('G', 'E', 'T', '1'));
status = m_device->GetSamplerState(0, D3DSAMP_MIPMAPLODBIAS, &bias);
// Vertex Shader
{
Com<ID3DBlob> blob;
status = D3DCompile(
g_vertexShaderCode.data(),
g_vertexShaderCode.length(),
nullptr, nullptr, nullptr,
"main",
"vs_2_0",
0, 0, &blob,
nullptr);
if (FAILED(status))
throw DxvkError("Failed to compile vertex shader");
status = m_device->CreateVertexShader(reinterpret_cast<const DWORD*>(blob->GetBufferPointer()), &m_vs);
if (FAILED(status))
throw DxvkError("Failed to create vertex shader");
}
// Pixel Shader
{
Com<ID3DBlob> blob;
status = D3DCompile(
g_pixelShaderCode.data(),
g_pixelShaderCode.length(),
nullptr, nullptr, nullptr,
"main",
"ps_2_0",
0, 0, &blob,
nullptr);
if (FAILED(status))
throw DxvkError("Failed to compile pixel shader");
status = m_device->CreatePixelShader(reinterpret_cast<const DWORD*>(blob->GetBufferPointer()), &m_ps);
if (FAILED(status))
throw DxvkError("Failed to create pixel shader");
}
m_device->SetVertexShader(m_vs.ptr());
m_device->SetPixelShader(m_ps.ptr());
m_device->AddRef();
Com<IDirect3DSurface9> nullSurface;
status = m_device->CreateRenderTarget(64, 64, D3DFORMAT(MAKEFOURCC('N', 'U', 'L', 'L')), D3DMULTISAMPLE_NONE, 0, FALSE, &nullSurface, nullptr);
status = m_device->ColorFill(nullSurface.ptr(), nullptr, D3DCOLOR_RGBA(255, 0, 0, 255));
Com<IDirect3DTexture9> defaultTexture;
status = m_device->CreateTexture(64, 64, 1, 0, D3DFMT_DXT3, D3DPOOL_DEFAULT, &defaultTexture, nullptr);
m_device->AddRef();
Com<IDirect3DSurface9> surface;
status = defaultTexture->GetSurfaceLevel(0, &surface);
m_device->AddRef();
Com<IDirect3DTexture9> sysmemTexture;
status = m_device->CreateTexture(64, 64, 1, 0, D3DFMT_DXT3, D3DPOOL_SYSTEMMEM, &sysmemTexture, nullptr);
Com<IDirect3DSurface9> offscreenSurface;
status = m_device->CreateOffscreenPlainSurfaceEx(64, 64, D3DFMT_DXT3, D3DPOOL_DEFAULT, &offscreenSurface, nullptr, 0);
D3DLOCKED_RECT offscreenLock;
status = offscreenSurface->LockRect(&offscreenLock, nullptr, 0);
std::memset(offscreenLock.pBits, 0xFF, offscreenLock.Pitch * (64 / 4));
status = offscreenSurface->UnlockRect();
//status = m_device->ColorFill(offscreenSurface.ptr(), nullptr, D3DCOLOR_ARGB(255, 255, 0, 0));
D3DLOCKED_RECT sysmemLock;
status = sysmemTexture->LockRect(0, &sysmemLock, nullptr, 0);
//D3DLOCKED_RECT offscreenLock;
status = offscreenSurface->LockRect(&offscreenLock, nullptr, 0);
std::memcpy(sysmemLock.pBits, offscreenLock.pBits, offscreenLock.Pitch * (64 / 4));
sysmemTexture->UnlockRect(0);
offscreenSurface->UnlockRect();
status = m_device->UpdateTexture(sysmemTexture.ptr(), defaultTexture.ptr());
status = m_device->SetTexture(0, defaultTexture.ptr());
Com<IDirect3DSurface9> rt;
status = m_device->CreateRenderTarget(1280, 720, D3DFMT_X8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &rt, nullptr);
m_device->AddRef();
Com<IDirect3DSurface9> rt2;
status = m_device->CreateRenderTarget(1280, 720, D3DFMT_X8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &rt2, nullptr);
m_device->AddRef();
rt2 = nullptr;
m_device->AddRef();
RECT stretchRect1 = { 0, 0, 640, 720 };
RECT stretchRect2 = { 640, 0, 1280, 720 };
status = m_device->StretchRect(rt.ptr(), &stretchRect1, rt.ptr(), &stretchRect2, D3DTEXF_LINEAR);
///
Com<IDirect3DSurface9> ds;
//status = m_device->CreateDepthStencilSurface(1274, 695, D3DFMT_D24X8, D3DMULTISAMPLE_NONE, 0, FALSE, &ds, nullptr);
status = m_device->CreateDepthStencilSurface(1280, 720, D3DFMT_D24X8, D3DMULTISAMPLE_NONE, 0, FALSE, &ds, nullptr);
status = m_device->SetDepthStencilSurface(ds.ptr());
status = m_device->SetRenderState(D3DRS_ZWRITEENABLE, 1);
status = m_device->SetRenderState(D3DRS_ZENABLE, 1);
status = m_device->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
std::array<float, 9> vertices = {
0.0f, 0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
-0.5f, -0.5f, 0.0f,
};
const size_t vbSize = vertices.size() * sizeof(float);
status = m_device->CreateVertexBuffer(vbSize, 0, 0, D3DPOOL_DEFAULT, &m_vb, nullptr);
if (FAILED(status))
throw DxvkError("Failed to create vertex buffer");
void* data = nullptr;
status = m_vb->Lock(0, 0, &data, 0);
if (FAILED(status))
throw DxvkError("Failed to lock vertex buffer");
std::memcpy(data, vertices.data(), vbSize);
status = m_vb->Unlock();
if (FAILED(status))
throw DxvkError("Failed to unlock vertex buffer");
m_device->SetStreamSource(0, m_vb.ptr(), 0, 3 * sizeof(float));
std::array<D3DVERTEXELEMENT9, 2> elements;
elements[0].Method = 0;
elements[0].Offset = 0;
elements[0].Stream = 0;
elements[0].Type = D3DDECLTYPE_FLOAT3;
elements[0].Usage = D3DDECLUSAGE_POSITION;
elements[0].UsageIndex = 0;
elements[1] = D3DDECL_END();
HRESULT result = m_device->CreateVertexDeclaration(elements.data(), &m_decl);
if (FAILED(result))
throw DxvkError("Failed to create vertex decl");
m_device->SetVertexDeclaration(m_decl.ptr());
///
Com<IDirect3DTexture9> myRT;
status = m_device->CreateTexture(512, 256, 1, 0, D3DFMT_DXT1, D3DPOOL_DEFAULT, &myRT, nullptr);
Com<IDirect3DSurface9> myRTSurf;
myRT->GetSurfaceLevel(0, &myRTSurf);
Com<IDirect3DTexture9> myCopyThing;
status = m_device->CreateTexture(512, 256, 1, 0, D3DFMT_DXT1, D3DPOOL_DEFAULT, &myCopyThing, nullptr);
Com<IDirect3DSurface9> myCopyThingSurf;
myCopyThing->GetSurfaceLevel(0, &myCopyThingSurf);
status = m_device->StretchRect(myRTSurf.ptr(), nullptr, myCopyThingSurf.ptr(), nullptr, D3DTEXF_NONE);
D3DLOCKED_RECT rect;
status = myCopyThing->LockRect(0, &rect, nullptr, D3DLOCK_READONLY | D3DLOCK_NOSYSLOCK);
m_device->SetRenderState(D3DRS_ALPHAREF, 256 + 255);
m_device->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_LESSEQUAL);
m_device->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE);
}
void run() {
this->adjustBackBuffer();
m_device->BeginScene();
m_device->Clear(
0,
nullptr,
D3DCLEAR_TARGET,
D3DCOLOR_RGBA(44, 62, 80, 0),
0,
0);
m_device->Clear(
0,
nullptr,
D3DCLEAR_ZBUFFER,
0,
0.5f,
0);
m_device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
m_device->EndScene();
m_device->PresentEx(
nullptr,
nullptr,
nullptr,
nullptr,
0);
}
void adjustBackBuffer() {
RECT windowRect = { 0, 0, 1024, 600 };
GetClientRect(m_window, &windowRect);
Extent2D newSize = {
static_cast<uint32_t>(windowRect.right - windowRect.left),
static_cast<uint32_t>(windowRect.bottom - windowRect.top),
};
if (m_windowSize.w != newSize.w
|| m_windowSize.h != newSize.h) {
m_windowSize = newSize;
D3DPRESENT_PARAMETERS params;
getPresentParams(params);
HRESULT status = m_device->ResetEx(&params, nullptr);
if (FAILED(status))
throw DxvkError("Device reset failed");
}
}
void getPresentParams(D3DPRESENT_PARAMETERS& params) {
params.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
params.BackBufferCount = 1;
params.BackBufferFormat = D3DFMT_X8R8G8B8;
params.BackBufferWidth = m_windowSize.w;
params.BackBufferHeight = m_windowSize.h;
params.EnableAutoDepthStencil = 0;
params.Flags = 0;
params.FullScreen_RefreshRateInHz = 0;
params.hDeviceWindow = m_window;
params.MultiSampleQuality = 0;
params.MultiSampleType = D3DMULTISAMPLE_NONE;
params.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
params.SwapEffect = D3DSWAPEFFECT_DISCARD;
params.Windowed = TRUE;
}
private:
HWND m_window;
Extent2D m_windowSize = { 1024, 600 };
Com<IDirect3D9Ex> m_d3d;
Com<IDirect3DDevice9Ex> m_device;
Com<IDirect3DVertexShader9> m_vs;
Com<IDirect3DPixelShader9> m_ps;
Com<IDirect3DVertexBuffer9> m_vb;
Com<IDirect3DVertexDeclaration9> m_decl;
};
LRESULT CALLBACK WindowProc(HWND hWnd,
UINT message,
WPARAM wParam,
LPARAM lParam);
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow) {
HWND hWnd;
WNDCLASSEXW wc;
ZeroMemory(&wc, sizeof(WNDCLASSEX));
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(nullptr, IDC_ARROW);
wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
wc.lpszClassName = L"WindowClass1";
RegisterClassExW(&wc);
hWnd = CreateWindowExW(0,
L"WindowClass1",
L"Our First Windowed Program",
WS_OVERLAPPEDWINDOW,
300, 300,
640, 480,
nullptr,
nullptr,
hInstance,
nullptr);
ShowWindow(hWnd, nCmdShow);
MSG msg;
try {
TriangleApp app(hInstance, hWnd);
while (true) {
if (PeekMessage(&msg, nullptr, 0, 0, PM_REMOVE)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
if (msg.message == WM_QUIT)
return msg.wParam;
} else {
app.run();
}
}
} catch (const dxvk::DxvkError& e) {
std::cerr << e.message() << std::endl;
return msg.wParam;
}
}
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) {
switch (message) {
case WM_CLOSE:
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, message, wParam, lParam);
}

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@ -1,429 +0,0 @@
#include <cstring>
#include <d3d9.h>
#include <d3dcompiler.h>
#include "../test_utils.h"
using namespace dxvk;
struct Extent2D {
uint32_t w, h;
};
const std::string g_vertexShaderCode = R"(
struct VS_INPUT {
float3 Position : POSITION;
float3 TexCoord : TEXCOORD0;
};
struct VS_OUTPUT {
float4 Position : POSITION;
float3 TexCoord : TEXCOORD0;
};
VS_OUTPUT main( VS_INPUT IN ) {
VS_OUTPUT OUT;
OUT.Position = float4(IN.Position, 0.6f);
OUT.TexCoord = IN.TexCoord;
return OUT;
}
)";
const std::string g_pixelShaderCode = R"(
struct VS_OUTPUT {
float4 Position : POSITION;
float3 TexCoord : TEXCOORD0;
};
struct PS_OUTPUT {
float4 Colour : COLOR;
};
sampler g_texDepth : register( s0 );
PS_OUTPUT main( VS_OUTPUT IN ) {
PS_OUTPUT OUT;
//OUT.Colour = tex2D(g_texDepth, float2(0, 0));
//OUT.Colour = 1.0;
OUT.Colour = float4(IN.TexCoord.xyz, 1.0);
return OUT;
}
)";
Logger Logger::s_instance("triangle.log");
class TriangleApp {
public:
TriangleApp(HINSTANCE instance, HWND window)
: m_window(window) {
HRESULT status = Direct3DCreate9Ex(D3D_SDK_VERSION, &m_d3d);
if (FAILED(status))
throw DxvkError("Failed to create D3D9 interface");
UINT adapter = D3DADAPTER_DEFAULT;
D3DADAPTER_IDENTIFIER9 adapterId;
m_d3d->GetAdapterIdentifier(adapter, 0, &adapterId);
Logger::info(str::format("Using adapter: ", adapterId.Description));
auto CheckSRGBFormat = [&](D3DFORMAT fmt, const char* name) {
HRESULT status = m_d3d->CheckDeviceFormat(adapter, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, fmt);
Logger::warn(str::format("(linear) ", name, ": ", SUCCEEDED(status) ? "ok" : "nope"));
status = m_d3d->CheckDeviceFormat(adapter, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_SRGBREAD, D3DRTYPE_TEXTURE, fmt);
Logger::warn(str::format("(srgb) ", name, ": ", SUCCEEDED(status) ? "ok" : "nope"));
};
CheckSRGBFormat(D3DFMT_R5G6B5, "R5G6B5");
CheckSRGBFormat(D3DFMT_X1R5G5B5, "X1R5G5B5");
CheckSRGBFormat(D3DFMT_A1R5G5B5, "A1R5G5B5");
CheckSRGBFormat(D3DFMT_A4R4G4B4, "A4R4G4B4");
CheckSRGBFormat(D3DFMT_X4R4G4B4, "X4R4G4B4");
CheckSRGBFormat(D3DFMT_G16R16, "G16R16");
CheckSRGBFormat(D3DFMT_A2R10G10B10, "A2R10G10B10");
CheckSRGBFormat(D3DFMT_A16B16G16R16, "A16B16G16R16");
//
DWORD quality;
status = m_d3d->CheckDepthStencilMatch(adapter, D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, D3DFMT_D24S8);
status = m_d3d->CheckDeviceFormat(adapter, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_SURFACE, D3DFMT_A8R8G8B8);
status = m_d3d->CheckDeviceFormatConversion(adapter, D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8);
status = m_d3d->CheckDeviceMultiSampleType(adapter, D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, FALSE, D3DMULTISAMPLE_NONE, &quality);
status = m_d3d->CheckDeviceMultiSampleType(adapter, D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_NONE, &quality);
status = m_d3d->CheckDeviceType(adapter, D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE);
status = m_d3d->CheckDeviceType(adapter, D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, TRUE);
// NULL
constexpr D3DFORMAT NullFormat = D3DFORMAT(MAKEFOURCC('N', 'U', 'L', 'L'));
status = m_d3d->CheckDepthStencilMatch(adapter, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, NullFormat, D3DFMT_D24S8);
status = m_d3d->CheckDeviceFormat(adapter, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, NullFormat);
status = m_d3d->CheckDeviceFormat(adapter, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, NullFormat);
status = m_d3d->CheckDeviceFormatConversion(adapter, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, NullFormat);
status = m_d3d->CheckDeviceType(adapter, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, NullFormat, false);
status = m_d3d->CheckDeviceType(adapter, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, NullFormat, true);
//
D3DPRESENT_PARAMETERS params;
getPresentParams(params);
status = m_d3d->CreateDeviceEx(
adapter,
D3DDEVTYPE_HAL,
m_window,
D3DCREATE_HARDWARE_VERTEXPROCESSING,
&params,
nullptr,
&m_device);
if (FAILED(status))
throw DxvkError("Failed to create D3D9 device");
// Funny Swapchain Refcounting
// "One of the things COM does really well, is lifecycle management"
// Implicit Swapchain
{
IDirect3DSurface9* pSurface1 = nullptr;
IDirect3DSurface9* pSurface2 = nullptr;
status = m_device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &pSurface1);
D3DPRESENT_PARAMETERS newParams = params;
newParams.BackBufferWidth = 10;
newParams.BackBufferHeight = 10;
status = m_device->Reset(&newParams);
status = m_device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &pSurface2);
IDirect3DSwapChain9* pSwapChain2 = nullptr;
IDirect3DSwapChain9* pSwapChain3 = nullptr;
status = pSurface1->GetContainer(__uuidof(IDirect3DSwapChain9), reinterpret_cast<void**>(&pSwapChain2));
status = pSurface2->GetContainer(__uuidof(IDirect3DSwapChain9), reinterpret_cast<void**>(&pSwapChain3));
printf("E_NOINTERFACE! for pSwapchain2");
status = m_device->Reset(&params);
}
// Additional swapchain
{
IDirect3DSwapChain9* pSwapChain2 = nullptr;
IDirect3DSwapChain9* pSwapChain3 = nullptr;
IDirect3DSwapChain9* pSwapChain4 = nullptr;
IDirect3DSurface9* pSurface = nullptr;
status = m_device->CreateAdditionalSwapChain(&params, &pSwapChain2);
status = pSwapChain2->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &pSurface);
status = pSurface->GetContainer(__uuidof(IDirect3DSwapChain9), reinterpret_cast<void**>(&pSwapChain3));
pSwapChain2->Release();
UINT count = pSwapChain2->Release();
printf("Count: %u - Should be 0 and swapchain dead!", count);
status = pSurface->GetContainer(__uuidof(IDirect3DSwapChain9), reinterpret_cast<void**>(&pSwapChain4));
// E_NOINTERFACE !
printf("E_NOINTERFACE!");
}
m_device->AddRef();
Com<IDirect3DSurface9> backbuffer;
m_device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
m_device->AddRef();
Com<IDirect3DSwapChain9> swapchain;
m_device->GetSwapChain(0, &swapchain);
m_device->AddRef();
DWORD bias = 0xDEADBEEF;
status = m_device->GetSamplerState(0, D3DSAMP_MIPMAPLODBIAS, &bias);
status = m_device->SetSamplerState(0, D3DSAMP_MIPMAPLODBIAS, MAKEFOURCC('G', 'E', 'T', '4'));
status = m_device->GetSamplerState(0, D3DSAMP_MIPMAPLODBIAS, &bias);
status = m_device->SetSamplerState(0, D3DSAMP_MIPMAPLODBIAS, MAKEFOURCC('G', 'E', 'T', '1'));
status = m_device->GetSamplerState(0, D3DSAMP_MIPMAPLODBIAS, &bias);
// Vertex Shader
{
Com<ID3DBlob> blob;
status = D3DCompile(
g_vertexShaderCode.data(),
g_vertexShaderCode.length(),
nullptr, nullptr, nullptr,
"main",
"vs_2_0",
0, 0, &blob,
nullptr);
if (FAILED(status))
throw DxvkError("Failed to compile vertex shader");
status = m_device->CreateVertexShader(reinterpret_cast<const DWORD*>(blob->GetBufferPointer()), &m_vs);
if (FAILED(status))
throw DxvkError("Failed to create vertex shader");
}
// Pixel Shader
{
Com<ID3DBlob> blob;
status = D3DCompile(
g_pixelShaderCode.data(),
g_pixelShaderCode.length(),
nullptr, nullptr, nullptr,
"main",
"ps_2_0",
0, 0, &blob,
nullptr);
if (FAILED(status))
throw DxvkError("Failed to compile pixel shader");
status = m_device->CreatePixelShader(reinterpret_cast<const DWORD*>(blob->GetBufferPointer()), &m_ps);
if (FAILED(status))
throw DxvkError("Failed to create pixel shader");
}
m_device->SetVertexShader(m_vs.ptr());
m_device->SetPixelShader(m_ps.ptr());
m_device->AddRef();
}
void run() {
this->adjustBackBuffer();
m_device->BeginScene();
m_device->Clear(
0,
nullptr,
D3DCLEAR_TARGET,
D3DCOLOR_RGBA(44, 62, 80, 0),
0,
0);
m_device->Clear(
0,
nullptr,
D3DCLEAR_ZBUFFER,
0,
0.5f,
0);
m_decl = nullptr;
std::array<D3DVERTEXELEMENT9, 3> elements;
elements[0].Method = 0;
elements[0].Offset = 0;
elements[0].Stream = 0;
elements[0].Type = D3DDECLTYPE_FLOAT3;
elements[0].Usage = D3DDECLUSAGE_POSITION;
elements[0].UsageIndex = 0;
elements[1].Method = 0;
elements[1].Offset = 12;
elements[1].Stream = 0;
elements[1].Type = D3DDECLTYPE_FLOAT3;
elements[1].Usage = D3DDECLUSAGE_TEXCOORD;
elements[1].UsageIndex = 0;
elements[2] = D3DDECL_END();
HRESULT result = m_device->CreateVertexDeclaration(elements.data(), &m_decl);
if (FAILED(result))
throw DxvkError("Failed to create vertex decl");
m_device->SetVertexDeclaration(m_decl.ptr());
float vertexData[] = {
-1, 1, 0, 0, 0, 1, 1, 0, 1, 0, 1, -1, 0, 1, 1, -1, -1, 0, 0, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
};
m_device->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, vertexData, 20);
//m_device->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 3, vertexData, 20);
//m_device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
m_device->EndScene();
m_device->PresentEx(
nullptr,
nullptr,
nullptr,
nullptr,
0);
}
void adjustBackBuffer() {
RECT windowRect = { 0, 0, 1024, 600 };
GetClientRect(m_window, &windowRect);
Extent2D newSize = {
static_cast<uint32_t>(windowRect.right - windowRect.left),
static_cast<uint32_t>(windowRect.bottom - windowRect.top),
};
if (m_windowSize.w != newSize.w
|| m_windowSize.h != newSize.h) {
m_windowSize = newSize;
D3DPRESENT_PARAMETERS params;
getPresentParams(params);
HRESULT status = m_device->ResetEx(&params, nullptr);
if (FAILED(status))
throw DxvkError("Device reset failed");
}
}
void getPresentParams(D3DPRESENT_PARAMETERS& params) {
params.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
params.BackBufferCount = 1;
params.BackBufferFormat = D3DFMT_X8R8G8B8;
params.BackBufferWidth = m_windowSize.w;
params.BackBufferHeight = m_windowSize.h;
params.EnableAutoDepthStencil = 0;
params.Flags = 0;
params.FullScreen_RefreshRateInHz = 0;
params.hDeviceWindow = m_window;
params.MultiSampleQuality = 0;
params.MultiSampleType = D3DMULTISAMPLE_NONE;
params.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
params.SwapEffect = D3DSWAPEFFECT_DISCARD;
params.Windowed = TRUE;
}
private:
HWND m_window;
Extent2D m_windowSize = { 1024, 600 };
Com<IDirect3D9Ex> m_d3d;
Com<IDirect3DDevice9Ex> m_device;
Com<IDirect3DVertexShader9> m_vs;
Com<IDirect3DPixelShader9> m_ps;
Com<IDirect3DVertexBuffer9> m_vb;
Com<IDirect3DVertexDeclaration9> m_decl;
};
LRESULT CALLBACK WindowProc(HWND hWnd,
UINT message,
WPARAM wParam,
LPARAM lParam);
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow) {
HWND hWnd;
WNDCLASSEXW wc;
ZeroMemory(&wc, sizeof(WNDCLASSEX));
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(nullptr, IDC_ARROW);
wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
wc.lpszClassName = L"WindowClass1";
RegisterClassExW(&wc);
hWnd = CreateWindowExW(0,
L"WindowClass1",
L"Our First Windowed Program",
WS_OVERLAPPEDWINDOW,
300, 300,
640, 480,
nullptr,
nullptr,
hInstance,
nullptr);
ShowWindow(hWnd, nCmdShow);
MSG msg;
try {
TriangleApp app(hInstance, hWnd);
while (true) {
if (PeekMessage(&msg, nullptr, 0, 0, PM_REMOVE)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
if (msg.message == WM_QUIT)
return msg.wParam;
} else {
app.run();
}
}
} catch (const dxvk::DxvkError& e) {
std::cerr << e.message() << std::endl;
return msg.wParam;
}
}
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) {
switch (message) {
case WM_CLOSE:
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, message, wParam, lParam);
}

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@ -1 +0,0 @@
subdir('d3d9')

View File

@ -1,17 +0,0 @@
#pragma once
#include <iostream>
#include "../src/util/com/com_guid.h"
#include "../src/util/com/com_object.h"
#include "../src/util/com/com_pointer.h"
#include "../src/util/log/log.h"
#include "../src/util/log/log_debug.h"
#include "../src/util/rc/util_rc.h"
#include "../src/util/rc/util_rc_ptr.h"
#include "../src/util/util_enum.h"
#include "../src/util/util_error.h"
#include "../src/util/util_string.h"