#include #include #include #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, ¶ms, nullptr, &m_device); if (FAILED(status)) throw DxvkError("Failed to create D3D9 device"); // Vertex Shader { Com 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(blob->GetBufferPointer()), &m_vs); if (FAILED(status)) throw DxvkError("Failed to create vertex shader"); } // Pixel Shader { Com 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(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 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 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 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(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 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(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(windowRect.right - windowRect.left), static_cast(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(¶ms, 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 m_d3d; Com m_device; Com m_vs; Com m_ps; Com m_vb; Com 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); }