#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; 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, ¶ms, 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(&pSwapChain2)); status = pSurface2->GetContainer(__uuidof(IDirect3DSwapChain9), reinterpret_cast(&pSwapChain3)); printf("E_NOINTERFACE! for pSwapchain2"); status = m_device->Reset(¶ms); } // Additional swapchain { IDirect3DSwapChain9* pSwapChain2 = nullptr; IDirect3DSwapChain9* pSwapChain3 = nullptr; IDirect3DSwapChain9* pSwapChain4 = nullptr; IDirect3DSurface9* pSurface = nullptr; status = m_device->CreateAdditionalSwapChain(¶ms, &pSwapChain2); status = pSwapChain2->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &pSurface); status = pSurface->GetContainer(__uuidof(IDirect3DSwapChain9), reinterpret_cast(&pSwapChain3)); pSwapChain2->Release(); UINT count = pSwapChain2->Release(); printf("Count: %u - Should be 0 and swapchain dead!", count); status = pSurface->GetContainer(__uuidof(IDirect3DSwapChain9), reinterpret_cast(&pSwapChain4)); // E_NOINTERFACE ! printf("E_NOINTERFACE!"); } m_device->AddRef(); Com backbuffer; m_device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); m_device->AddRef(); Com 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 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()); 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 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(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); }