#include #include #include #include #include #include "../../src/util/thread.h" #include "../test_utils.h" using namespace dxvk; struct Extent2D { uint32_t w, h; }; struct Vertex { float x, y, z, w; }; struct Color { uint8_t r, g, b, a; }; bool m_report = false; const std::string g_vertexShaderCode = "Buffer buf : register(t0);\n" "struct vs_out {\n" " float4 pos : POSITION;\n" " float4 color : COLOR;\n" "};\n" "vs_out main(float4 vsIn : IN_POSITION,\n" " uint vid : SV_VERTEXID,\n" " uint iid : SV_INSTANCEID) {\n" " vs_out result;\n" " result.pos = vsIn;\n" " result.color.x = buf[vid].x;\n" " result.color.y = buf[iid * 3].y;\n" " result.color.z = buf[0].z;\n" " result.color.w = 1.0f;\n" " return result;\n" "}\n"; const std::string g_hullShaderCode = "struct vs_out {\n" " float4 pos : POSITION;\n" " float4 color : COLOR;\n" "};\n" "struct hs_vtx {\n" " float4 pos : POSITION;\n" "};\n" "struct hs_patch {\n" " float4 color : COLOR;\n" " float tessEdge[3] : SV_TessFactor;\n" " float tessInner : SV_InsideTessFactor;\n" "};\n" "hs_patch main_pc(InputPatch ip) {\n" " hs_patch ov;\n" " ov.color = ip[0].color;\n" " ov.tessEdge[0] = 4.0f;\n" " ov.tessEdge[1] = 4.0f;\n" " ov.tessEdge[2] = 4.0f;\n" " ov.tessInner = 4.0f;\n" " return ov;\n" "}\n" "[domain(\"tri\")]\n" "[partitioning(\"fractional_odd\")]\n" "[outputtopology(\"triangle_cw\")]\n" "[outputcontrolpoints(3)]\n" "[patchconstantfunc(\"main_pc\")]\n" "hs_vtx main(InputPatch ip, uint i : SV_OutputControlPointID) {\n" " hs_vtx ov;\n" " ov.pos = ip[i].pos;\n" " return ov;\n" "}\n"; const std::string g_domainShaderCode = "struct ds_out {\n" " float4 pos : SV_POSITION;\n" " float4 color : COLOR;\n" "};\n" "struct hs_vtx {\n" " float4 pos : POSITION;\n" "};\n" "struct hs_patch {\n" " float4 color : COLOR;\n" " float tessEdge[3] : SV_TessFactor;\n" " float tessInner : SV_InsideTessFactor;\n" "};\n" "[domain(\"tri\")]\n" "ds_out main(float3 p : SV_DomainLocation, OutputPatch ip, hs_patch pc) {\n" " ds_out ov;\n" " ov.pos = ip[0].pos * p.x\n" " + ip[1].pos * p.y\n" " + ip[2].pos * p.z;\n" " ov.color = pc.color;\n" " return ov;\n" "}\n"; const std::string g_pixelShaderCode = "struct vs_out {\n" " float4 pos : SV_POSITION;\n" " float4 color : COLOR;\n" "};\n" "float4 main(vs_out ps_in) : SV_TARGET {\n" " return ps_in.color;\n" "}\n"; class TriangleApp { public: TriangleApp(HINSTANCE instance, HWND window) : m_window(window) { if (FAILED(CreateDXGIFactory(__uuidof(IDXGIFactory), reinterpret_cast(&m_factory)))) throw DxvkError("Failed to create DXGI factory"); if (FAILED(m_factory->EnumAdapters(0, &m_adapter))) throw DxvkError("Failed to enumerate DXGI adapter"); HRESULT status = D3D11CreateDevice( m_adapter.ptr(), D3D_DRIVER_TYPE_UNKNOWN, nullptr, 0, nullptr, 0, D3D11_SDK_VERSION, &m_device, &m_featureLevel, &m_context); if (FAILED(status)) throw DxvkError("Failed to create D3D11 device"); DXGI_SWAP_CHAIN_DESC swapDesc; swapDesc.BufferDesc.Width = m_windowSize.w; swapDesc.BufferDesc.Height = m_windowSize.h; swapDesc.BufferDesc.RefreshRate = { 60, 1 }; swapDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB; swapDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED; swapDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED; swapDesc.SampleDesc.Count = 8; swapDesc.SampleDesc.Quality = 0; swapDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; swapDesc.BufferCount = 2; swapDesc.OutputWindow = window; swapDesc.Windowed = true; swapDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; swapDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; if (FAILED(m_factory->CreateSwapChain(m_device.ptr(), &swapDesc, &m_swapChain))) throw DxvkError("Failed to create DXGI swap chain"); if (FAILED(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast(&m_buffer)))) throw DxvkError("Failed to get swap chain back buffer"); if (FAILED(m_device->CreateRenderTargetView(m_buffer.ptr(), nullptr, &m_bufferView))) throw DxvkError("Failed to create render target view"); if (FAILED(m_swapChain->ResizeTarget(&swapDesc.BufferDesc))) throw DxvkError("Failed to resize window"); std::array vertexData = {{ { -0.25f, -0.15f, 0.0f, 1.0f }, { -0.50f, -0.65f, 0.0f, 1.0f }, { -0.75f, -0.15f, 0.0f, 1.0f }, { 0.75f, -0.15f, 0.0f, 1.0f }, { 0.50f, -0.65f, 0.0f, 1.0f }, { 0.25f, -0.15f, 0.0f, 1.0f }, { -0.75f, 0.15f, 0.0f, 1.0f }, { -0.50f, 0.65f, 0.0f, 1.0f }, { -0.25f, 0.15f, 0.0f, 1.0f }, { 0.25f, 0.15f, 0.0f, 1.0f }, { 0.50f, 0.65f, 0.0f, 1.0f }, { 0.75f, 0.15f, 0.0f, 1.0f }, { 0.25f, 0.75f, 0.0f, 1.0f }, { 0.00f, 0.25f, 0.0f, 1.0f }, { -0.25f, 0.75f, 0.0f, 1.0f }, { -0.25f, -0.75f, 0.0f, 1.0f }, { 0.00f, -0.25f, 0.0f, 1.0f }, { 0.25f, -0.75f, 0.0f, 1.0f }, { -0.25f, -0.25f, 0.0f, 1.0f }, { 0.00f, 0.25f, 0.0f, 1.0f }, { 0.25f, -0.25f, 0.0f, 1.0f }, }}; D3D11_BUFFER_DESC vertexDesc; vertexDesc.ByteWidth = sizeof(Vertex) * vertexData.size(); vertexDesc.Usage = D3D11_USAGE_IMMUTABLE; vertexDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vertexDesc.CPUAccessFlags = 0; vertexDesc.MiscFlags = 0; vertexDesc.StructureByteStride = 0; D3D11_SUBRESOURCE_DATA vertexDataInfo; vertexDataInfo.pSysMem = vertexData.data(); vertexDataInfo.SysMemPitch = 0; vertexDataInfo.SysMemSlicePitch = 0; if (FAILED(m_device->CreateBuffer(&vertexDesc, &vertexDataInfo, &m_vertexBuffer))) throw DxvkError("Failed to create vertex buffer"); std::array indexData = {{ 0, 1, 2, 0, 1, 2, 2, 1, 0 }}; D3D11_BUFFER_DESC indexDesc; indexDesc.ByteWidth = sizeof(uint32_t) * indexData.size(); indexDesc.Usage = D3D11_USAGE_IMMUTABLE; indexDesc.BindFlags = D3D11_BIND_INDEX_BUFFER; indexDesc.CPUAccessFlags = 0; indexDesc.MiscFlags = 0; indexDesc.StructureByteStride = 0; D3D11_SUBRESOURCE_DATA indexDataInfo; indexDataInfo.pSysMem = indexData.data(); indexDataInfo.SysMemPitch = 0; indexDataInfo.SysMemSlicePitch = 0; if (FAILED(m_device->CreateBuffer(&indexDesc, &indexDataInfo, &m_indexBuffer))) throw DxvkError("Failed to create index buffer"); std::array resourceData = {{ { 0x20, 0x20, 0x20, 0xFF }, { 0x20, 0x20, 0x20, 0xFF }, { 0x20, 0x20, 0x20, 0xFF }, { 0xFF, 0xFF, 0x00, 0xFF }, { 0xFF, 0xFF, 0x00, 0xFF }, { 0xFF, 0xFF, 0x00, 0xFF }, }}; D3D11_BUFFER_DESC resourceDesc; resourceDesc.ByteWidth = sizeof(Color) * resourceData.size(); resourceDesc.Usage = D3D11_USAGE_IMMUTABLE; resourceDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE; resourceDesc.CPUAccessFlags = 0; resourceDesc.MiscFlags = 0; resourceDesc.StructureByteStride = 0; D3D11_SUBRESOURCE_DATA resourceDataInfo; resourceDataInfo.pSysMem = resourceData.data(); resourceDataInfo.SysMemPitch = 0; resourceDataInfo.SysMemSlicePitch = 0; if (FAILED(m_device->CreateBuffer(&resourceDesc, &resourceDataInfo, &m_resourceBuffer))) throw DxvkError("Failed to create resource buffer"); D3D11_SHADER_RESOURCE_VIEW_DESC resourceViewDesc; resourceViewDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; resourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER; resourceViewDesc.Buffer.FirstElement = 0; resourceViewDesc.Buffer.NumElements = resourceData.size(); if (FAILED(m_device->CreateShaderResourceView(m_resourceBuffer.ptr(), &resourceViewDesc, &m_resourceView))) throw DxvkError("Failed to create resource buffer view"); Com vertexShaderBlob; Com hullShaderBlob; Com domainShaderBlob; Com pixelShaderBlob; if (FAILED(D3DCompile( g_vertexShaderCode.data(), g_vertexShaderCode.size(), "Vertex shader", nullptr, nullptr, "main", "vs_5_0", 0, 0, &vertexShaderBlob, nullptr))) throw DxvkError("Failed to compile vertex shader"); if (FAILED(D3DCompile( g_hullShaderCode.data(), g_hullShaderCode.size(), "Hull shader", nullptr, nullptr, "main", "hs_5_0", 0, 0, &hullShaderBlob, nullptr))) throw DxvkError("Failed to compile hull shader"); if (FAILED(D3DCompile( g_domainShaderCode.data(), g_domainShaderCode.size(), "Domain shader", nullptr, nullptr, "main", "ds_5_0", 0, 0, &domainShaderBlob, nullptr))) throw DxvkError("Failed to compile domain shader"); if (FAILED(D3DCompile( g_pixelShaderCode.data(), g_pixelShaderCode.size(), "Pixel shader", nullptr, nullptr, "main", "ps_5_0", 0, 0, &pixelShaderBlob, nullptr))) throw DxvkError("Failed to compile pixel shader"); if (FAILED(m_device->CreateVertexShader( vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), nullptr, &m_vertexShader))) throw DxvkError("Failed to create vertex shader"); if (FAILED(m_device->CreateHullShader( hullShaderBlob->GetBufferPointer(), hullShaderBlob->GetBufferSize(), nullptr, &m_hullShader))) throw DxvkError("Failed to create hull shader"); if (FAILED(m_device->CreateDomainShader( domainShaderBlob->GetBufferPointer(), domainShaderBlob->GetBufferSize(), nullptr, &m_domainShader))) throw DxvkError("Failed to create domain shader"); if (FAILED(m_device->CreatePixelShader( pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), nullptr, &m_pixelShader))) throw DxvkError("Failed to create pixel shader"); std::array vertexFormatDesc = {{ { "IN_POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(Vertex, x), D3D11_INPUT_PER_VERTEX_DATA, 0 }, }}; if (FAILED(m_device->CreateInputLayout( vertexFormatDesc.data(), vertexFormatDesc.size(), vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &m_vertexFormat))) throw DxvkError("Failed to create input layout"); D3D11_QUERY_DESC queryDesc; queryDesc.Query = D3D11_QUERY_OCCLUSION; queryDesc.MiscFlags = 0; if (FAILED(m_device->CreateQuery(&queryDesc, &m_query))) throw DxvkError("Failed to create occlusion query"); } ~TriangleApp() { m_context->ClearState(); } void run() { this->adjustBackBuffer(); D3D11_VIEWPORT viewport; viewport.TopLeftX = 0.0f; viewport.TopLeftY = 0.0f; viewport.Width = static_cast(m_windowSize.w); viewport.Height = static_cast(m_windowSize.h); viewport.MinDepth = 0.0f; viewport.MaxDepth = 1.0f; m_context->RSSetViewports(1, &viewport); FLOAT color[4] = { 0.5f, 0.5f, 0.5f, 1.0f }; m_context->OMSetRenderTargets(1, &m_bufferView, nullptr); m_context->ClearRenderTargetView(m_bufferView.ptr(), color); m_context->VSSetShader(m_vertexShader.ptr(), nullptr, 0); m_context->HSSetShader(m_hullShader.ptr(), nullptr, 0); m_context->DSSetShader(m_domainShader.ptr(), nullptr, 0); m_context->PSSetShader(m_pixelShader.ptr(), nullptr, 0); m_context->VSSetShaderResources(0, 1, &m_resourceView); UINT vsStride = sizeof(Vertex); UINT vsOffset = 0; // Test normal draws with base vertex m_context->Begin(m_query.ptr()); m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_3_CONTROL_POINT_PATCHLIST); m_context->IASetInputLayout(m_vertexFormat.ptr()); m_context->IASetVertexBuffers(0, 1, &m_vertexBuffer, &vsStride, &vsOffset); m_context->Draw(3, 0); m_context->Draw(3, 3); m_context->End(m_query.ptr()); // Test instanced draws with base instance and base vertex vsOffset = 6 * sizeof(Vertex); m_context->IASetVertexBuffers(0, 1, &m_vertexBuffer, &vsStride, &vsOffset); m_context->DrawInstanced(3, 1, 0, 1); m_context->DrawInstanced(3, 1, 3, 1); // Test indexed draws with base vertex and base index vsOffset = 12 * sizeof(Vertex); m_context->IASetVertexBuffers(0, 1, &m_vertexBuffer, &vsStride, &vsOffset); m_context->IASetIndexBuffer(m_indexBuffer.ptr(), DXGI_FORMAT_R32_UINT, 0); m_context->DrawIndexed(3, 0, 0); m_context->DrawIndexed(3, 3, 3); // Test default backface culling vsOffset = 18 * sizeof(Vertex); m_context->IASetVertexBuffers(0, 1, &m_vertexBuffer, &vsStride, &vsOffset); m_context->DrawIndexed(3, 6, 0); m_context->OMSetRenderTargets(0, nullptr, nullptr); m_swapChain->Present(1, 0); // Test query results while (true) { UINT64 samplesPassed = 0; UINT queryStatus = m_context->GetData( m_query.ptr(), &samplesPassed, sizeof(samplesPassed), D3D11_ASYNC_GETDATA_DONOTFLUSH); if (queryStatus == S_OK) { if (samplesPassed == 0) std::cerr << "Occlusion query returned 0 samples" << std::endl; break; } else if (queryStatus == S_FALSE) { std::this_thread::yield(); } else { std::cerr << "Occlusion query failed" << std::endl; break; } } } void adjustBackBuffer() { RECT windowRect = { 0, 0, 1024, 600 }; GetClientRect(m_window, &windowRect); Extent2D newWindowSize = { static_cast(windowRect.right - windowRect.left), static_cast(windowRect.bottom - windowRect.top), }; if (m_windowSize.w != newWindowSize.w || m_windowSize.h != newWindowSize.h) { m_buffer = nullptr; m_bufferView = nullptr; if (FAILED(m_swapChain->ResizeBuffers(0, newWindowSize.w, newWindowSize.h, DXGI_FORMAT_UNKNOWN, 0))) throw DxvkError("Failed to resize back buffers"); if (FAILED(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast(&m_buffer)))) throw DxvkError("Failed to get swap chain back buffer"); if (FAILED(m_device->CreateRenderTargetView(m_buffer.ptr(), nullptr, &m_bufferView))) throw DxvkError("Failed to create render target view"); m_windowSize = newWindowSize; } } private: HWND m_window; Extent2D m_windowSize = { 1024, 600 }; Com m_factory; Com m_adapter; Com m_device; Com m_context; Com m_swapChain; Com m_buffer; Com m_bufferView; Com m_resourceBuffer; Com m_resourceView; Com m_indexBuffer; Com m_vertexBuffer; Com m_vertexFormat; Com m_vertexShader; Com m_hullShader; Com m_domainShader; Com m_pixelShader; Com m_query; D3D_FEATURE_LEVEL m_featureLevel; uint32_t m_frameId = 0; }; 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) { if (m_report) { std::cout << "hwnd: " << hWnd << std::endl; std::cout << "msg: " << message << std::endl; std::cout << "wp: " << wParam << std::endl; std::cout << "lp: " << lParam << std::endl; } switch (message) { case WM_CLOSE: PostQuitMessage(0); return 0; } return DefWindowProc(hWnd, message, wParam, lParam); }