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DirectXDevice.cpp
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#include "DirectXDevice.h"
bool DirectXDevice::Initialize()
{
HRESULT hr = S_OK;
D3D_FEATURE_LEVEL levels[] = {
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
D3D_FEATURE_LEVEL_9_3,
D3D_FEATURE_LEVEL_9_2,
D3D_FEATURE_LEVEL_9_1,
};
// This flag adds support for surfaces with a color-channel ordering different
// from the API default. It is required for compatibility with Direct2D.
UINT deviceFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
#if defined(DEBUG) || defined(_DEBUG)
deviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
// Create the Direct3D 11 API device object and a corresponding context.
ID3D11Device* device;
ID3D11DeviceContext* context = nullptr;
hr = D3D11CreateDevice(
nullptr, // Specify nullptr to use the default adapter.
D3D_DRIVER_TYPE_HARDWARE, // Create a device using the hardware graphics driver.
0, // Should be 0 unless the driver is D3D_DRIVER_TYPE_SOFTWARE.
deviceFlags, // Set debug and Direct2D compatibility flags.
levels, // List of feature levels this app can support.
ARRAYSIZE(levels), // Size of the list above.
D3D11_SDK_VERSION, // Always set this to D3D11_SDK_VERSION for Windows Store apps.
&device, // Returns the Direct3D device created.
&feature_level_, // Returns feature level of device created.
&context // Returns the device immediate context.
);
if (FAILED(hr))
{
return false;
}
// Store pointers to the Direct3D 11.1 API device and immediate context.
device_ = device;
context_ = context;
return true;
}
IDXGISwapChain* DirectXDevice::SwapChain(HWND wnd)
{
HRESULT hr = S_OK;
IDXGISwapChain* swapchain = nullptr;
DXGI_SWAP_CHAIN_DESC desc;
ZeroMemory(&desc, sizeof(DXGI_SWAP_CHAIN_DESC));
desc.Windowed = TRUE; // Sets the initial state of full-screen mode.
desc.BufferCount = 2;
desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
desc.SampleDesc.Count = 1; //multisampling setting
desc.SampleDesc.Quality = 0; //vendor-specific flag
desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
desc.OutputWindow = wnd;
// Create the DXGI device object to use in other factories, such as Direct2D.
IDXGIDevice3* dxgiDevice;
hr = device_->QueryInterface(__uuidof(IDXGIDevice3), reinterpret_cast<void**>(&dxgiDevice));
if (FAILED(hr))
return nullptr;
// Create swap chain.
IDXGIAdapter* adapter;
IDXGIFactory* factory;
hr = dxgiDevice->GetAdapter(&adapter);
dxgiDevice->Release();
if (FAILED(hr))
return nullptr;
adapter->GetParent(IID_PPV_ARGS(&factory));
hr = factory->CreateSwapChain(device_, &desc, &swapchain);
adapter->Release();
factory->Release();
return swapchain;
}
ID3D11Buffer* DirectXDevice::VertexBuffer(uint32_t size, bool cpu_writable, bool streamout, D3D11_SUBRESOURCE_DATA* data)
{
D3D11_BUFFER_DESC desc;
desc.ByteWidth = size;
desc.MiscFlags = 0;
desc.StructureByteStride = 0;
desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
if (streamout)
{
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER | D3D11_BIND_STREAM_OUTPUT;
}
else
{
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
}
if (cpu_writable)
{
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
}
else
{
desc.Usage = D3D11_USAGE_IMMUTABLE;
desc.CPUAccessFlags = 0;
}
return CreateBuffer(&desc, data);
}
ID3D11Buffer* DirectXDevice::IndexBuffer(uint32_t size, bool cpu_writable, D3D11_SUBRESOURCE_DATA* data)
{
D3D11_BUFFER_DESC desc;
desc.ByteWidth = size;
desc.MiscFlags = 0;
desc.StructureByteStride = 0;
desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
if (cpu_writable)
{
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
}
else
{
desc.Usage = D3D11_USAGE_IMMUTABLE;
desc.CPUAccessFlags = 0;
}
return CreateBuffer(&desc, data);
}
ID3D11Buffer* DirectXDevice::ConstantBuffer(uint32_t size, bool gpu_writable, bool cpu_writable, D3D11_SUBRESOURCE_DATA* data)
{
D3D11_BUFFER_DESC desc;
desc.ByteWidth = size;
desc.MiscFlags = 0;
desc.StructureByteStride = 0;
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
if (cpu_writable)
{
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
}
else
{
if (gpu_writable)
{
desc.Usage = D3D11_USAGE_DEFAULT;
desc.CPUAccessFlags = 0;
}
else
{
desc.Usage = D3D11_USAGE_IMMUTABLE;
desc.CPUAccessFlags = 0;
}
}
return CreateBuffer(&desc, data);
}
ID3D11Buffer* DirectXDevice::StructuredBuffer(uint32_t count, uint32_t structsize, bool cpu_writable, bool gpu_writable, D3D11_SUBRESOURCE_DATA* data)
{
D3D11_BUFFER_DESC desc;
desc.ByteWidth = count * structsize;
desc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED;
desc.StructureByteStride = structsize;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
if (!cpu_writable && !gpu_writable)
{
desc.Usage = D3D11_USAGE_IMMUTABLE;
desc.CPUAccessFlags = 0;
}
else if (cpu_writable && !gpu_writable)
{
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
}
else if (!cpu_writable && gpu_writable)
{
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
desc.CPUAccessFlags = 0;
}
else
{
// error
// cpu and gpu can't write together
return nullptr;
}
return CreateBuffer(&desc, data);
}
void* DirectXDevice::Texture1D(uint32_t width, uint32_t miplevels, uint32_t array_size, DXGI_FORMAT format,
uint32_t bindflags, bool gpu_writable, bool cpu_writable, uint32_t misc_flags, D3D11_SUBRESOURCE_DATA* data)
{
D3D11_TEXTURE1D_DESC desc;
desc.Width = width;
desc.MipLevels = miplevels;
desc.ArraySize = array_size;
desc.Format = format;
desc.BindFlags = bindflags;
if (!cpu_writable && !gpu_writable)
{
desc.Usage = D3D11_USAGE_IMMUTABLE;
desc.CPUAccessFlags = 0;
}
else if (cpu_writable && !gpu_writable)
{
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
}
else if (!cpu_writable && gpu_writable)
{
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
desc.CPUAccessFlags = 0;
}
else
{
// error
// cpu and gpu can't write together
return nullptr;
}
auto device = Device();
if (device == nullptr)
return nullptr;
ID3D11Texture1D* texture = nullptr;
auto hr = device->CreateTexture1D(&desc, data, &texture);
if (FAILED(hr))
return nullptr;
return texture;
}
// ShaderSource Resource View (SRV)
ID3D11ShaderResourceView* DirectXDevice::BufferShaderResourceView(ID3D11Resource* resource, DXGI_FORMAT format, uint32_t offset, uint32_t width)
{
D3D11_SHADER_RESOURCE_VIEW_DESC desc;
desc.Format = format;
desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
desc.Buffer.ElementOffset = offset;
desc.Buffer.ElementWidth = width;
auto device = Device();
if (device == nullptr)
return nullptr;
ID3D11ShaderResourceView* view = nullptr;
auto hr = device->CreateShaderResourceView(resource, &desc, &view);
return view;
}
ID3D11ShaderResourceView* DirectXDevice::Texture1DShaderResourceView(ID3D11Resource* resource, DXGI_FORMAT format, uint32_t most_detailed_mip, uint32_t mip_levels)
{
D3D11_SHADER_RESOURCE_VIEW_DESC desc;
desc.Format = format;
desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE1D;
desc.Texture1D.MostDetailedMip = most_detailed_mip;
desc.Texture1D.MipLevels = mip_levels;
auto device = Device();
if (device == nullptr)
return nullptr;
ID3D11ShaderResourceView* view = nullptr;
auto hr = device->CreateShaderResourceView(resource, &desc, &view);
return view;
}
ID3D11ShaderResourceView* DirectXDevice::Texture1DArrayShaderResourceView(ID3D11Resource* resource, DXGI_FORMAT format,
uint32_t most_detailed_mip, uint32_t mip_levels, uint32_t first_array_slice, uint32_t array_size)
{
D3D11_SHADER_RESOURCE_VIEW_DESC desc;
desc.Format = format;
desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE1DARRAY;
desc.Texture1DArray.MostDetailedMip = most_detailed_mip;
desc.Texture1DArray.MipLevels = mip_levels;
desc.Texture1DArray.FirstArraySlice = first_array_slice;
desc.Texture1DArray.ArraySize = array_size;
auto device = Device();
if (device == nullptr)
return nullptr;
ID3D11ShaderResourceView* view = nullptr;
auto hr = device->CreateShaderResourceView(resource, &desc, &view);
return view;
}
// Unordered Access View (UAV)
ID3D11UnorderedAccessView* DirectXDevice::Texture1DUnorderedAccessView(ID3D11Resource* resource, DXGI_FORMAT format, uint32_t mip_slice)
{
D3D11_UNORDERED_ACCESS_VIEW_DESC desc;
desc.Format = format;
desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE1D;
desc.Texture1D.MipSlice = mip_slice;
auto device = Device();
if (device == nullptr)
return nullptr;
ID3D11UnorderedAccessView* view = nullptr;
auto hr = device->CreateUnorderedAccessView(resource, &desc, &view);
return view;
}
ID3D11UnorderedAccessView* DirectXDevice::Texture1DArrayUnorderedAccessView(ID3D11Resource* resource, DXGI_FORMAT format,
uint32_t mip_slice, uint32_t first_array_slice, uint32_t array_size)
{
D3D11_UNORDERED_ACCESS_VIEW_DESC desc;
desc.Format = format;
desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE1DARRAY;
desc.Texture1DArray.MipSlice = mip_slice;
desc.Texture1DArray.FirstArraySlice = first_array_slice;
desc.Texture1DArray.ArraySize = array_size;
auto device = Device();
if (device == nullptr)
return nullptr;
ID3D11UnorderedAccessView* view = nullptr;
auto hr = device->CreateUnorderedAccessView(resource, &desc, &view);
return view;
}
// Render Target view (RTV)
ID3D11RenderTargetView* DirectXDevice::Texture1DRenderTargetView(ID3D11Resource* resource, DXGI_FORMAT format, uint32_t mip_slice)
{
D3D11_RENDER_TARGET_VIEW_DESC desc;
desc.Format = format;
desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE1D;
desc.Texture1D.MipSlice = mip_slice;
auto device = Device();
if (device == nullptr)
return nullptr;
ID3D11RenderTargetView* view = nullptr;
auto hr = device->CreateRenderTargetView(resource, &desc, &view);
return view;
}
ID3D11RenderTargetView* DirectXDevice::Texture1DArrayRenderTargetView(ID3D11Resource* resource, DXGI_FORMAT format,
uint32_t mip_slice, uint32_t first_array_slice, uint32_t array_size)
{
D3D11_RENDER_TARGET_VIEW_DESC desc;
desc.Format = format;
desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE1DARRAY;
desc.Texture1DArray.MipSlice = mip_slice;
desc.Texture1DArray.FirstArraySlice = first_array_slice;
desc.Texture1DArray.ArraySize = array_size;
auto device = Device();
if (device == nullptr)
return nullptr;
ID3D11RenderTargetView* view = nullptr;
auto hr = device->CreateRenderTargetView(resource, &desc, &view);
return view;
}
// Depth Stencil View (DSV)
ID3D11DepthStencilView* DirectXDevice::Texture1DDepthStencilView(ID3D11Resource* resource, DXGI_FORMAT format, uint32_t mip_slice)
{
D3D11_DEPTH_STENCIL_VIEW_DESC desc;
desc.Format = format;
desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE1D;
desc.Texture1D.MipSlice = mip_slice;
auto device = Device();
if (device == nullptr)
return nullptr;
ID3D11DepthStencilView* view = nullptr;
auto hr = device->CreateDepthStencilView(resource, &desc, &view);
return view;
}
ID3D11DepthStencilView* DirectXDevice::Texture1DArrayDepthStencilView(ID3D11Resource* resource, DXGI_FORMAT format,
uint32_t mip_slice, uint32_t first_array_slice, uint32_t array_size)
{
D3D11_DEPTH_STENCIL_VIEW_DESC desc;
desc.Format = format;
desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE1DARRAY;
desc.Texture1DArray.MipSlice = mip_slice;
desc.Texture1DArray.FirstArraySlice = first_array_slice;
desc.Texture1DArray.ArraySize = array_size;
auto device = Device();
if (device == nullptr)
return nullptr;
ID3D11DepthStencilView* view = nullptr;
auto hr = device->CreateDepthStencilView(resource, &desc, &view);
return view;
}
bool DirectXDevice::RenderTargetView(ID3D11Resource *resource, const D3D11_RENDER_TARGET_VIEW_DESC *desc, ID3D11RenderTargetView **view)
{
auto device = Device();
if (device == nullptr)
return false;
const auto result = device->CreateRenderTargetView(resource, desc, view);
return !FAILED(result);
}
bool DirectXDevice::DepthStencilView(ID3D11Resource *resource, const D3D11_DEPTH_STENCIL_VIEW_DESC *desc, ID3D11DepthStencilView **view)
{
auto device = Device();
if (device == nullptr)
return false;
const auto result = device->CreateDepthStencilView(resource, desc, view);
return !FAILED(result);
}
ID3D11Buffer* DirectXDevice::CreateBuffer(const D3D11_BUFFER_DESC *desc, const D3D11_SUBRESOURCE_DATA *data)
{
auto device = Device();
if (device == nullptr)
return nullptr;
ID3D11Buffer* buffer = nullptr;
auto hr = device->CreateBuffer(desc, data, &buffer);
if (FAILED(hr))
return nullptr;
return buffer;
}