public void Draw(IntPtr hWnd) { if (m_disposed) { return; } using (var rtv = Begin(hWnd, out float width, out float height)) { // clear var clearColor = new Vector4(0.0f, 0.125f, 0.3f, 1.0f); m_d3d11.Context.ClearRenderTargetView(rtv, ref clearColor.X); // draw pipeline m_d3d11.Context.OMSetRenderTargets(1, ref rtv.Ptr, null); var vp = new D3D11_VIEWPORT { Width = width, Height = height, MinDepth = 0.0f, MaxDepth = 1.0f, }; m_d3d11.Context.RSSetViewports(1, ref vp); m_shader.Setup(m_d3d11.Device, m_d3d11.Context); m_model.Draw(m_d3d11.Device, m_d3d11.Context, m_shader.Layout.AsSpan()); // flush End(); } }
private void Render() { var rotateX = D2D_MATRIX_4X4_F.RotationX(_modelRotation.x); var rotateY = D2D_MATRIX_4X4_F.RotationY(_modelRotation.y); var rotateZ = D2D_MATRIX_4X4_F.RotationZ(_modelRotation.z); var scale = D2D_MATRIX_4X4_F.Scale(_modelScale.x, _modelScale.y, _modelScale.z); var translate = D2D_MATRIX_4X4_F.Translation(_modelTranslation.x, _modelTranslation.y, _modelTranslation.z); _modelRotation.x += 0.5f; _modelRotation.y += 0.9f; _modelRotation.z += 0.1f; void mapAction(ref D3D11_MAPPED_SUBRESOURCE mapped, ref VS_CONSTANT_BUFFER buffer) { buffer.Transform = rotateX * rotateY * rotateZ * scale * translate; buffer.Projection = new D2D_MATRIX_4X4_F((2 * _n) / _width, 0, 0, 0, 0, (2 * _n) / _height, 0, 0, 0, 0, _f / (_f - _n), 1, 0, 0, (_n * _f) / (_n - _f), 0); buffer.LightVector = new XMFLOAT3(1, -1, 1); } _deviceContext.WithMap <VS_CONSTANT_BUFFER>(_constantBuffer, 0, D3D11_MAP.D3D11_MAP_WRITE_DISCARD, mapAction); var backgroundColor = new float[] { 0.025f, 0.025f, 0.025f, 1 }; uint stride = 12 * 4; // vertex size (12 floats: float3 position, float3 normal, float2 texcoord, float4 color) uint offset = 0; _deviceContext.Object.ClearRenderTargetView(_renderTargetView.Object, backgroundColor); _deviceContext.Object.ClearDepthStencilView(_depthBufferView.Object, (uint)D3D11_CLEAR_FLAG.D3D11_CLEAR_DEPTH, 1, 0); _deviceContext.Object.IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY.D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); _deviceContext.Object.IASetInputLayout(_inputLayout.Object); _deviceContext.Object.IASetVertexBuffers(0, 1, new ID3D11Buffer[] { _vertexBuffer.Object }, new uint[] { stride }, new uint[] { offset }); _deviceContext.Object.IASetIndexBuffer(_indexBuffer.Object, DXGI_FORMAT.DXGI_FORMAT_R32_UINT, 0); _deviceContext.Object.VSSetShader(_vertexShader.Object, null, 0); _deviceContext.Object.VSSetConstantBuffers(0, 1, new ID3D11Buffer[] { _constantBuffer.Object }); var viewport = new D3D11_VIEWPORT(); viewport.Width = _width; viewport.Height = _height; viewport.MaxDepth = 1; _deviceContext.Object.RSSetViewports(1, new D3D11_VIEWPORT[] { viewport }); _deviceContext.Object.RSSetState(_rasterizerState.Object); _deviceContext.Object.PSSetShader(_pixelShader.Object, null, 0); _deviceContext.Object.PSSetShaderResources(0, 1, new ID3D11ShaderResourceView[] { _shaderResourceView.Object }); _deviceContext.Object.PSSetSamplers(0, 1, new ID3D11SamplerState[] { _samplerState.Object }); _deviceContext.Object.OMSetRenderTargets(1, new ID3D11RenderTargetView[] { _renderTargetView.Object }, _depthBufferView.Object); _deviceContext.Object.OMSetDepthStencilState(_depthStencilState.Object, 0); _deviceContext.Object.OMSetBlendState(_blendState.Object, null, 0xffffffff); _deviceContext.Object.DrawIndexed((uint)Data.IndexData.Length, 0, 0); _swapChain.Object.Present(1, 0).ThrowOnError(); }
protected override void CreateWindowSizeDependentResources() { if (_swapChain != null) { ThrowIfFailed(_swapChain->ResizeBuffers(FrameCount, (uint)Size.Width, (uint)Size.Height, BackBufferFormat, 0)); } else { _swapChain = CreateSwapChain(); } CreateResourceViews(); _viewport = new D3D11_VIEWPORT { TopLeftX = 0, TopLeftY = 0, Width = Size.Width, Height = Size.Height, MinDepth = D3D11_MIN_DEPTH, MaxDepth = D3D11_MAX_DEPTH }; _scissorRect = new RECT { left = 0, top = 0, right = Size.Width, bottom = Size.Height }; IDXGISwapChain *CreateSwapChain() { var swapChainDesc = new DXGI_SWAP_CHAIN_DESC { BufferDesc = new DXGI_MODE_DESC { Width = (uint)Size.Width, Height = (uint)Size.Height, Format = BackBufferFormat, }, SampleDesc = new DXGI_SAMPLE_DESC { Count = 1 }, BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT, BufferCount = FrameCount, OutputWindow = Hwnd, Windowed = TRUE, SwapEffect = DXGI_SWAP_EFFECT_DISCARD, }; IDXGISwapChain *swapChain; ThrowIfFailed(DxgiFactory->CreateSwapChain((IUnknown *)D3DDevice, &swapChainDesc, &swapChain)); return(swapChain); } }
static void Main() { ReferenceTracker.TrackReferences = true; Form form = new Form(); IDXGIFactory factory = DXGI.CreateFactory(); IDXGIAdapter adapter = null; factory.EnumAdapters(0, out adapter); DXGI_SWAP_CHAIN_DESC swapChainDescription = new DXGI_SWAP_CHAIN_DESC { BufferCount = 1, BufferDesc = new DXGI_MODE_DESC { Format = DXGI_FORMAT.DXGI_FORMAT_R8G8B8A8_UNORM, Height = form.ClientSize.Height, RefreshRate = new DXGI_RATIONAL { Denominator = 1, Numerator = 60 }, Scaling = DXGI_MODE_SCALING.DXGI_MODE_SCALING_UNSPECIFIED, ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER.DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED, Width = form.ClientSize.Width }, BufferUsage = (int)DXGI_USAGE.DXGI_USAGE_RENDER_TARGET_OUTPUT, Flags = 0, OutputWindow = form.Handle, SampleDesc = new DXGI_SAMPLE_DESC { Count = 1, Quality = 0 }, SwapEffect = DXGI_SWAP_EFFECT.DXGI_SWAP_EFFECT_DISCARD, Windowed = true }; ID3D11Device device = SlimDX.Direct3D11.Direct3D11.CreateDevice(adapter); IDXGISwapChain swapChain = null; factory.CreateSwapChain(device, swapChainDescription, out swapChain); ID3D11Texture2D backbuffer = swapChain.GetBuffer<ID3D11Texture2D>(0); ID3D11RenderTargetView view = null; device.CreateRenderTargetView(backbuffer, null, out view); ID3DBlob vertexShaderBytecode = ShaderCompiler.CompileFromString(File.ReadAllText("MiniTri11.fx"), "MiniTri11.fx", "VS", "vs_4_0"); ID3DBlob pixelShaderBytecode = ShaderCompiler.CompileFromString(File.ReadAllText("MiniTri11.fx"), "MiniTri11.fx", "PS", "ps_4_0"); D3D11_INPUT_ELEMENT_DESC[] inputElements = new[] { new D3D11_INPUT_ELEMENT_DESC { SemanticName = "POSITION", AlignedByteOffset = 0, SemanticIndex = 0, Format = DXGI_FORMAT.DXGI_FORMAT_R32G32B32A32_FLOAT, InstanceDataStepRate = 0, InputSlot = 0, InputSlotClass = D3D11_INPUT_CLASSIFICATION.D3D11_INPUT_PER_VERTEX_DATA }, new D3D11_INPUT_ELEMENT_DESC { SemanticName = "COLOR", AlignedByteOffset = 16, SemanticIndex = 0, Format = DXGI_FORMAT.DXGI_FORMAT_R32G32B32A32_FLOAT, InstanceDataStepRate = 0, InputSlot = 0, InputSlotClass = D3D11_INPUT_CLASSIFICATION.D3D11_INPUT_PER_VERTEX_DATA } }; ID3DBlob inputSignature; ShaderCompiler.D3DGetInputSignatureBlob(vertexShaderBytecode.GetBufferPointer(), vertexShaderBytecode.GetBufferSize(), out inputSignature); ID3D11InputLayout inputLayout; device.CreateInputLayout(inputElements, inputElements.Length, inputSignature.GetBufferPointer(), inputSignature.GetBufferSize(), out inputLayout); ByteBuffer vertexData = new ByteBuffer(3 * 32); vertexData.Write(0 * Vector4.SizeInBytes, new Vector4(0.0f, 0.5f, 0.5f, 1.0f)); vertexData.Write(1 * Vector4.SizeInBytes, new Vector4(1.0f, 0.0f, 0.0f, 1.0f)); vertexData.Write(2 * Vector4.SizeInBytes, new Vector4(0.5f, -0.5f, 0.5f, 1.0f)); vertexData.Write(3 * Vector4.SizeInBytes, new Vector4(0.0f, 1.0f, 0.0f, 1.0f)); vertexData.Write(4 * Vector4.SizeInBytes, new Vector4(-0.5f, -0.5f, 0.5f, 1.0f)); vertexData.Write(5 * Vector4.SizeInBytes, new Vector4(0.0f, 0.0f, 1.0f, 1.0f)); D3D11_BUFFER_DESC vertexBufferDescription = new D3D11_BUFFER_DESC { BindFlags = 1,//vertex buffer ByteWidth = 3 * 32, CPUAccessFlags = 0, MiscFlags = 0, Usage = D3D11_USAGE.D3D11_USAGE_DEFAULT, StructureByteStride = 0 }; ID3D11Buffer vertexBuffer; D3D11_SUBRESOURCE_DATA srd = new D3D11_SUBRESOURCE_DATA { pSysMem = vertexData.Pin(), SysMemPitch = 0, SysMemSlicePitch = 0 }; device.CreateBuffer(vertexBufferDescription, srd, out vertexBuffer); vertexData.Unpin(); RenderLoop loop = new RenderLoop(); ID3D11DeviceContext context = null; device.GetImmediateContext(out context); ID3D11VertexShader vertexShader; ID3D11PixelShader pixelShader; device.CreateVertexShader(vertexShaderBytecode.GetBufferPointer(), vertexShaderBytecode.GetBufferSize(), null, out vertexShader); device.CreatePixelShader(pixelShaderBytecode.GetBufferPointer(), pixelShaderBytecode.GetBufferSize(), null, out pixelShader); context.IASetInputLayout(inputLayout); context.VSSetShader(vertexShader, null, 0); context.PSSetShader(pixelShader, null, 0); context.IASetPrimitiveTopology(4);//triangle list context.IASetVertexBuffers(0, 1, new ID3D11Buffer[] { vertexBuffer }, new int[] { 32 }, new int[] { 0 }); context.OMSetRenderTargets( 1, new ID3D11RenderTargetView[] { view }, IntPtr.Zero); D3D11_VIEWPORT vp = new D3D11_VIEWPORT { Height = form.ClientSize.Height, Width = form.ClientSize.Width, TopLeftX = 0, TopLeftY = 0, MinDepth = 0.0f, MaxDepth = 1.0f }; context.RSSetViewports( 1, new D3D11_VIEWPORT [] { vp }); loop.Run(form, () => { var clearColor = new SlimDX.Color4 { R = 0.0f, G = 0.0f, B = 0.0f, A = 1.0f }; context.ClearRenderTargetView(view, clearColor); context.Draw(3, 0); swapChain.Present(0, 0); }); view.ReleaseReference(); backbuffer.ReleaseReference(); swapChain.ReleaseReference(); device.ReleaseReference(); adapter.ReleaseReference(); factory.ReleaseReference(); }
public override void OnInit() { Guid iid; IDXGIFactory1 * factory = null; IDXGIAdapter * adapter = null; ID3D11Texture2D *backBuffer = null; try { iid = IID_IDXGIFactory1; ThrowIfFailed(nameof(CreateDXGIFactory1), CreateDXGIFactory1(&iid, (void **)&factory)); if (UseWarpDevice) { throw new NotImplementedException("WARP Device not supported for D3D11."); } else { adapter = GetHardwareAdapter(factory); } fixed(ID3D11Device **device = &_device) fixed(ID3D11DeviceContext **immediateContext = &_immediateContext) { var featureLevel = D3D_FEATURE_LEVEL_11_0; ThrowIfFailed(nameof(D3D11CreateDevice), D3D11CreateDevice(adapter, D3D_DRIVER_TYPE_HARDWARE, Software: IntPtr.Zero, Flags: 0, &featureLevel, FeatureLevels: 1, D3D11_SDK_VERSION, device, pFeatureLevel: null, immediateContext)); } // Describe and create the swap chain. var swapChainDesc = new DXGI_SWAP_CHAIN_DESC { BufferDesc = new DXGI_MODE_DESC { Width = Width, Height = Height, Format = DXGI_FORMAT_R8G8B8A8_UNORM, }, SampleDesc = new DXGI_SAMPLE_DESC { Count = 1 }, BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT, BufferCount = FrameCount, OutputWindow = Win32Application.Hwnd, Windowed = TRUE, SwapEffect = DXGI_SWAP_EFFECT_DISCARD, }; fixed(IDXGISwapChain **swapChain = &_swapChain) { ThrowIfFailed(nameof(IDXGIFactory1.CreateSwapChain), factory->CreateSwapChain( (IUnknown *)_device, &swapChainDesc, swapChain )); } // This sample does not support fullscreen transitions. ThrowIfFailed(nameof(IDXGIFactory.MakeWindowAssociation), factory->MakeWindowAssociation(Win32Application.Hwnd, DXGI_MWA_NO_ALT_ENTER)); fixed(ID3D11RenderTargetView **renderTarget = &_renderTarget) { iid = IID_ID3D11Texture2D; ThrowIfFailed(nameof(IDXGISwapChain.GetBuffer), _swapChain->GetBuffer(0, &iid, (void **)&backBuffer)); ThrowIfFailed(nameof(ID3D11Device.CreateRenderTargetView), _device->CreateRenderTargetView((ID3D11Resource *)backBuffer, null, renderTarget)); _immediateContext->OMSetRenderTargets(1, renderTarget, pDepthStencilView: null); } var vp = new D3D11_VIEWPORT { Width = Width, Height = Height, MinDepth = 0.0f, MaxDepth = 1.0f, TopLeftX = 0, TopLeftY = 0, }; _immediateContext->RSSetViewports(1, &vp); } finally { if (backBuffer != null) { _ = backBuffer->Release(); } if (adapter != null) { _ = adapter->Release(); } if (factory != null) { _ = factory->Release(); } } }
static void InitializeDirect3D() { var desc = new DXGI_SWAP_CHAIN_DESC { BufferDesc = new DXGI_MODE_DESC { Width = WIDTH, Height = HEIGHT, Format = DXGI_FORMAT_R8G8B8A8_UNORM, }, SampleDesc = new DXGI_SAMPLE_DESC { Count = 1 }, BufferCount = 1, Windowed = TRUE, OutputWindow = form.Handle, BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT, Flags = (uint)DXGI_SWAP_CHAIN_FLAG.DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH }; uint creationFlags = 0; #if DEBUG creationFlags |= (uint)D3D11_CREATE_DEVICE_FLAG.D3D11_CREATE_DEVICE_DEBUG; #endif fixed(IDXGISwapChain **swapchain = &_swapchain) fixed(ID3D11Device **device = &_d3dDevice) fixed(ID3D11DeviceContext **context = &_d3dctx) { ThrowIfFailed(D3D11CreateDeviceAndSwapChain(null, D3D_DRIVER_TYPE_HARDWARE, IntPtr.Zero, creationFlags, null, 0, D3D11_SDK_VERSION, &desc, swapchain, device, null, context)); } ID3D10Multithread *pMultithread; var iid = IID_ID3D10Multithread; ThrowIfFailed(_d3dDevice->QueryInterface(&iid, (void **)&pMultithread)); pMultithread->SetMultithreadProtected(TRUE); pMultithread->Release(); var viewport = new D3D11_VIEWPORT { Height = HEIGHT, Width = WIDTH }; _d3dctx->RSSetViewports(1, &viewport); fixed(ID3D11Device **device = &_d3deviceVLC) fixed(ID3D11DeviceContext **context = &_d3dctxVLC) { ThrowIfFailed(D3D11CreateDevice(null, D3D_DRIVER_TYPE_HARDWARE, IntPtr.Zero, creationFlags | (uint)D3D11_CREATE_DEVICE_FLAG.D3D11_CREATE_DEVICE_VIDEO_SUPPORT, /* needed for hardware decoding */ null, 0, D3D11_SDK_VERSION, device, null, context)); } using ComPtr <ID3D11Resource> pBackBuffer = null; iid = IID_ID3D11Texture2D; ThrowIfFailed(_swapchain->GetBuffer(0, &iid, (void **)pBackBuffer.GetAddressOf())); fixed(ID3D11RenderTargetView **swapchainRenderTarget = &_swapchainRenderTarget) ThrowIfFailed(_d3dDevice->CreateRenderTargetView(pBackBuffer.Get(), null, swapchainRenderTarget)); pBackBuffer.Dispose(); fixed(ID3D11RenderTargetView **swapchainRenderTarget = &_swapchainRenderTarget) _d3dctx->OMSetRenderTargets(1, swapchainRenderTarget, null); ID3DBlob *VS, PS, pErrBlob; using ComPtr <ID3DBlob> vertexShaderBlob = null; fixed(byte *shader = Encoding.ASCII.GetBytes(DefaultShaders.HLSL)) fixed(byte *vshader = Encoding.ASCII.GetBytes("VShader")) fixed(byte *vs4 = Encoding.ASCII.GetBytes("vs_4_0")) fixed(byte *pshader = Encoding.ASCII.GetBytes("PShader")) fixed(byte *ps4 = Encoding.ASCII.GetBytes("ps_4_0")) { var result = D3DCompile(shader, (nuint)DefaultShaders.HLSL.Length, null, null, null, (sbyte *)vshader, (sbyte *)vs4, 0, 0, &VS, &pErrBlob); if (FAILED(result) && pErrBlob != null) { var errorMessage = Encoding.ASCII.GetString((byte *)pErrBlob->GetBufferPointer(), (int)pErrBlob->GetBufferSize()); Debug.WriteLine(errorMessage); ThrowIfFailed(result); } result = D3DCompile(shader, (nuint)DefaultShaders.HLSL.Length, null, null, null, (sbyte *)pshader, (sbyte *)ps4, 0, 0, &PS, &pErrBlob); if (FAILED(result) && pErrBlob != null) { var errorMessage = Encoding.ASCII.GetString((byte *)pErrBlob->GetBufferPointer(), (int)pErrBlob->GetBufferSize()); Debug.WriteLine(errorMessage); ThrowIfFailed(result); } } fixed(ID3D11VertexShader **vertexShader = &pVS) fixed(ID3D11PixelShader **pixelShader = &pPS) { ThrowIfFailed(_d3dDevice->CreateVertexShader(VS->GetBufferPointer(), VS->GetBufferSize(), null, vertexShader)); ThrowIfFailed(_d3dDevice->CreatePixelShader(PS->GetBufferPointer(), PS->GetBufferSize(), null, pixelShader)); } fixed(byte *position = Encoding.ASCII.GetBytes("POSITION")) fixed(byte *textcoord = Encoding.ASCII.GetBytes("TEXCOORD")) fixed(ID3D11InputLayout **shadersInputLayout = &pShadersInputLayout) { var inputElementDescs = stackalloc D3D11_INPUT_ELEMENT_DESC[2]; { inputElementDescs[0] = new D3D11_INPUT_ELEMENT_DESC { SemanticName = (sbyte *)position, SemanticIndex = 0, Format = DXGI_FORMAT_R32G32B32_FLOAT, InputSlot = 0, AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT, InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA, InstanceDataStepRate = 0 }; inputElementDescs[1] = new D3D11_INPUT_ELEMENT_DESC { SemanticName = (sbyte *)textcoord, SemanticIndex = 0, Format = DXGI_FORMAT_R32G32_FLOAT, InputSlot = 0, AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT, InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA, InstanceDataStepRate = 0 }; } ThrowIfFailed(_d3dDevice->CreateInputLayout(inputElementDescs, 2, VS->GetBufferPointer(), VS->GetBufferSize(), shadersInputLayout)); } var ourVerticles = new ShaderInput[4]; ourVerticles[0] = new ShaderInput { position = new Position { x = BORDER_LEFT, y = BORDER_BOTTOM, z = 0.0f }, texture = new Texture { x = 0.0f, y = 1.0f } }; ourVerticles[1] = new ShaderInput { position = new Position { x = BORDER_RIGHT, y = BORDER_BOTTOM, z = 0.0f }, texture = new Texture { x = 1.0f, y = 1.0f } }; ourVerticles[2] = new ShaderInput { position = new Position { x = BORDER_RIGHT, y = BORDER_TOP, z = 0.0f }, texture = new Texture { x = 1.0f, y = 0.0f } }; ourVerticles[3] = new ShaderInput { position = new Position { x = BORDER_LEFT, y = BORDER_TOP, z = 0.0f }, texture = new Texture { x = 0.0f, y = 0.0f } }; var verticlesSize = (uint)sizeof(ShaderInput) * 4; var bd = new D3D11_BUFFER_DESC { Usage = D3D11_USAGE_DYNAMIC, ByteWidth = verticlesSize, BindFlags = (uint)D3D11_BIND_VERTEX_BUFFER, CPUAccessFlags = (uint)D3D11_CPU_ACCESS_WRITE }; pVertexBuffer = CreateBuffer(bd); vertexBufferStride = Marshal.SizeOf(ourVerticles[0]); D3D11_MAPPED_SUBRESOURCE ms; ID3D11Resource *res; iid = IID_ID3D11Resource; ThrowIfFailed(pVertexBuffer->QueryInterface(&iid, (void **)&res)); ThrowIfFailed(_d3dctx->Map(res, 0, D3D11_MAP_WRITE_DISCARD, 0, &ms)); for (var i = 0; i < ourVerticles.Length; i++) { Marshal.StructureToPtr(ourVerticles[i], (IntPtr)ms.pData + (i * vertexBufferStride), false); } //Buffer.MemoryCopy(ms.pData, ourVerticles, verticlesSize, verticlesSize); _d3dctx->Unmap(res, 0); quadIndexCount = 6; var bufferDesc = new D3D11_BUFFER_DESC { Usage = D3D11_USAGE_DYNAMIC, ByteWidth = sizeof(ushort) * quadIndexCount, BindFlags = (uint)D3D11_BIND_INDEX_BUFFER, CPUAccessFlags = (uint)D3D11_CPU_ACCESS_WRITE }; pIndexBuffer = CreateBuffer(bufferDesc); ThrowIfFailed(pIndexBuffer->QueryInterface(&iid, (void **)&res)); ThrowIfFailed(_d3dctx->Map(res, 0, D3D11_MAP_WRITE_DISCARD, 0, &ms)); Marshal.WriteInt16((IntPtr)ms.pData, 0 * sizeof(ushort), 3); Marshal.WriteInt16((IntPtr)ms.pData, 1 * sizeof(ushort), 1); Marshal.WriteInt16((IntPtr)ms.pData, 2 * sizeof(ushort), 0); Marshal.WriteInt16((IntPtr)ms.pData, 3 * sizeof(ushort), 2); Marshal.WriteInt16((IntPtr)ms.pData, 4 * sizeof(ushort), 1); Marshal.WriteInt16((IntPtr)ms.pData, 5 * sizeof(ushort), 3); _d3dctx->Unmap(res, 0); _d3dctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); _d3dctx->IASetInputLayout(pShadersInputLayout); uint offset = 0; var vv = (uint)vertexBufferStride; fixed(ID3D11Buffer **buffer = &pVertexBuffer) _d3dctx->IASetVertexBuffers(0, 1, buffer, &vv, &offset); _d3dctx->IASetIndexBuffer(pIndexBuffer, DXGI_FORMAT_R16_UINT, 0); _d3dctx->VSSetShader(pVS, null, 0); _d3dctx->PSSetShader(pPS, null, 0); var samplerDesc = new D3D11_SAMPLER_DESC { Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT, AddressU = D3D11_TEXTURE_ADDRESS_CLAMP, AddressV = D3D11_TEXTURE_ADDRESS_CLAMP, AddressW = D3D11_TEXTURE_ADDRESS_CLAMP, ComparisonFunc = D3D11_COMPARISON_ALWAYS, MinLOD = 0, MaxLOD = D3D11_FLOAT32_MAX }; fixed(ID3D11SamplerState **ss = &samplerState) { ThrowIfFailed(_d3dDevice->CreateSamplerState(&samplerDesc, ss)); _d3dctx->PSSetSamplers(0, 1, ss); } fixed(RTL_CRITICAL_SECTION *sl = &sizeLock) InitializeCriticalSection(sl); }
static void Main() { ReferenceTracker.TrackReferences = true; Form form = new Form(); IDXGIFactory factory = DXGI.CreateFactory(); IDXGIAdapter adapter = null; factory.EnumAdapters(0, out adapter); DXGI_SWAP_CHAIN_DESC swapChainDescription = new DXGI_SWAP_CHAIN_DESC { BufferCount = 1, BufferDesc = new DXGI_MODE_DESC { Format = DXGI_FORMAT.DXGI_FORMAT_R8G8B8A8_UNORM, Height = form.ClientSize.Height, RefreshRate = new DXGI_RATIONAL { Denominator = 1, Numerator = 60 }, Scaling = DXGI_MODE_SCALING.DXGI_MODE_SCALING_UNSPECIFIED, ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER.DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED, Width = form.ClientSize.Width }, BufferUsage = (int)DXGI_USAGE.DXGI_USAGE_RENDER_TARGET_OUTPUT, Flags = 0, OutputWindow = form.Handle, SampleDesc = new DXGI_SAMPLE_DESC { Count = 1, Quality = 0 }, SwapEffect = DXGI_SWAP_EFFECT.DXGI_SWAP_EFFECT_DISCARD, Windowed = true }; ID3D11Device device = SlimDX.Direct3D11.Direct3D11.CreateDevice(adapter); IDXGISwapChain swapChain = null; factory.CreateSwapChain(device, swapChainDescription, out swapChain); ID3D11Texture2D backbuffer = swapChain.GetBuffer <ID3D11Texture2D>(0); ID3D11RenderTargetView view = null; device.CreateRenderTargetView(backbuffer, null, out view); ID3DBlob vertexShaderBytecode = ShaderCompiler.CompileFromString(File.ReadAllText("MiniTri11.fx"), "MiniTri11.fx", "VS", "vs_4_0"); ID3DBlob pixelShaderBytecode = ShaderCompiler.CompileFromString(File.ReadAllText("MiniTri11.fx"), "MiniTri11.fx", "PS", "ps_4_0"); D3D11_INPUT_ELEMENT_DESC[] inputElements = new[] { new D3D11_INPUT_ELEMENT_DESC { SemanticName = "POSITION", AlignedByteOffset = 0, SemanticIndex = 0, Format = DXGI_FORMAT.DXGI_FORMAT_R32G32B32A32_FLOAT, InstanceDataStepRate = 0, InputSlot = 0, InputSlotClass = D3D11_INPUT_CLASSIFICATION.D3D11_INPUT_PER_VERTEX_DATA }, new D3D11_INPUT_ELEMENT_DESC { SemanticName = "COLOR", AlignedByteOffset = 16, SemanticIndex = 0, Format = DXGI_FORMAT.DXGI_FORMAT_R32G32B32A32_FLOAT, InstanceDataStepRate = 0, InputSlot = 0, InputSlotClass = D3D11_INPUT_CLASSIFICATION.D3D11_INPUT_PER_VERTEX_DATA } }; ID3DBlob inputSignature; ShaderCompiler.D3DGetInputSignatureBlob(vertexShaderBytecode.GetBufferPointer(), vertexShaderBytecode.GetBufferSize(), out inputSignature); ID3D11InputLayout inputLayout; device.CreateInputLayout(inputElements, inputElements.Length, inputSignature.GetBufferPointer(), inputSignature.GetBufferSize(), out inputLayout); ByteBuffer vertexData = new ByteBuffer(3 * 32); vertexData.Write(0 * Vector4.SizeInBytes, new Vector4(0.0f, 0.5f, 0.5f, 1.0f)); vertexData.Write(1 * Vector4.SizeInBytes, new Vector4(1.0f, 0.0f, 0.0f, 1.0f)); vertexData.Write(2 * Vector4.SizeInBytes, new Vector4(0.5f, -0.5f, 0.5f, 1.0f)); vertexData.Write(3 * Vector4.SizeInBytes, new Vector4(0.0f, 1.0f, 0.0f, 1.0f)); vertexData.Write(4 * Vector4.SizeInBytes, new Vector4(-0.5f, -0.5f, 0.5f, 1.0f)); vertexData.Write(5 * Vector4.SizeInBytes, new Vector4(0.0f, 0.0f, 1.0f, 1.0f)); D3D11_BUFFER_DESC vertexBufferDescription = new D3D11_BUFFER_DESC { BindFlags = 1, //vertex buffer ByteWidth = 3 * 32, CPUAccessFlags = 0, MiscFlags = 0, Usage = D3D11_USAGE.D3D11_USAGE_DEFAULT, StructureByteStride = 0 }; ID3D11Buffer vertexBuffer; D3D11_SUBRESOURCE_DATA srd = new D3D11_SUBRESOURCE_DATA { pSysMem = vertexData.Pin(), SysMemPitch = 0, SysMemSlicePitch = 0 }; device.CreateBuffer(vertexBufferDescription, srd, out vertexBuffer); vertexData.Unpin(); RenderLoop loop = new RenderLoop(); ID3D11DeviceContext context = null; device.GetImmediateContext(out context); ID3D11VertexShader vertexShader; ID3D11PixelShader pixelShader; device.CreateVertexShader(vertexShaderBytecode.GetBufferPointer(), vertexShaderBytecode.GetBufferSize(), null, out vertexShader); device.CreatePixelShader(pixelShaderBytecode.GetBufferPointer(), pixelShaderBytecode.GetBufferSize(), null, out pixelShader); context.IASetInputLayout(inputLayout); context.VSSetShader(vertexShader, null, 0); context.PSSetShader(pixelShader, null, 0); context.IASetPrimitiveTopology(4); //triangle list context.IASetVertexBuffers(0, 1, new ID3D11Buffer[] { vertexBuffer }, new int[] { 32 }, new int[] { 0 }); context.OMSetRenderTargets(1, new ID3D11RenderTargetView[] { view }, IntPtr.Zero); D3D11_VIEWPORT vp = new D3D11_VIEWPORT { Height = form.ClientSize.Height, Width = form.ClientSize.Width, TopLeftX = 0, TopLeftY = 0, MinDepth = 0.0f, MaxDepth = 1.0f }; context.RSSetViewports(1, new D3D11_VIEWPORT [] { vp }); loop.Run(form, () => { var clearColor = new SlimDX.Color4 { R = 0.0f, G = 0.0f, B = 0.0f, A = 1.0f }; context.ClearRenderTargetView(view, clearColor); context.Draw(3, 0); swapChain.Present(0, 0); }); view.ReleaseReference(); backbuffer.ReleaseReference(); swapChain.ReleaseReference(); device.ReleaseReference(); adapter.ReleaseReference(); factory.ReleaseReference(); }
public override void OnInit() { Guid iid; IDXGIFactory1 * factory = null; IDXGIAdapter * adapter = null; ID3D11Texture2D *backBuffer = null; ID3DBlob * vertexShaderBlob = null; ID3DBlob * pixelShaderBlob = null; try { iid = IID_IDXGIFactory1; ThrowIfFailed(nameof(CreateDXGIFactory1), CreateDXGIFactory1(&iid, (void **)&factory)); if (UseWarpDevice) { throw new NotImplementedException("WARP Device not supported for D3D11."); } else { adapter = GetHardwareAdapter(factory); } fixed(ID3D11Device **device = &_device) fixed(ID3D11DeviceContext **immediateContext = &_immediateContext) { var featureLevel = D3D_FEATURE_LEVEL_11_0; ThrowIfFailed(nameof(D3D11CreateDevice), D3D11CreateDevice(adapter, D3D_DRIVER_TYPE_HARDWARE, Software: IntPtr.Zero, Flags: 0, &featureLevel, FeatureLevels: 1, D3D11_SDK_VERSION, device, pFeatureLevel: null, immediateContext)); } // Describe and create the swap chain. var swapChainDesc = new DXGI_SWAP_CHAIN_DESC { BufferDesc = new DXGI_MODE_DESC { Width = Width, Height = Height, Format = DXGI_FORMAT_R8G8B8A8_UNORM, }, SampleDesc = new DXGI_SAMPLE_DESC { Count = 1 }, BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT, BufferCount = FrameCount, OutputWindow = Win32Application.Hwnd, Windowed = TRUE, SwapEffect = DXGI_SWAP_EFFECT_DISCARD, }; fixed(IDXGISwapChain **swapChain = &_swapChain) { ThrowIfFailed(nameof(IDXGIFactory1.CreateSwapChain), factory->CreateSwapChain( (IUnknown *)_device, &swapChainDesc, swapChain )); } // This sample does not support fullscreen transitions. ThrowIfFailed(nameof(IDXGIFactory.MakeWindowAssociation), factory->MakeWindowAssociation(Win32Application.Hwnd, DXGI_MWA_NO_ALT_ENTER)); fixed(ID3D11RenderTargetView **renderTarget = &_renderTarget) { iid = IID_ID3D11Texture2D; ThrowIfFailed(nameof(IDXGISwapChain.GetBuffer), _swapChain->GetBuffer(0, &iid, (void **)&backBuffer)); ThrowIfFailed(nameof(ID3D11Device.CreateRenderTargetView), _device->CreateRenderTargetView((ID3D11Resource *)backBuffer, null, renderTarget)); _immediateContext->OMSetRenderTargets(1, renderTarget, pDepthStencilView: null); } var vp = new D3D11_VIEWPORT { Width = Width, Height = Height, MinDepth = 0.0f, MaxDepth = 1.0f, TopLeftX = 0, TopLeftY = 0, }; _immediateContext->RSSetViewports(1, &vp); var compileFlags = 0u; fixed(char *fileName = GetAssetFullPath(@"D3D11\Assets\Shaders\HelloTriangle.hlsl")) fixed(ID3D11VertexShader **vertexShader = &_vertexShader) fixed(ID3D11PixelShader **pixelShader = &_pixelShader) { var entryPoint = 0x00006E69614D5356; // VSMain var target = 0x0000305F345F7376; // vs_4_0 ThrowIfFailed(nameof(D3DCompileFromFile), D3DCompileFromFile((ushort *)fileName, null, null, (sbyte *)&entryPoint, (sbyte *)&target, compileFlags, 0, &vertexShaderBlob, null)); ThrowIfFailed(nameof(ID3D11Device.CreateVertexShader), _device->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), pClassLinkage: null, vertexShader)); entryPoint = 0x00006E69614D5350; // PSMain target = 0x0000305F345F7370; // ps_4_0 ThrowIfFailed(nameof(D3DCompileFromFile), D3DCompileFromFile((ushort *)fileName, null, null, (sbyte *)&entryPoint, (sbyte *)&target, compileFlags, 0, &pixelShaderBlob, null)); ThrowIfFailed(nameof(ID3D11Device.CreatePixelShader), _device->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), pClassLinkage: null, pixelShader)); } var inputElementDescs = stackalloc D3D11_INPUT_ELEMENT_DESC[2]; { var semanticName0 = stackalloc sbyte[9]; { ((ulong *)semanticName0)[0] = 0x4E4F495449534F50; // POSITION } inputElementDescs[0] = new D3D11_INPUT_ELEMENT_DESC { SemanticName = semanticName0, SemanticIndex = 0, Format = DXGI_FORMAT_R32G32B32_FLOAT, InputSlot = 0, AlignedByteOffset = 0, InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA, InstanceDataStepRate = 0 }; var semanticName1 = 0x000000524F4C4F43; // COLOR inputElementDescs[1] = new D3D11_INPUT_ELEMENT_DESC { SemanticName = (sbyte *)&semanticName1, SemanticIndex = 0, Format = DXGI_FORMAT_R32G32B32A32_FLOAT, InputSlot = 0, AlignedByteOffset = 12, InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA, InstanceDataStepRate = 0 }; } fixed(ID3D11InputLayout **inputLayout = &_inputLayout) { ThrowIfFailed(nameof(ID3D11Device.CreateInputLayout), _device->CreateInputLayout(inputElementDescs, NumElements: 2, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), inputLayout)); } _immediateContext->IASetInputLayout(_inputLayout); var triangleVertices = stackalloc Vertex[3]; { triangleVertices[0] = new Vertex { Position = new Vector3(0.0f, 0.25f * AspectRatio, 0.0f), Color = new Vector4(1.0f, 0.0f, 0.0f, 1.0f) }; triangleVertices[1] = new Vertex { Position = new Vector3(0.25f, -0.25f * AspectRatio, 0.0f), Color = new Vector4(0.0f, 1.0f, 0.0f, 1.0f) }; triangleVertices[2] = new Vertex { Position = new Vector3(-0.25f, -0.25f * AspectRatio, 0.0f), Color = new Vector4(0.0f, 0.0f, 1.0f, 1.0f) }; } var vertexBufferSize = (uint)sizeof(Vertex) * 3; var vertexBufferDesc = new D3D11_BUFFER_DESC { ByteWidth = vertexBufferSize, Usage = D3D11_USAGE_DEFAULT, BindFlags = (uint)D3D11_BIND_VERTEX_BUFFER }; var vertexBufferData = new D3D11_SUBRESOURCE_DATA { pSysMem = triangleVertices }; fixed(ID3D11Buffer **vertexBuffer = &_vertexBuffer) { ThrowIfFailed(nameof(ID3D11Device.CreateBuffer), _device->CreateBuffer(&vertexBufferDesc, &vertexBufferData, vertexBuffer)); var stride = (uint)sizeof(Vertex); var offset = 0u; _immediateContext->IASetVertexBuffers(0, 1, vertexBuffer, &stride, &offset); } _immediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); } finally { if (pixelShaderBlob != null) { _ = pixelShaderBlob->Release(); } if (vertexShaderBlob != null) { _ = vertexShaderBlob->Release(); } if (backBuffer != null) { _ = backBuffer->Release(); } if (adapter != null) { _ = adapter->Release(); } if (factory != null) { _ = factory->Release(); } } }