public virtual int CreateInputLayout( ref D3D11_INPUT_ELEMENT_DESC pInputElementDescs, uint NumElements, IntPtr pShaderBytecodeWithInputSignature, ulong BytecodeLength, out ID3D11InputLayout ppInputLayout ) { var fp = GetFunctionPointer(11); if (m_CreateInputLayoutFunc == null) { m_CreateInputLayoutFunc = (CreateInputLayoutFunc)Marshal.GetDelegateForFunctionPointer(fp, typeof(CreateInputLayoutFunc)); } ppInputLayout = new ID3D11InputLayout(); return(m_CreateInputLayoutFunc(m_ptr, ref pInputElementDescs, NumElements, pShaderBytecodeWithInputSignature, BytecodeLength, out ppInputLayout.PtrForNew)); }
private void Init() { // this code is ported from https://gist.github.com/d7samurai/261c69490cce0620d0bfc93003cd1052 var fac = DXGIFunctions.CreateDXGIFactory2(); var flags = D3D11_CREATE_DEVICE_FLAG.D3D11_CREATE_DEVICE_BGRA_SUPPORT; #if DEBUG flags |= D3D11_CREATE_DEVICE_FLAG.D3D11_CREATE_DEVICE_DEBUG; #endif var d3D11Device = D3D11Functions.D3D11CreateDevice(null, D3D_DRIVER_TYPE.D3D_DRIVER_TYPE_HARDWARE, flags, out _deviceContext); var mt = d3D11Device.As <ID3D11Multithread>(); mt?.SetMultithreadProtected(true); var desc = new DXGI_SWAP_CHAIN_DESC1(); desc.Format = DXGI_FORMAT.DXGI_FORMAT_B8G8R8A8_UNORM_SRGB; desc.SampleDesc.Count = 1; desc.BufferUsage = Constants.DXGI_USAGE_RENDER_TARGET_OUTPUT; desc.BufferCount = 2; // note: this causes a warning in debug // DXGI WARNING: IDXGIFactory::CreateSwapChain: Blt-model swap effects (DXGI_SWAP_EFFECT_DISCARD and DXGI_SWAP_EFFECT_SEQUENTIAL) are legacy swap effects that are predominantly superceded by their flip-model counterparts (DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL and DXGI_SWAP_EFFECT_FLIP_DISCARD). Please consider updating your application to leverage flip-model swap effects to benefit from modern presentation enhancements. More information is available at http://aka.ms/dxgiflipmodel. [ MISCELLANEOUS WARNING #294: ] _swapChain = fac.CreateSwapChainForHwnd <IDXGISwapChain1>(d3D11Device, Handle, desc); var frameBuffer = _swapChain.GetBuffer <ID3D11Texture2D>(0); _renderTargetView = d3D11Device.CreateRenderTargetView(frameBuffer); frameBuffer.Object.GetDesc(out var depthBufferDesc); _width = depthBufferDesc.Width; _height = depthBufferDesc.Height; depthBufferDesc.Format = DXGI_FORMAT.DXGI_FORMAT_D24_UNORM_S8_UINT; depthBufferDesc.BindFlags = (uint)D3D11_BIND_FLAG.D3D11_BIND_DEPTH_STENCIL; var depthBuffer = d3D11Device.CreateTexture2D <ID3D11Texture2D>(depthBufferDesc); _depthBufferView = d3D11Device.CreateDepthStencilView(depthBuffer); var vsBlob = D3D11Functions.D3DCompileFromFile("shaders.hlsl", "vs_main", "vs_5_0"); _vertexShader = d3D11Device.CreateVertexShader(vsBlob); var inputElements = new D3D11_INPUT_ELEMENT_DESC[] { new D3D11_INPUT_ELEMENT_DESC { SemanticName = "POS", Format = DXGI_FORMAT.DXGI_FORMAT_R32G32B32_FLOAT }, new D3D11_INPUT_ELEMENT_DESC { SemanticName = "NOR", Format = DXGI_FORMAT.DXGI_FORMAT_R32G32B32_FLOAT, AlignedByteOffset = unchecked ((uint)Constants.D3D11_APPEND_ALIGNED_ELEMENT) }, new D3D11_INPUT_ELEMENT_DESC { SemanticName = "TEX", Format = DXGI_FORMAT.DXGI_FORMAT_R32G32_FLOAT, AlignedByteOffset = unchecked ((uint)Constants.D3D11_APPEND_ALIGNED_ELEMENT) }, new D3D11_INPUT_ELEMENT_DESC { SemanticName = "COL", Format = DXGI_FORMAT.DXGI_FORMAT_R32G32B32A32_FLOAT, AlignedByteOffset = unchecked ((uint)Constants.D3D11_APPEND_ALIGNED_ELEMENT) }, }; _inputLayout = d3D11Device.CreateInputLayout(inputElements, vsBlob); var psBlob = D3D11Functions.D3DCompileFromFile("shaders.hlsl", "ps_main", "ps_5_0"); _pixelShader = d3D11Device.CreatePixelShader(psBlob); var rasterizerDesc = new D3D11_RASTERIZER_DESC(); rasterizerDesc.FillMode = D3D11_FILL_MODE.D3D11_FILL_SOLID; rasterizerDesc.CullMode = D3D11_CULL_MODE.D3D11_CULL_BACK; _rasterizerState = d3D11Device.CreateRasterizerState(rasterizerDesc); var samplerDesc = new D3D11_SAMPLER_DESC(); samplerDesc.Filter = D3D11_FILTER.D3D11_FILTER_MIN_MAG_MIP_POINT; samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_MODE.D3D11_TEXTURE_ADDRESS_BORDER; samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_MODE.D3D11_TEXTURE_ADDRESS_BORDER; samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_MODE.D3D11_TEXTURE_ADDRESS_BORDER; samplerDesc.BorderColor = new float[4]; samplerDesc.BorderColor[0] = 1; samplerDesc.BorderColor[1] = 1; samplerDesc.BorderColor[2] = 1; samplerDesc.BorderColor[3] = 1; samplerDesc.ComparisonFunc = D3D11_COMPARISON_FUNC.D3D11_COMPARISON_NEVER; _samplerState = d3D11Device.CreateSamplerState(samplerDesc); var depthStencilDesc = new D3D11_DEPTH_STENCIL_DESC(); depthStencilDesc.DepthEnable = true; depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK.D3D11_DEPTH_WRITE_MASK_ALL; depthStencilDesc.DepthFunc = D3D11_COMPARISON_FUNC.D3D11_COMPARISON_LESS; _depthStencilState = d3D11Device.CreateDepthStencilState(depthStencilDesc); var blendDesc = new D3D11_BLEND_DESC(); blendDesc.RenderTarget = new D3D11_RENDER_TARGET_BLEND_DESC[8]; blendDesc.RenderTarget[0].BlendEnable = true; blendDesc.RenderTarget[0].SrcBlend = D3D11_BLEND.D3D11_BLEND_SRC_ALPHA; blendDesc.RenderTarget[0].DestBlend = D3D11_BLEND.D3D11_BLEND_INV_SRC_ALPHA; blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP.D3D11_BLEND_OP_ADD; blendDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND.D3D11_BLEND_ZERO; blendDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND.D3D11_BLEND_ZERO; blendDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP.D3D11_BLEND_OP_ADD; blendDesc.RenderTarget[0].RenderTargetWriteMask = (byte)(D3D11_COLOR_WRITE_ENABLE.D3D11_COLOR_WRITE_ENABLE_ALL); _blendState = d3D11Device.CreateBlendState(blendDesc); var constantBufferDesc = new D3D11_BUFFER_DESC(); constantBufferDesc.ByteWidth = (uint)Marshal.SizeOf <VS_CONSTANT_BUFFER>(); constantBufferDesc.Usage = D3D11_USAGE.D3D11_USAGE_DYNAMIC; constantBufferDesc.BindFlags = (uint)D3D11_BIND_FLAG.D3D11_BIND_CONSTANT_BUFFER; constantBufferDesc.CPUAccessFlags = (uint)D3D11_CPU_ACCESS_FLAG.D3D11_CPU_ACCESS_WRITE; if ((constantBufferDesc.ByteWidth % 16) != 0) { throw new InvalidOperationException("Constant buffer size must be a multiple of 16."); } _constantBuffer = d3D11Device.CreateBuffer(constantBufferDesc); var vertexBufferDesc = new D3D11_BUFFER_DESC(); var gc = GCHandle.Alloc(Data.VertexData, GCHandleType.Pinned); vertexBufferDesc.ByteWidth = (uint)Data.VertexData.SizeOf(); vertexBufferDesc.Usage = D3D11_USAGE.D3D11_USAGE_IMMUTABLE; vertexBufferDesc.BindFlags = (uint)D3D11_BIND_FLAG.D3D11_BIND_VERTEX_BUFFER; var vertexData = new D3D11_SUBRESOURCE_DATA(); vertexData.pSysMem = gc.AddrOfPinnedObject(); _vertexBuffer = d3D11Device.CreateBuffer(vertexBufferDesc, vertexData); gc.Free(); var indexBufferDesc = new D3D11_BUFFER_DESC(); gc = GCHandle.Alloc(Data.IndexData, GCHandleType.Pinned); indexBufferDesc.ByteWidth = (uint)Data.IndexData.SizeOf(); indexBufferDesc.Usage = D3D11_USAGE.D3D11_USAGE_IMMUTABLE; indexBufferDesc.BindFlags = (uint)D3D11_BIND_FLAG.D3D11_BIND_INDEX_BUFFER; var indexData = new D3D11_SUBRESOURCE_DATA(); indexData.pSysMem = gc.AddrOfPinnedObject(); _indexBuffer = d3D11Device.CreateBuffer(indexBufferDesc, indexData); gc.Free(); var textureDesc = new D3D11_TEXTURE2D_DESC(); textureDesc.Width = 20; textureDesc.Height = 20; textureDesc.MipLevels = 1; textureDesc.ArraySize = 1; textureDesc.Format = DXGI_FORMAT.DXGI_FORMAT_R8G8B8A8_UNORM_SRGB; textureDesc.SampleDesc.Count = 1; textureDesc.Usage = D3D11_USAGE.D3D11_USAGE_IMMUTABLE; textureDesc.BindFlags = (uint)D3D11_BIND_FLAG.D3D11_BIND_SHADER_RESOURCE; gc = GCHandle.Alloc(Data.TextureData, GCHandleType.Pinned); var textureData = new D3D11_SUBRESOURCE_DATA(); textureData.pSysMem = gc.AddrOfPinnedObject(); textureData.SysMemPitch = 20 * 4; // 4 bytes per pixel gc.Free(); var texture = d3D11Device.CreateTexture2D <ID3D11Texture2D>(textureDesc, textureData); _shaderResourceView = d3D11Device.CreateShaderResourceView(texture); }
protected override void CreateAssets() { _inputLayout = CreateInputLayout(); CreateBuffers(); base.CreateAssets(); ID3D11InputLayout *CreateInputLayout() { using ComPtr <ID3DBlob> vertexShaderBlob = null; using ComPtr <ID3DBlob> pixelShaderBlob = null; 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(D3DCompileFromFile((ushort *)fileName, null, null, (sbyte *)&entryPoint, (sbyte *)&target, 0, 0, vertexShaderBlob.GetAddressOf(), null)); ThrowIfFailed(D3DDevice->CreateVertexShader(vertexShaderBlob.Get()->GetBufferPointer(), vertexShaderBlob.Get()->GetBufferSize(), pClassLinkage: null, vertexShader)); entryPoint = 0x00006E69614D5350; // PSMain target = 0x0000305F345F7370; // ps_4_0 ThrowIfFailed(D3DCompileFromFile((ushort *)fileName, null, null, (sbyte *)&entryPoint, (sbyte *)&target, 0, 0, pixelShaderBlob.GetAddressOf(), null)); ThrowIfFailed(D3DDevice->CreatePixelShader(pixelShaderBlob.Get()->GetBufferPointer(), pixelShaderBlob.Get()->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 }; } ID3D11InputLayout *inputLayout; ThrowIfFailed(D3DDevice->CreateInputLayout(inputElementDescs, NumElements: 2, vertexShaderBlob.Get()->GetBufferPointer(), vertexShaderBlob.Get()->GetBufferSize(), &inputLayout)); return(inputLayout); } }
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); }
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(); } } }