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#define zero {} #define func static #define global static #define null nullptr #define array_count(arr) (sizeof(arr) / sizeof(arr[0])) #define assert(cond) if(!(cond)) { on_failed_assert(__LINE__); } #define COBJMACROS #define WIN32_LEAN_AND_MEAN #include <Windows.h> #include <d3d11.h> #include <dxgi1_3.h> #include <d3dcompiler.h> #ifdef m_debug #include <dxgidebug.h> #endif // m_debug #include <stdint.h> #include <stdlib.h> #include <stdio.h> #include <math.h> typedef uint64_t u64; typedef double f64; #include "main.h" // vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv globals start vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv global u64 g_cycle_frequency; global u64 g_start_cycles; global s_sarray<s_transform, 65536> g_transform_arr; // ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ globals end ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ LRESULT window_proc(HWND window, UINT msg, WPARAM wparam, LPARAM lparam) { LRESULT result = 0; switch(msg) { case WM_CLOSE: case WM_DESTROY: { PostQuitMessage(0); } break; default: { result = DefWindowProc(window, msg, wparam, lparam); } } return result; } int main() { HRESULT hr = 0; char* class_name = "azenris_class"; HINSTANCE instance = GetModuleHandle(null); ID3D11RenderTargetView* rtView = null; ID3D11DepthStencilView* dsView = null; ID3D11DeviceContext* context = null; IDXGISwapChain1* swap_chain = null; ID3D11Device* device = null; ID3D11InputLayout* layout; ID3D11Buffer* vbuffer0 = null; ID3D11Buffer* vbuffer1 = null; ID3D11VertexShader* vshader; ID3D11PixelShader* pshader; ID3D11RasterizerState* rasterizerState; ID3D11SamplerState* sampler; ID3D11BlendState* blendState; ID3D11DepthStencilState* depthState; ID3D11Buffer* ubuffer; WNDCLASSEX window_class = zero; window_class.cbSize = sizeof(window_class); window_class.lpfnWndProc = window_proc; window_class.hInstance = instance; window_class.lpszClassName = class_name; RegisterClassEx(&window_class); HWND window = CreateWindowEx( WS_EX_APPWINDOW | WS_EX_NOREDIRECTIONBITMAP, class_name, "D3D11", WS_OVERLAPPEDWINDOW | WS_VISIBLE, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, null, null, instance, null ); // vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv d3d11 start vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv { { int flags = 0; #ifdef m_debug flags |= D3D11_CREATE_DEVICE_DEBUG; #endif // m_debug D3D_FEATURE_LEVEL level_arr[] = {D3D_FEATURE_LEVEL_11_0}; HRESULT result = D3D11CreateDevice(null, D3D_DRIVER_TYPE_HARDWARE, null, flags, level_arr, array_count(level_arr), D3D11_SDK_VERSION, &device, null, &context ); } { #ifdef m_debug ID3D11InfoQueue* info = null; device->QueryInterface(__uuidof(ID3D11InfoQueue), (void**)&info); info->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, TRUE); info->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, TRUE); info->Release(); #endif // m_debug } { #ifdef m_debug IDXGIInfoQueue* dxgi_info; DXGIGetDebugInterface1(0, IID_IDXGIInfoQueue, (void**)&dxgi_info); dxgi_info->SetBreakOnSeverity(DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_CORRUPTION, TRUE); dxgi_info->SetBreakOnSeverity(DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_ERROR, TRUE); dxgi_info->Release(); #endif // m_debug } { IDXGIDevice* dxgi_device = null; device->QueryInterface(IID_IDXGIDevice, (void**)&dxgi_device); IDXGIAdapter* dxgi_adapter; dxgi_device->GetAdapter(&dxgi_adapter); IDXGIFactory2* factory = null; dxgi_adapter->GetParent(IID_IDXGIFactory2, (void**)&factory); DXGI_SWAP_CHAIN_DESC1 desc = { // default 0 value for width & height means to get it from HWND automatically //.Width = 0, //.Height = 0, // or use DXGI_FORMAT_R8G8B8A8_UNORM_SRGB for storing sRGB .Format = DXGI_FORMAT_R8G8B8A8_UNORM, // FLIP presentation model does not allow MSAA framebuffer // if you want MSAA then you'll need to render offscreen and manually // resolve to non-MSAA framebuffer .SampleDesc = { 1, 0 }, .BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT, .BufferCount = 2, // we don't want any automatic scaling of window content // this is supported only on FLIP presentation model .Scaling = DXGI_SCALING_NONE, // use more efficient FLIP presentation model // Windows 10 allows to use DXGI_SWAP_EFFECT_FLIP_DISCARD // for Windows 8 compatibility use DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL // for Windows 7 compatibility use DXGI_SWAP_EFFECT_DISCARD .SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD, }; factory->CreateSwapChainForHwnd((IUnknown*)device, window, &desc, null, null, &swap_chain); // disable silly Alt+Enter changing monitor resolution to match window size factory->MakeWindowAssociation(window, DXGI_MWA_NO_ALT_ENTER); factory->Release(); dxgi_adapter->Release(); dxgi_device->Release(); } { constexpr float c_size = 0.5f; s_vertex data0[] = { {{-c_size, c_size}, {0, 0}, {1, 1, 1}}, {{c_size, c_size}, {1, 0}, {1, 1, 1}}, {{c_size, -c_size}, {1, 1}, {1, 1, 1}}, {{-c_size, c_size}, {0, 0}, {1, 1, 1}}, {{c_size, -c_size}, {1, 1}, {1, 1, 1}}, {{-c_size, -c_size}, {0, 1}, {1, 1, 1}}, }; D3D11_BUFFER_DESC desc = { .ByteWidth = sizeof(data0), .Usage = D3D11_USAGE_IMMUTABLE, .BindFlags = D3D11_BIND_VERTEX_BUFFER, }; D3D11_SUBRESOURCE_DATA initial = {.pSysMem = data0}; device->CreateBuffer(&desc, &initial, &vbuffer0); } { D3D11_BUFFER_DESC desc = { .ByteWidth = sizeof(g_transform_arr.element_arr), .Usage = D3D11_USAGE_DYNAMIC, .BindFlags = D3D11_BIND_VERTEX_BUFFER, .CPUAccessFlags = D3D11_CPU_ACCESS_WRITE, }; device->CreateBuffer(&desc, null, &vbuffer1); assert(vbuffer1); } D3D11_INPUT_ELEMENT_DESC desc[] = { {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(s_vertex, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, {"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(s_vertex, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, {"COLOR", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, offsetof(s_vertex, color), D3D11_INPUT_PER_VERTEX_DATA, 0 }, {"AZEN_POS", 0, DXGI_FORMAT_R32G32_FLOAT, 1, offsetof(s_transform, pos), D3D11_INPUT_PER_INSTANCE_DATA, 1 }, {"AZEN_SIZE", 0, DXGI_FORMAT_R32G32_FLOAT, 1, offsetof(s_transform, size), D3D11_INPUT_PER_INSTANCE_DATA, 1 }, }; const char hlsl[] = "#line 194 \n\n" // actual line number in this file for nicer error messages " \n" "struct VS_INPUT \n" "{ \n" " float2 pos : POSITION; \n" // these names must match D3D11_INPUT_ELEMENT_DESC array " float2 uv : TEXCOORD; \n" " float3 color : COLOR; \n" " float2 pos2 : AZEN_POS; \n" " float2 size2 : AZEN_SIZE; \n" "}; \n" " \n" "struct PS_INPUT \n" "{ \n" " float4 pos : SV_POSITION; \n" // these names do not matter, except SV_... ones " float2 uv : TEXCOORD; \n" " float4 color : COLOR; \n" "}; \n" " \n" "cbuffer cbuffer0 : register(b0) \n" // b0 = constant buffer bound to slot 0 "{ \n" " float4x4 u_transform; \n" "} \n" " \n" " \n" "PS_INPUT vs(VS_INPUT input) \n" "{ \n" " PS_INPUT output; \n" " output.pos = mul(u_transform, float4(input.pos * input.size2 + input.pos2, 0, 1)); \n" " output.uv = input.uv; \n" " output.color = float4(input.color, 1); \n" " return output; \n" "} \n" " \n" "float4 ps(PS_INPUT input) : SV_TARGET \n" "{ \n" " float4 color = float4(input.uv.x, input.uv.y, 0.0, 1.0); \n" " return input.color * color; \n" "} \n"; ; UINT flags = D3DCOMPILE_PACK_MATRIX_COLUMN_MAJOR | D3DCOMPILE_ENABLE_STRICTNESS | D3DCOMPILE_WARNINGS_ARE_ERRORS; #ifdef m_debug flags |= D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION; #endif // m_debug ID3DBlob* error; ID3DBlob* vblob; hr = D3DCompile(hlsl, sizeof(hlsl), null, null, null, "vs", "vs_5_0", flags, 0, &vblob, &error); if(FAILED(hr)) { const char* message = (char*)error->GetBufferPointer(); printf("%s\n", message); assert(!"Failed to compile vertex shader!"); } ID3DBlob* pblob; hr = D3DCompile(hlsl, sizeof(hlsl), null, null, null, "ps", "ps_5_0", flags, 0, &pblob, &error); if(FAILED(hr)) { const char* message = (char*)error->GetBufferPointer(); printf("%s\n", message); assert(!"Failed to compile pixel shader!"); } device->CreateVertexShader(vblob->GetBufferPointer(), vblob->GetBufferSize(), null, &vshader); device->CreatePixelShader(pblob->GetBufferPointer(), pblob->GetBufferSize(), null, &pshader); device->CreateInputLayout(desc, array_count(desc), vblob->GetBufferPointer(), vblob->GetBufferSize(), &layout); pblob->Release(); vblob->Release(); { D3D11_BUFFER_DESC desc = { // space for 4x4 float matrix (cbuffer0 from pixel shader) .ByteWidth = 4 * 4 * sizeof(float), .Usage = D3D11_USAGE_DYNAMIC, .BindFlags = D3D11_BIND_CONSTANT_BUFFER, .CPUAccessFlags = D3D11_CPU_ACCESS_WRITE, }; device->CreateBuffer(&desc, NULL, &ubuffer); } { D3D11_SAMPLER_DESC desc = { .Filter = D3D11_FILTER_MIN_MAG_MIP_POINT, .AddressU = D3D11_TEXTURE_ADDRESS_WRAP, .AddressV = D3D11_TEXTURE_ADDRESS_WRAP, .AddressW = D3D11_TEXTURE_ADDRESS_WRAP, .MipLODBias = 0, .MaxAnisotropy = 1, .MinLOD = 0, .MaxLOD = D3D11_FLOAT32_MAX, }; device->CreateSamplerState(&desc, &sampler); } { // enable alpha blending D3D11_BLEND_DESC desc = { .RenderTarget = {{ .BlendEnable = TRUE, .SrcBlend = D3D11_BLEND_SRC_ALPHA, .DestBlend = D3D11_BLEND_INV_SRC_ALPHA, .BlendOp = D3D11_BLEND_OP_ADD, .SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA, .DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA, .BlendOpAlpha = D3D11_BLEND_OP_ADD, .RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL, }}, }; device->CreateBlendState(&desc, &blendState); } { // disable culling D3D11_RASTERIZER_DESC desc = { .FillMode = D3D11_FILL_SOLID, .CullMode = D3D11_CULL_NONE, .DepthClipEnable = TRUE, }; device->CreateRasterizerState(&desc, &rasterizerState); } { // disable depth & stencil test D3D11_DEPTH_STENCIL_DESC desc = { .DepthEnable = FALSE, .DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL, .DepthFunc = D3D11_COMPARISON_LESS, .StencilEnable = FALSE, .StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK, .StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK, // .FrontFace = ... // .BackFace = ... }; device->CreateDepthStencilState(&desc, &depthState); } } // ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ d3d11 end ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ QueryPerformanceFrequency((LARGE_INTEGER*)&g_cycle_frequency); QueryPerformanceCounter((LARGE_INTEGER*)&g_start_cycles); DWORD curr_width = 0; DWORD curr_height = 0; MSG msg = zero; u64 before = get_cycles(); while(true) { u64 after = get_cycles(); u64 passed_cycles = after - before; f64 passed_seconds = passed_cycles / (f64)g_cycle_frequency; before = after; float delta = (float)passed_seconds; printf("FPS: %f\n", 1.0 / delta); while(PeekMessage(&msg, null, 0, 0, PM_REMOVE) > 0) { if(msg.message == WM_QUIT) { return 0; } TranslateMessage(&msg); DispatchMessage(&msg); } RECT rect; GetClientRect(window, &rect); UINT width = rect.right - rect.left; UINT height = rect.bottom - rect.top; if(rtView == NULL || width != curr_width || height != curr_height) { if(rtView) { // release old swap chain buffers context->ClearState(); rtView->Release(); dsView->Release(); rtView = null; } // resize to new size for non-zero size if(width != 0 && height != 0) { hr = swap_chain->ResizeBuffers(0, width, height, DXGI_FORMAT_UNKNOWN, 0); if(FAILED(hr)) { printf("Failed to resize swap chain!"); assert(false); } // create RenderTarget view for new backbuffer texture ID3D11Texture2D* backbuffer; swap_chain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backbuffer); device->CreateRenderTargetView((ID3D11Resource*)backbuffer, null, &rtView); backbuffer->Release(); D3D11_TEXTURE2D_DESC depthDesc = { .Width = width, .Height = height, .MipLevels = 1, .ArraySize = 1, .Format = DXGI_FORMAT_D32_FLOAT, // or use DXGI_FORMAT_D32_FLOAT_S8X24_UINT if you need stencil .SampleDesc = { 1, 0 }, .Usage = D3D11_USAGE_DEFAULT, .BindFlags = D3D11_BIND_DEPTH_STENCIL, }; // create new depth stencil texture & DepthStencil view ID3D11Texture2D* depth; device->CreateTexture2D(&depthDesc, NULL, &depth); device->CreateDepthStencilView((ID3D11Resource*)depth, NULL, &dsView); depth->Release(); } curr_width = width; curr_height = height; } if(rtView) { // output viewport covering all client area of window D3D11_VIEWPORT viewport = { .TopLeftX = 0, .TopLeftY = 0, .Width = (FLOAT)width, .Height = (FLOAT)height, .MinDepth = 0, .MaxDepth = 1, }; // clear screen FLOAT color[] = { 0.392f, 0.584f, 0.929f, 1.f }; context->ClearRenderTargetView(rtView, color); context->ClearDepthStencilView(dsView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.f, 0); POINT point; GetCursorPos(&point); ScreenToClient(window, &point); float x = point.x; float y = point.y; g_transform_arr.count = 0; srand(0); for(int i = 0; i < 65536; i += 1) { float x = rand() % width; float y = rand() % height; draw_rect_center(v2(x, y), 0, v2(8)); } // draw_rect_center(v2(width, 0), 0, v2(128)); // draw_rect_center(v2(width, height), 0, v2(128)); // draw_rect_center(v2(0, height), 0, v2(128)); { D3D11_MAPPED_SUBRESOURCE mapped = zero; context->Map(vbuffer1, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped); memcpy(mapped.pData, g_transform_arr.element_arr, sizeof(s_transform) * g_transform_arr.count); context->Unmap(vbuffer1, 0); } { float matrix[16] = { 2.0f/width,0,0,0, 0,-2.0f/height,0,0, 0,0,1,0, -1,1,0,1, }; // float matrix[16] = { // 1,0,0,0, // 0,1,0,0, // 0,0,1,0, // 0,0,0,1, // }; D3D11_MAPPED_SUBRESOURCE mapped; context->Map(ubuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped); memcpy(mapped.pData, matrix, sizeof(matrix)); context->Unmap(ubuffer, 0); } // Input Assembler context->IASetInputLayout(layout); context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); { UINT stride[] = {sizeof(s_vertex), sizeof(s_transform)}; UINT offset[] = {0, 0}; ID3D11Buffer* buffer[] = {vbuffer0, vbuffer1}; context->IASetVertexBuffers(0, 2, buffer, stride, offset); } // Vertex Shader context->VSSetConstantBuffers(0, 1, &ubuffer); context->VSSetShader(vshader, NULL, 0); // Rasterizer Stage context->RSSetViewports(1, &viewport); context->RSSetState(rasterizerState); // Pixel Shader // context->PSSetSamplers(0, 1, &sampler); // context->PSSetShaderResources(0, 1, &textureView); context->PSSetShader(pshader, NULL, 0); // Output Merger context->OMSetBlendState(blendState, NULL, ~0U); context->OMSetDepthStencilState(depthState, 0); context->OMSetRenderTargets(1, &rtView, dsView); // draw 3 vertices context->DrawInstanced(6, g_transform_arr.count, 0, 0); } BOOL vsync = TRUE; hr = swap_chain->Present(vsync ? 1 : 0, 0); if(hr == DXGI_STATUS_OCCLUDED) { if(vsync) { Sleep(10); } } else if(FAILED(hr)) { printf("Failed to present swap chain! Device lost?\n"); assert(false); } } } func void on_failed_assert(int line) { printf("FAILED ASSERT AT %i\n", line); MessageBox(null, "Failed assert", "ERROR", MB_OK); exit(1); } template <typename t0, typename t1> func s_v2 v2(t0 x, t1 y) { return {(float)x, (float)y}; } template <typename t> func s_v2 v2(t v) { return {(float)v, (float)v}; } func void draw_rect_center(s_v2 pos, float z, s_v2 size) { s_transform t = zero; t.pos = pos; t.size = size; g_transform_arr.add(t); } func u64 get_cycles() { u64 cycles; QueryPerformanceCounter((LARGE_INTEGER*)&cycles); return cycles; } func float get_seconds() { u64 cycles = get_cycles(); f64 result = (cycles - g_start_cycles) / (f64)g_cycle_frequency; return (float)result; }
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