Files
Vortice.Win32/samples/01-ClearScreen/Program.cs

324 lines
12 KiB
C#

// Copyright (c) Amer Koleci and contributors.
// Licensed under the MIT License (MIT). See LICENSE in the repository root for more information.
using System.Numerics;
using Win32;
using Win32.Graphics.Direct2D;
using Win32.Graphics.Direct3D;
using Win32.Graphics.Direct3D.Dxc;
using Win32.Graphics.Direct3D11;
using Win32.Graphics.DirectWrite;
using Win32.Graphics.Dxgi;
using Win32.Graphics.Dxgi.Common;
using Win32.Graphics.Imaging;
using Win32.Graphics.Imaging.D2D;
using Win32.Media.Audio.XAudio2;
using static Win32.Apis;
using static Win32.Graphics.Direct2D.Apis;
using static Win32.Graphics.Direct3D.Dxc.Apis;
using static Win32.Graphics.Direct3D12.Apis;
using static Win32.Graphics.Direct3D11.Apis;
using static Win32.Graphics.DirectWrite.Apis;
using static Win32.Graphics.Dxgi.Apis;
using static Win32.Graphics.Imaging.D2D.Apis;
using static Win32.Media.Audio.XAudio2.Apis;
using static Win32.Graphics.D3D12MemoryAllocator.Apis;
using DWriteFactoryType = Win32.Graphics.DirectWrite.FactoryType;
using FactoryType = Win32.Graphics.Direct2D.FactoryType;
using FeatureLevel = Win32.Graphics.Direct3D.FeatureLevel;
using InfoQueueFilter = Win32.Graphics.Direct3D11.InfoQueueFilter;
using MessageId = Win32.Graphics.Direct3D11.MessageId;
using D3D11MessageSeverity = Win32.Graphics.Direct3D11.MessageSeverity;
using Win32.Graphics.Direct3D12;
using Win32.Graphics.D3D12MemoryAllocator;
namespace ClearScreen;
public static unsafe class Program
{
#if DEBUG
static bool SdkLayersAvailable()
{
HResult hr = D3D11CreateDevice(
null,
DriverType.Null, // There is no need to create a real hardware device.
IntPtr.Zero,
CreateDeviceFlags.Debug, // Check for the SDK layers.
null, // Any feature level will do.
0,
D3D11_SDK_VERSION,
null, // No need to keep the D3D device reference.
null, // No need to know the feature level.
null // No need to keep the D3D device context reference.
);
return hr.Success;
}
#endif
private static void TestDxc()
{
using ComPtr<IDxcCompiler3> compiler = default;
DxcCreateInstance(CLSID_DxcCompiler, __uuidof<IDxcCompiler3>(), compiler.GetVoidAddressOf());
}
private static void TestWic()
{
string assetsPath = Path.Combine(AppContext.BaseDirectory, "Assets", "Textures");
string textureFile = Path.Combine(assetsPath, "10points.png");
using ComPtr<IWICImagingFactory2> wicImagingFactory = default;
ThrowIfFailed(CreateWICImagingFactory(wicImagingFactory.GetAddressOf()));
using ComPtr<IWICBitmapDecoder> decoder =
((IWICImagingFactory*)wicImagingFactory.Get())->CreateDecoderFromFilename(textureFile);
using ComPtr<IWICBitmapFrameDecode> wicBitmapFrameDecode = default;
// Get the first frame of the loaded image (if more are present, they will be ignored)
ThrowIfFailed(decoder.Get()->GetFrame(0, wicBitmapFrameDecode.GetAddressOf()));
uint width;
uint height;
Guid pixelFormat;
ThrowIfFailed(wicBitmapFrameDecode.Get()->GetSize(&width, &height));
ThrowIfFailed(wicBitmapFrameDecode.Get()->GetPixelFormat(&pixelFormat));
//wicBitmapFrameDecode.Get()->CopyPixels(rowPitch, pixels);
}
private static void TestD2D1AndDWrite()
{
using ComPtr<ID2D1Effect> effect = default;
//effect.Get()->SetInput();
using ComPtr<ID2D1Factory2> d2d1Factory2 = default;
ThrowIfFailed(D2D1CreateFactory(FactoryType.MultiThreaded,
__uuidof<ID2D1Factory2>(),
default,
d2d1Factory2.GetVoidAddressOf()));
using ComPtr<IDWriteFactory> dwriteFactory = default;
ThrowIfFailed(
DWriteCreateFactory(DWriteFactoryType.Shared, __uuidof<IDWriteFactory>(), dwriteFactory.GetVoidAddressOf()));
using ComPtr<IDWriteTextFormat> textFormat =
dwriteFactory.Get()->CreateTextFormat(
"Gabriola".AsSpan(), // Font family name.
72.0f,
fontWeight: FontWeight.Regular,
localeName: "en-us".AsSpan()
);
ThrowIfFailed(textFormat.Get()->SetTextAlignment(TextAlignment.Center));
ThrowIfFailed(textFormat.Get()->SetParagraphAlignment(ParagraphAlignment.Center));
}
public static void Main()
{
ThrowIfFailed(X3DAudioInitialize(0u, X3DAUDIO_SPEED_OF_SOUND, out X3DAudioHandle handle));
TestDxc();
TestWic();
TestD2D1AndDWrite();
using ComPtr<IDXGIFactory2> factory = default;
CreateFactoryFlags factoryFlags = CreateFactoryFlags.None;
#if DEBUG
{
using ComPtr<IDXGIInfoQueue> dxgiInfoQueue = default;
if (DXGIGetDebugInterface1(0, __uuidof<IDXGIInfoQueue>(), (void**)dxgiInfoQueue.GetAddressOf()).Success)
{
factoryFlags = CreateFactoryFlags.Debug;
dxgiInfoQueue.Get()->SetBreakOnSeverity(DXGI_DEBUG_ALL, InfoQueueMessageSeverity.Error, true);
dxgiInfoQueue.Get()->SetBreakOnSeverity(DXGI_DEBUG_ALL, InfoQueueMessageSeverity.Corruption, true);
}
}
#endif
HResult hr = CreateDXGIFactory2(factoryFlags, __uuidof<IDXGIFactory2>(), (void**)&factory);
{
using ComPtr<IDXGIFactory5> factory5 = default;
if (factory.CopyTo(&factory5).Success)
{
var test = factory5.Get()->IsTearingSupported();
//bool isTearingSupported = factory5.Get()->CheckFeatureSupport<Bool32>(Win32.Graphics.Dxgi.Feature.PresentAllowTearing);
}
}
using ComPtr<IDXGIAdapter1> adapter = default;
bool supportD3D12 = false;
using ComPtr<IDXGIFactory6> factory6 = default;
if (factory.CopyTo(&factory6).Success)
{
for (uint adapterIndex = 0;
factory6.Get()->EnumAdapterByGpuPreference(
adapterIndex,
GpuPreference.HighPerformance,
__uuidof<IDXGIAdapter1>(),
(void**)adapter.ReleaseAndGetAddressOf()).Success;
adapterIndex++)
{
AdapterDescription1 desc = default;
ThrowIfFailed(adapter.Get()->GetDesc1(&desc));
if ((desc.Flags & AdapterFlags.Software) != AdapterFlags.None)
continue;
// Check to see if the adapter supports Direct3D 12, but don't create the actual device yet.
if (D3D12CreateDevice((IUnknown*)adapter.Get(), FeatureLevel.Level_11_0, __uuidof<ID3D12Device>(), null).Success)
{
supportD3D12 = true;
break;
}
break;
//string name = desc.DescriptionStr;
}
}
if (adapter.Get() == null)
{
for (uint adapterIndex = 0;
factory.Get()->EnumAdapters1(adapterIndex, adapter.ReleaseAndGetAddressOf()).Success;
adapterIndex++)
{
AdapterDescription1 desc = default;
ThrowIfFailed(adapter.Get()->GetDesc1(&desc));
if ((desc.Flags & AdapterFlags.Software) != AdapterFlags.None)
continue;
// Check to see if the adapter supports Direct3D 12, but don't create the actual device yet.
if (D3D12CreateDevice((IUnknown*)adapter.Get(), FeatureLevel.Level_11_0, __uuidof<ID3D12Device>(), null).Success)
{
supportD3D12 = true;
break;
}
//string name = desc.DescriptionStr;
break;
}
}
if (supportD3D12)
{
using ComPtr<ID3D12Device> device = default;
// Create the DX12 API device object.
hr = D3D12CreateDevice(
(IUnknown*)adapter.Get(),
FeatureLevel.Level_11_0,
__uuidof<ID3D12Device>(),
device.GetVoidAddressOf()
);
ThrowIfFailed(hr);
AllocatorDesc allocatorDesc = new()
{
pDevice = device.Get(),
pAdapter = (IDXGIAdapter*)adapter.Get()
};
hr = CreateAllocator(in allocatorDesc, out Allocator allocator);
AllocationDesc allocationDesc = new();
allocationDesc.HeapType = HeapType.Default;
using ComPtr<ID3D12Resource> buffer = default;
ResourceDescription bufferDesc = ResourceDescription.Buffer(256u);
Allocation allocation = default;
hr = allocator.CreateResource<ID3D12Resource>(&allocationDesc, in bufferDesc, ResourceStates.Common,
null, &allocation, buffer.GetAddressOf());
//var test = allocator.IsUMA;
ThrowIfFailed(hr);
uint cnt = allocation.Release();
}
else
{
ReadOnlySpan<FeatureLevel> featureLevels =
[
FeatureLevel.Level_11_0
];
CreateDeviceFlags creationFlags = CreateDeviceFlags.BgraSupport;
#if DEBUG
if (SdkLayersAvailable())
{
// If the project is in a debug build, enable debugging via SDK Layers with this flag.
creationFlags |= CreateDeviceFlags.Debug;
}
#endif
using ComPtr<ID3D11Device> tempDevice = default;
FeatureLevel featureLevel;
using ComPtr<ID3D11DeviceContext> tempImmediateContext = default;
ThrowIfFailed(D3D11CreateDevice(
(IDXGIAdapter*)adapter.Get(),
DriverType.Unknown,
creationFlags,
featureLevels,
tempDevice.GetAddressOf(),
&featureLevel,
tempImmediateContext.GetAddressOf()));
#if DEBUG
using ComPtr<ID3D11Debug> d3dDebug = default;
if (tempDevice.CopyTo(&d3dDebug).Success)
{
using ComPtr<ID3D11InfoQueue> d3dInfoQueue = default;
if (d3dDebug.CopyTo(&d3dInfoQueue).Success)
{
d3dInfoQueue.Get()->SetBreakOnSeverity(D3D11MessageSeverity.Corruption, true);
d3dInfoQueue.Get()->SetBreakOnSeverity(D3D11MessageSeverity.Error, true);
MessageId* hide = stackalloc MessageId[1]
{
MessageId.SetPrivateDataChangingParams,
};
InfoQueueFilter filter = new();
filter.DenyList.NumIDs = 1u;
filter.DenyList.pIDList = hide;
d3dInfoQueue.Get()->AddStorageFilterEntries(&filter);
}
}
#endif
using ComPtr<ID3D11Device1> d3dDevice = default;
using ComPtr<ID3D11DeviceContext1> immediateContext = default;
ThrowIfFailed(tempDevice.CopyTo(&d3dDevice));
ThrowIfFailed(tempImmediateContext.CopyTo(&immediateContext));
ReadOnlySpan<VertexPositionColor> triangleVertices = stackalloc VertexPositionColor[]
{
new VertexPositionColor(new Vector3(0f, 0.5f, 0.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f)),
new VertexPositionColor(new Vector3(0.5f, -0.5f, 0.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f)),
new VertexPositionColor(new Vector3(-0.5f, -0.5f, 0.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f))
};
using ComPtr<ID3D11Buffer> vertexBuffer = ((ID3D11Device*)d3dDevice.Get())->CreateBuffer(triangleVertices, BindFlags.VertexBuffer);
using ComPtr<ID3D11Texture2D> depthStencilTexture = default;
using ComPtr<ID3D11DepthStencilView> depthStencilTextureView = default;
Texture2DDescription texture2DDesc = new(Format.D32Float, 256, 256, 1, 1, BindFlags.DepthStencil);
ThrowIfFailed(tempDevice.Get()->CreateTexture2D(&texture2DDesc, null, depthStencilTexture.GetAddressOf()));
depthStencilTexture.Get()->GetDesc(&texture2DDesc);
depthStencilTexture.Get()->SetDebugName("CIAO");
ThrowIfFailed(tempDevice.Get()->CreateDepthStencilView(
(ID3D11Resource*)depthStencilTexture.Get(), null, depthStencilTextureView.GetAddressOf()));
}
}
}