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commit bd83547d68b8f386dfd43aa3650157a9864cc1e7
Author: Vincent Torri <vincent.to...@gmail.com>
AuthorDate: Fri Aug 18 22:07:49 2023 -0700

    Update 'Direct3D 11 for 2D: Display a pink triangle'
---
 Direct3D-11-for-2D%3A-Display-a-pink-triangle.md | 1107 +++++++++++++++++++++-
 1 file changed, 1102 insertions(+), 5 deletions(-)

diff --git a/Direct3D-11-for-2D%3A-Display-a-pink-triangle.md b/Direct3D-11-for-2D%3A-Display-a-pink-triangle.md
index e140ae8..aa48486 100644
--- a/Direct3D-11-for-2D%3A-Display-a-pink-triangle.md
+++ b/Direct3D-11-for-2D%3A-Display-a-pink-triangle.md
@@ -32,12 +32,12 @@ The vertices are displayed in a (normalized) coordinate system different from th
 
 So the normalized coordinate system goes from (-1, 1), corresponding to pixel (0,0) in the window of size (w, h) pixels, to (1, -1), corresponding to pixel (w, h) outside the window. So the normalized coordinate (0, 0) corresponds to the center of the window.
 
-Conversion from pixel coordinates on the screen (from (0, 0) to (w, h), that is 1 pixel outside the window) to normalized coordinates (from (-1, 1) to (1, -1)) must be computed. It is basic math. Let us call xf(x) the value of the normalized coordinates, function of the x coordinate of a pixel. The value xf(x) is affine in x, meaning $xf(x) = ax + b$, $a$ and $b$ being real numbers. So
+Conversion from pixel coordinates on the screen (from (0, 0) to (w, h), that is 1 pixel outside the window) to normalized coordinates (from (-1, 1) to (1, -1)) must be computed. It is basic math. Let us call *xf(x)* the value of the normalized coordinates, function of the *x* coordinate of a pixel. The value *xf(x)* is affine in *x*, meaning *xf(x) = ax + b*, *a* and *b* being real numbers. So
 
-* $`xf(0) = -1 = b`$, and
-* $xf(w) = 1 = aw - 1$
+* *xf(0) = -1 = b*, and
+* *xf(w) = 1 = aw - 1*
 
-So $xf(x) = (2x - w)/w$. Similarly, $yf(y) = (h - 2y) / h$. Let us define these two macros:
+So *xf(x) = (2x - w)/w*. Similarly, *yf(y) = (h - 2y) / h*. Let us define these two macros:
 
 ```c
 #define XF(w,x) ((float)(2 * (x) - (w)) / (float)(w))
@@ -116,4 +116,1101 @@ float4 main_ps(ps_input input) : SV_TARGET
 
 The file `shader_1.hlsl` must be saved in the same directory than `win.c` and `d3d_2.c` (as well as all the other following sections). Here is the full D3D code, followed with the diff between `d3d_1.c` and `d3d_2.c`.
 
-H
+Here is the code of `d3d_2.c`:
+
+```c
+/*
+ * Tutorial part 2
+ *
+ * Display  pink triangle
+ * Add HLSL code and compile it at runtime (sufficient for now)
+ * Computation of coordinates in CPU
+ *
+ * Compilation:
+ *
+ * gcc -g -O2 -Wall -Wextra -o d3d_2 d3d_2.c win.c -ld3d11 -ld3dcompiler -ldxgi -luuid -D_WIN32_WINNT=0x0A00
+ */
+
+#include <stdlib.h> /* calloc() free() malloc() */
+#include <stdio.h>  /* printf() fflush() */
+
+#define _DEBUG
+
+/* C API for d3d11 */
+#define COBJMACROS
+
+#include <dxgi1_3.h>     /* DXGI interface */
+#include <d3d11.h>       /* D3D11 interface */
+#include <d3dcompiler.h> /* compilation of shader */
+
+#include "win.h"
+
+#ifdef _DEBUG
+# define FCT \
+do { printf(" * %s\n", __FUNCTION__); fflush(stdout); } while (0)
+#else
+# define FCT \
+do { } while (0)
+#endif
+
+#define XF(w,x) ((float)(2 * (x) - (w)) / (float)(w))
+#define YF(h,y) ((float)((h) - 2 * (y)) / (float)(h))
+
+struct D3d
+{
+    /* DXGI */
+    IDXGIFactory2 *dxgi_factory;
+    IDXGISwapChain1 *dxgi_swapchain;
+    /* D3D11 */
+    ID3D11Device *d3d_device;
+#ifdef _DEBUG
+    ID3D11Debug *d3d_debug;
+#endif
+    ID3D11DeviceContext *d3d_device_ctx;
+    ID3D11RenderTargetView *d3d_render_target_view;
+    ID3D11InputLayout *d3d_input_layout;
+    ID3D11VertexShader *d3d_vertex_shader;
+    ID3D11RasterizerState *d3d_rasterizer_state;
+    ID3D11PixelShader *d3d_pixel_shader;
+    D3D11_VIEWPORT viewport;
+    unsigned int vsync : 1;
+};
+
+typedef struct
+{
+    FLOAT x;
+    FLOAT y;
+} Vertex;
+
+typedef struct
+{
+    ID3D11Buffer *vertex_buffer;
+    ID3D11Buffer *index_buffer; /* not useful for a single triangle */
+    UINT stride;
+    UINT offset;
+    UINT index_count;
+} Object;
+
+static Object *objects[1];
+
+/************************** D3D11 **************************/
+
+static void d3d_refresh_rate_get(D3d *d3d, UINT *num, UINT *den)
+{
+    DXGI_MODE_DESC *display_mode_list = NULL; /* 28 bytes */
+    IDXGIAdapter *dxgi_adapter;
+    IDXGIOutput *dxgi_output;
+    UINT nbr_modes;
+    UINT i;
+    HRESULT res;
+
+    *num = 0U;
+    *den = 1U;
+
+    if (!d3d->vsync)
+        return;
+
+    /* adapter of primary desktop : pass 0U */
+    res = IDXGIFactory_EnumAdapters(d3d->dxgi_factory, 0U, &dxgi_adapter);
+    if (FAILED(res))
+        return;
+
+    /* output of primary desktop : pass 0U */
+    res = IDXGIAdapter_EnumOutputs(dxgi_adapter, 0U, &dxgi_output);
+    if (FAILED(res))
+        goto release_dxgi_adapter;
+
+    /* number of mode that fit the format */
+     res = IDXGIOutput_GetDisplayModeList(dxgi_output,
+                                         DXGI_FORMAT_B8G8R8A8_UNORM,
+                                         DXGI_ENUM_MODES_INTERLACED,
+                                         &nbr_modes, NULL);
+    if (FAILED(res))
+        goto release_dxgi_output;
+
+    printf("display mode list : %d\n", nbr_modes);
+    fflush(stdout);
+    display_mode_list = (DXGI_MODE_DESC *)malloc(nbr_modes * sizeof(DXGI_MODE_DESC));
+    if (!display_mode_list)
+        goto release_dxgi_output;
+
+    /* fill the mode list */
+    res = IDXGIOutput_GetDisplayModeList(dxgi_output,
+                                         DXGI_FORMAT_B8G8R8A8_UNORM,
+                                         DXGI_ENUM_MODES_INTERLACED,
+                                         &nbr_modes, display_mode_list);
+    if (FAILED(res))
+        goto free_mode_list;
+
+    for (i = 0; i < nbr_modes; i++)
+    {
+        if ((display_mode_list[i].Width == (UINT)GetSystemMetrics(SM_CXSCREEN)) &&
+            (display_mode_list[i].Height == (UINT)GetSystemMetrics(SM_CYSCREEN)))
+        {
+            *num = display_mode_list[i].RefreshRate.Numerator;
+            *den = display_mode_list[i].RefreshRate.Denominator;
+            break;
+        }
+    }
+
+#ifdef _DEBUG
+    {
+        DXGI_ADAPTER_DESC adapter_desc;
+
+        IDXGIAdapter_GetDesc(dxgi_adapter, &adapter_desc);
+        printf(" * video mem: %llu B, %llu MB\n",
+               adapter_desc.DedicatedVideoMemory,
+               adapter_desc.DedicatedVideoMemory / 1024 / 1024);
+        fflush(stdout);
+        wprintf(L" * description: %ls\n", adapter_desc.Description);
+        fflush(stdout);
+    }
+#endif
+
+  free_mode_list:
+    free(display_mode_list);
+  release_dxgi_output:
+    IDXGIOutput_Release(dxgi_output);
+  release_dxgi_adapter:
+    IDXGIFactory_Release(dxgi_adapter);
+}
+
+D3d *d3d_init(Window *win, int vsync)
+{
+    D3D11_INPUT_ELEMENT_DESC desc_ie[] =
+    {
+        { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }
+    };
+    DXGI_SWAP_CHAIN_DESC1 desc_sw;
+    DXGI_SWAP_CHAIN_FULLSCREEN_DESC desc_fs;
+    D3D11_RASTERIZER_DESC desc_rs;
+    D3d *d3d;
+    RECT r;
+    HRESULT res;
+    UINT flags;
+    UINT num;
+    UINT den;
+    D3D_FEATURE_LEVEL feature_level[4];
+    ID3DBlob *vs_blob; /* vertex shader blob ptr */
+    ID3DBlob *ps_blob; /* pixel shader blob ptr */
+    ID3DBlob *err_blob; /* error blob ptr */
+
+    d3d = (D3d *)calloc(1, sizeof(D3d));
+    if (!d3d)
+        return NULL;
+
+    d3d->vsync = vsync;
+    win->d3d = d3d;
+
+    /* create the DXGI factory */
+    flags = 0;
+#ifdef _DEBUG
+    flags = DXGI_CREATE_FACTORY_DEBUG;
+#endif
+    res = CreateDXGIFactory2(flags, &IID_IDXGIFactory2, (void **)&d3d->dxgi_factory);
+    if (FAILED(res))
+        goto free_d3d;
+
+    /* software engine functions are called from the main loop */
+    flags = D3D11_CREATE_DEVICE_SINGLETHREADED |
+            D3D11_CREATE_DEVICE_BGRA_SUPPORT;
+#ifdef _DEBUG
+    flags |= D3D11_CREATE_DEVICE_DEBUG;
+#endif
+
+    feature_level[0] = D3D_FEATURE_LEVEL_11_1;
+    feature_level[1] = D3D_FEATURE_LEVEL_11_0;
+    feature_level[2] = D3D_FEATURE_LEVEL_10_1;
+    feature_level[3] = D3D_FEATURE_LEVEL_10_0;
+
+    /* create device and device context with hardware support */
+    res = D3D11CreateDevice(NULL,
+                            D3D_DRIVER_TYPE_HARDWARE,
+                            NULL,
+                            flags,
+                            feature_level,
+                            3U,
+                            D3D11_SDK_VERSION,
+                            &d3d->d3d_device,
+                            NULL,
+                            &d3d->d3d_device_ctx);
+    if (FAILED(res))
+        goto release_dxgi_factory2;
+
+#ifdef _DEBUG
+    res = ID3D11Debug_QueryInterface(d3d->d3d_device, &IID_ID3D11Debug,
+                                     (void **)&d3d->d3d_debug);
+    if (FAILED(res))
+        goto release_d3d_device;
+#endif
+
+    if (!GetClientRect(win->win, &r))
+        goto release_d3d_device;
+
+    /*
+     * create the swap chain. It needs some settings...
+     * the size of the internal buffers
+     * the image format
+     * the number of back buffers (>= 2 for flip model, see SwapEffect field)
+     * vsync enabled: need refresh rate
+     */
+
+    d3d_refresh_rate_get(d3d, &num, &den);
+
+    desc_sw.Width = r.right - r.left;
+    desc_sw.Height = r.bottom - r.top;
+    desc_sw.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
+    desc_sw.Stereo = FALSE;
+    desc_sw.SampleDesc.Count = 1U;
+    desc_sw.SampleDesc.Quality = 0U;
+    desc_sw.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+    desc_sw.BufferCount = 2U;
+    desc_sw.Scaling = DXGI_SCALING_NONE;
+    desc_sw.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
+    desc_sw.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
+    desc_sw.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
+
+    desc_fs.RefreshRate.Numerator = num;
+    desc_fs.RefreshRate.Denominator = den;
+    desc_fs.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
+    desc_fs.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
+    desc_fs.Windowed = TRUE;
+
+    res = IDXGIFactory2_CreateSwapChainForHwnd(d3d->dxgi_factory,
+                                               (IUnknown *)d3d->d3d_device,
+                                               win->win,
+                                               &desc_sw,
+                                               &desc_fs,
+                                               NULL,
+                                               &d3d->dxgi_swapchain);
+    if (FAILED(res))
+        goto release_d3d_device;
+
+    /* rasterizer */
+    desc_rs.FillMode = D3D11_FILL_SOLID;
+    desc_rs.CullMode = D3D11_CULL_NONE;
+    desc_rs.FrontCounterClockwise = FALSE;
+    desc_rs.DepthBias = 0;
+    desc_rs.DepthBiasClamp = 0.0f;
+    desc_rs.SlopeScaledDepthBias = 0.0f;
+    desc_rs.DepthClipEnable = TRUE;
+    desc_rs.ScissorEnable = FALSE;
+    desc_rs.MultisampleEnable = FALSE;
+    desc_rs.AntialiasedLineEnable = FALSE;
+
+    res = ID3D11Device_CreateRasterizerState(d3d->d3d_device,
+                                             &desc_rs,
+                                             &d3d->d3d_rasterizer_state);
+    if (FAILED(res))
+        goto release_dxgi_swapchain;
+
+    /* Vertex shader */
+    flags = D3DCOMPILE_ENABLE_STRICTNESS;
+#ifdef _DEBUG
+    flags |= D3DCOMPILE_DEBUG;
+#endif
+    vs_blob = NULL;
+    res = D3DCompileFromFile(L"shader_1.hlsl",
+                             NULL,
+                             D3D_COMPILE_STANDARD_FILE_INCLUDE,
+                             "main_vs",
+                             "vs_5_0",
+                             flags,
+                             0U,
+                             &vs_blob,
+                             &err_blob );
+
+    if (FAILED(res))
+    {
+        printf(" * vs error : %s\n", (char *)ID3D10Blob_GetBufferPointer(err_blob));
+        goto release_d3D_rasterizer;
+    }
+
+    res = ID3D11Device_CreateVertexShader(d3d->d3d_device,
+                                          ID3D10Blob_GetBufferPointer(vs_blob),
+                                          ID3D10Blob_GetBufferSize(vs_blob),
+                                          NULL,
+                                          &d3d->d3d_vertex_shader);
+
+    if (FAILED(res))
+    {
+        printf(" * vs error : %s\n", (char *)ID3D10Blob_GetBufferPointer(err_blob));
+        ID3D10Blob_Release(vs_blob);
+        goto release_d3D_rasterizer;
+    }
+
+    /* create the input layout */
+    res = ID3D11Device_CreateInputLayout(d3d->d3d_device,
+                                         desc_ie,
+                                         sizeof(desc_ie) / sizeof(D3D11_INPUT_ELEMENT_DESC),
+                                         ID3D10Blob_GetBufferPointer(vs_blob),
+                                         ID3D10Blob_GetBufferSize(vs_blob),
+                                         &d3d->d3d_input_layout);
+    ID3D10Blob_Release(vs_blob);
+    if (FAILED(res))
+    {
+        printf(" * CreateInputLayout() failed\n");
+        goto release_vertex_shader;
+    }
+
+    /* Pixel shader */
+    ps_blob = NULL;
+    res = D3DCompileFromFile(L"shader_1.hlsl",
+                             NULL,
+                             D3D_COMPILE_STANDARD_FILE_INCLUDE,
+                             "main_ps",
+                             "ps_5_0",
+                             flags,
+                             0U,
+                             &ps_blob,
+                             &err_blob );
+
+    if (FAILED(res))
+    {
+        printf(" * ps blob error : %s\n", (char *)ID3D10Blob_GetBufferPointer(err_blob));
+        goto release_input_layout;
+    }
+
+    res = ID3D11Device_CreatePixelShader(d3d->d3d_device,
+                                         ID3D10Blob_GetBufferPointer(ps_blob),
+                                         ID3D10Blob_GetBufferSize(ps_blob),
+                                         NULL,
+                                         &d3d->d3d_pixel_shader);
+    ID3D10Blob_Release(ps_blob);
+    if (FAILED(res))
+    {
+        printf(" * CreatePixelShader() failed\n");
+        goto release_input_layout;
+    }
+
+    return d3d;
+
+  release_input_layout:
+    ID3D11InputLayout_Release(d3d->d3d_input_layout);
+  release_vertex_shader:
+    ID3D11VertexShader_Release(d3d->d3d_vertex_shader);
+  release_d3D_rasterizer:
+    ID3D11RasterizerState_Release(d3d->d3d_rasterizer_state);
+  release_dxgi_swapchain:
+    IDXGISwapChain1_SetFullscreenState(d3d->dxgi_swapchain, FALSE, NULL);
+    IDXGISwapChain1_Release(d3d->dxgi_swapchain);
+  release_d3d_device:
+#ifdef _DEBUG
+    if (d3d->d3d_debug)
+        ID3D11Debug_Release(d3d->d3d_debug);
+#endif
+    ID3D11DeviceContext_Release(d3d->d3d_device_ctx);
+    ID3D11Device_Release(d3d->d3d_device);
+  release_dxgi_factory2:
+    IDXGIFactory2_Release(d3d->dxgi_factory);
+  free_d3d:
+    free(d3d);
+
+    return NULL;
+}
+
+void d3d_shutdown(D3d *d3d)
+{
+#ifdef _DEBUG
+    ID3D11Debug *d3d_debug;
+#endif
+
+    if (!d3d)
+        return;
+
+#ifdef _DEBUG
+    d3d_debug = d3d->d3d_debug;
+#endif
+
+    ID3D11PixelShader_Release(d3d->d3d_pixel_shader);
+    ID3D11InputLayout_Release(d3d->d3d_input_layout);
+    ID3D11VertexShader_Release(d3d->d3d_vertex_shader);
+    ID3D11RasterizerState_Release(d3d->d3d_rasterizer_state);
+    ID3D11RenderTargetView_Release(d3d->d3d_render_target_view);
+    IDXGISwapChain1_SetFullscreenState(d3d->dxgi_swapchain, FALSE, NULL);
+    IDXGISwapChain1_Release(d3d->dxgi_swapchain);
+    ID3D11DeviceContext_Release(d3d->d3d_device_ctx);
+    ID3D11Device_Release(d3d->d3d_device);
+    IDXGIFactory2_Release(d3d->dxgi_factory);
+    free(d3d);
+
+#ifdef _DEBUG
+    ID3D11Debug_ReportLiveDeviceObjects(d3d_debug, D3D11_RLDO_DETAIL);
+    ID3D11Debug_Release(d3d_debug);
+#endif
+}
+
+void d3d_resize(D3d *d3d, int rot, UINT width, UINT height)
+{
+    D3D11_RENDER_TARGET_VIEW_DESC desc_rtv;
+    ID3D11Texture2D *back_buffer;
+    HRESULT res;
+
+    FCT;
+
+    /* unset the render target view in the output merger */
+    ID3D11DeviceContext_OMSetRenderTargets(d3d->d3d_device_ctx,
+                                           0U, NULL, NULL);
+
+    /* release the render target view */
+    if (d3d->d3d_render_target_view)
+        ID3D11RenderTargetView_Release(d3d->d3d_render_target_view);
+
+    /* resize the internal nuffers of the swapt chain to the new size */
+    res = IDXGISwapChain1_ResizeBuffers(d3d->dxgi_swapchain,
+                                        0U, /* preserve buffer count */
+                                        width, height,
+                                        DXGI_FORMAT_UNKNOWN, /* preserve format */
+                                        0U);
+    if ((res == DXGI_ERROR_DEVICE_REMOVED) ||
+        (res == DXGI_ERROR_DEVICE_RESET) ||
+        (res == DXGI_ERROR_DRIVER_INTERNAL_ERROR))
+    {
+        return;
+    }
+
+    if (FAILED(res))
+    {
+        printf("ResizeBuffers() failed\n");
+        fflush(stdout);
+        return;
+    }
+
+    /* get the internal buffer of the swap chain */
+    res = IDXGISwapChain1_GetBuffer(d3d->dxgi_swapchain, 0,
+                                    &IID_ID3D11Texture2D,
+                                    (void **)&back_buffer);
+    if (FAILED(res))
+    {
+        printf("swapchain GetBuffer() failed\n");
+        fflush(stdout);
+        return;
+    }
+
+    ZeroMemory(&desc_rtv, sizeof(D3D11_RENDER_TARGET_VIEW_DESC));
+    desc_rtv.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
+    desc_rtv.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+
+    /* create the new render target view from this internal buffer */
+    res = ID3D11Device_CreateRenderTargetView(d3d->d3d_device,
+                                              (ID3D11Resource *)back_buffer,
+                                              &desc_rtv,
+                                              &d3d->d3d_render_target_view);
+
+    ID3D11Texture2D_Release(back_buffer);
+
+    /* update the pipeline with the new render target view */
+    ID3D11DeviceContext_OMSetRenderTargets(d3d->d3d_device_ctx,
+                                           1U, &d3d->d3d_render_target_view,
+                                           NULL);
+
+    /* set viewport, depends on size of the window */
+    d3d->viewport.TopLeftX = 0.0f;
+    d3d->viewport.TopLeftY = 0.0f;
+    d3d->viewport.Width = (float)width;
+    d3d->viewport.Height = (float)height;
+    d3d->viewport.MinDepth = 0.0f;
+    d3d->viewport.MaxDepth = 1.0f;
+
+    /* update the pipeline with the new viewport */
+    ID3D11DeviceContext_RSSetViewports(d3d->d3d_device_ctx,
+                                       1U, &d3d->viewport);
+}
+
+/*** triangle ***/
+
+Object *triangle_new(D3d *d3d,
+                     int w, int h,
+                     int x1, int y1,
+                     int x2, int y2,
+                     int x3, int y3)
+{
+    Vertex vertices[3];
+    unsigned int indices[3];
+    D3D11_BUFFER_DESC desc;
+    D3D11_SUBRESOURCE_DATA sr_data;
+    Object *o;
+    HRESULT res;
+
+    o = (Object *)malloc(sizeof(Object));
+    if (!o)
+        return NULL;
+
+    vertices[0].x = XF(w, x1);
+    vertices[0].y = YF(h, y1);
+    vertices[1].x = XF(w, x2);
+    vertices[1].y = YF(h, y2);
+    vertices[2].x = XF(w, x3);
+    vertices[2].y = YF(h, y3);
+
+    indices[0] = 0;
+    indices[1] = 1;
+    indices[2] = 2;
+
+    o->stride = sizeof(Vertex);
+    o->offset = 0U;
+    o->index_count = 3U;
+
+    desc.ByteWidth = sizeof(vertices);
+    desc.Usage = D3D11_USAGE_DYNAMIC;
+    desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+    desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+    desc.MiscFlags = 0U;
+    desc.StructureByteStride = 0U;
+
+    sr_data.pSysMem = vertices;
+    sr_data.SysMemPitch = 0U;
+    sr_data.SysMemSlicePitch = 0U;
+
+    res =ID3D11Device_CreateBuffer(d3d->d3d_device,
+                                   &desc,
+                                   &sr_data,
+                                   &o->vertex_buffer);
+    if (FAILED(res))
+    {
+        free(o);
+        return NULL;
+    }
+
+    desc.ByteWidth = sizeof(indices);
+    desc.Usage = D3D11_USAGE_DYNAMIC;
+    desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
+    desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+    desc.MiscFlags = 0U;
+    desc.StructureByteStride = 0U;
+
+    sr_data.pSysMem = indices;
+    sr_data.SysMemPitch = 0U;
+    sr_data.SysMemSlicePitch = 0U;
+
+    res =ID3D11Device_CreateBuffer(d3d->d3d_device,
+                                   &desc,
+                                   &sr_data,
+                                   &o->index_buffer);
+    if (FAILED(res))
+    {
+        ID3D11Buffer_Release(o->vertex_buffer);
+        free(o);
+        return NULL;
+    }
+
+    return o;
+}
+
+void object_free(void *o)
+{
+    if (!o)
+        return ;
+
+    ID3D11Buffer_Release(((Object *)o)->index_buffer);
+    ID3D11Buffer_Release(((Object *)o)->vertex_buffer);
+    free(o);
+}
+
+void d3d_scene_begin(D3d *d3d)
+{
+    DXGI_SWAP_CHAIN_DESC1 desc;
+    Object *o;
+    HRESULT res;
+    int w;
+    int h;
+
+    res = IDXGISwapChain1_GetDesc1(d3d->dxgi_swapchain, &desc);
+    if (FAILED(res))
+        return;
+
+    w = desc.Width;
+    h = desc.Height;
+
+    printf(" * swapchain size : %d %d\n", w, h);
+    fflush(stdout);
+
+    o = triangle_new(d3d,
+                     w, h,
+                     320, 120,
+                     480, 360,
+                     160, 360);
+    objects[0] = o;
+}
+
+void d3d_scene_end(void)
+{
+    size_t i;
+
+    for (i = 0; i < sizeof(objects) / sizeof(Object *); i++)
+        object_free(objects[i]);
+}
+
+void d3d_render(D3d *d3d)
+{
+    DXGI_PRESENT_PARAMETERS pp;
+    DXGI_SWAP_CHAIN_DESC1 desc;
+    const FLOAT color[4] = { 0.10f, 0.18f, 0.24f, 1.0f };
+    HRESULT res;
+    int w;
+    int h;
+
+    FCT;
+
+    res = IDXGISwapChain1_GetDesc1(d3d->dxgi_swapchain, &desc);
+    if (FAILED(res))
+        return;
+
+    w = desc.Width;
+    h = desc.Height;
+
+    printf(" * swapchain size : %d %d\n", w, h);
+    fflush(stdout);
+
+    /* clear render target */
+    ID3D11DeviceContext_ClearRenderTargetView(d3d->d3d_device_ctx,
+                                              d3d->d3d_render_target_view,
+                                              color);
+    /* Input Assembler (IA) stage */
+    ID3D11DeviceContext_IASetPrimitiveTopology(d3d->d3d_device_ctx,
+                                               D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+    ID3D11DeviceContext_IASetInputLayout(d3d->d3d_device_ctx,
+                                         d3d->d3d_input_layout);
+
+    /* vertex shader stage */
+    ID3D11DeviceContext_VSSetShader(d3d->d3d_device_ctx,
+                                    d3d->d3d_vertex_shader,
+                                    NULL,
+                                    0);
+
+    /*
+     * Rasterizer Stage
+     *
+     * RSSetViewports() called in the resize() callback
+     */
+    ID3D11DeviceContext_RSSetState(d3d->d3d_device_ctx,
+                                   d3d->d3d_rasterizer_state);
+
+    /* pixel shader stage */
+    ID3D11DeviceContext_PSSetShader(d3d->d3d_device_ctx,
+                                    d3d->d3d_pixel_shader,
+                                    NULL,
+                                    0);
+
+    /*
+     * Output Merger stage
+     *
+     * OMSetRenderTargets() called in the resize() callback
+     */
+
+    /* Input Assembler (IA) stage */
+    ID3D11DeviceContext_IASetVertexBuffers(d3d->d3d_device_ctx,
+                                           0,
+                                           1,
+                                           &objects[0]->vertex_buffer,
+                                           &objects[0]->stride,
+                                           &objects[0]->offset);
+    ID3D11DeviceContext_IASetIndexBuffer(d3d->d3d_device_ctx,
+                                         objects[0]->index_buffer,
+                                         DXGI_FORMAT_R32_UINT,
+                                         0);
+
+    /* draw */
+    ID3D11DeviceContext_DrawIndexed(d3d->d3d_device_ctx,
+                                    objects[0]->index_count,
+                                    0, 0);
+
+    /*
+     * present frame, that is, flip the back buffer and the front buffer
+     * if no vsync, we present immediatly
+     */
+    pp.DirtyRectsCount = 0;
+    pp.pDirtyRects = NULL;
+    pp.pScrollRect = NULL;
+    pp.pScrollOffset = NULL;
+    res = IDXGISwapChain1_Present1(d3d->dxgi_swapchain,
+                                   d3d->vsync ? 1 : 0, 0, &pp);
+    if (res == DXGI_ERROR_DEVICE_RESET || res == DXGI_ERROR_DEVICE_REMOVED)
+    {
+        printf("device removed or lost, need to recreate everything\n");
+        fflush(stdout);
+    }
+    else if (res == DXGI_STATUS_OCCLUDED)
+    {
+        printf("window is not visible, so vsync won't work. Let's sleep a bit to reduce CPU usage\n");
+        fflush(stdout);
+    }
+}
+```
+
+Here is the diff file between `d3d_1.c` and `d3d_2.c`:
+
+```diff
+--- d3d_1.c	2022-08-02 08:29:31.729646500 +0200
++++ d3d_2.c	2023-08-17 13:29:23.597473100 +0200
+@@ -1,13 +1,13 @@
+ /*
+- * Tutorial part 1
++ * Tutorial part 2
+  *
+- * Initialization / shutdown of D3D
+- * Handle resize
+- * Fill background with a single color
++ * Display  pink triangle
++ * Add HLSL code and compile it at runtime (sufficient for now)
++ * Computation of coordinates in CPU
+  *
+  * Compilation:
+  *
+- * gcc -g -O2 -Wall -Wextra -o d3d_1 d3d_1.c win.c -ld3d11 -ldxgi -luuid -D_WIN32_WINNT=0x0A00
++ * gcc -g -O2 -Wall -Wextra -o d3d_2 d3d_2.c win.c -ld3d11 -ld3dcompiler -ldxgi -luuid -D_WIN32_WINNT=0x0A00
+  */
+ 
+ #include <stdlib.h> /* calloc() free() malloc() */
+@@ -32,6 +32,9 @@
+ do { } while (0)
+ #endif
+ 
++#define XF(w,x) ((float)(2 * (x) - (w)) / (float)(w))
++#define YF(h,y) ((float)((h) - 2 * (y)) / (float)(h))
++
+ struct D3d
+ {
+     /* DXGI */
+@@ -52,6 +55,23 @@
+     unsigned int vsync : 1;
+ };
+ 
++typedef struct
++{
++    FLOAT x;
++    FLOAT y;
++} Vertex;
++
++typedef struct
++{
++    ID3D11Buffer *vertex_buffer;
++    ID3D11Buffer *index_buffer; /* not useful for a single triangle */
++    UINT stride;
++    UINT offset;
++    UINT index_count;
++} Object;
++
++static Object *objects[1];
++
+ /************************** D3D11 **************************/
+ 
+ static void d3d_refresh_rate_get(D3d *d3d, UINT *num, UINT *den)
+@@ -136,6 +156,10 @@
+ 
+ D3d *d3d_init(Window *win, int vsync)
+ {
++    D3D11_INPUT_ELEMENT_DESC desc_ie[] =
++    {
++        { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }
++    };
+     DXGI_SWAP_CHAIN_DESC1 desc_sw;
+     DXGI_SWAP_CHAIN_FULLSCREEN_DESC desc_fs;
+     D3D11_RASTERIZER_DESC desc_rs;
+@@ -146,6 +170,9 @@
+     UINT num;
+     UINT den;
+     D3D_FEATURE_LEVEL feature_level[4];
++    ID3DBlob *vs_blob; /* vertex shader blob ptr */
++    ID3DBlob *ps_blob; /* pixel shader blob ptr */
++    ID3DBlob *err_blob; /* error blob ptr */
+ 
+     d3d = (D3d *)calloc(1, sizeof(D3d));
+     if (!d3d)
+@@ -256,8 +283,93 @@
+     if (FAILED(res))
+         goto release_dxgi_swapchain;
+ 
++    /* Vertex shader */
++    flags = D3DCOMPILE_ENABLE_STRICTNESS;
++#ifdef _DEBUG
++    flags |= D3DCOMPILE_DEBUG;
++#endif
++    vs_blob = NULL;
++    res = D3DCompileFromFile(L"shader_1.hlsl",
++                             NULL,
++                             D3D_COMPILE_STANDARD_FILE_INCLUDE,
++                             "main_vs",
++                             "vs_5_0",
++                             flags,
++                             0U,
++                             &vs_blob,
++                             &err_blob );
++
++    if (FAILED(res))
++    {
++        printf(" * vs error : %s\n", (char *)ID3D10Blob_GetBufferPointer(err_blob));
++        goto release_d3D_rasterizer;
++    }
++
++    res = ID3D11Device_CreateVertexShader(d3d->d3d_device,
++                                          ID3D10Blob_GetBufferPointer(vs_blob),
++                                          ID3D10Blob_GetBufferSize(vs_blob),
++                                          NULL,
++                                          &d3d->d3d_vertex_shader);
++
++    if (FAILED(res))
++    {
++        printf(" * vs error : %s\n", (char *)ID3D10Blob_GetBufferPointer(err_blob));
++        ID3D10Blob_Release(vs_blob);
++        goto release_d3D_rasterizer;
++    }
++
++    /* create the input layout */
++    res = ID3D11Device_CreateInputLayout(d3d->d3d_device,
++                                         desc_ie,
++                                         sizeof(desc_ie) / sizeof(D3D11_INPUT_ELEMENT_DESC),
++                                         ID3D10Blob_GetBufferPointer(vs_blob),
++                                         ID3D10Blob_GetBufferSize(vs_blob),
++                                         &d3d->d3d_input_layout);
++    ID3D10Blob_Release(vs_blob);
++    if (FAILED(res))
++    {
++        printf(" * CreateInputLayout() failed\n");
++        goto release_vertex_shader;
++    }
++
++    /* Pixel shader */
++    ps_blob = NULL;
++    res = D3DCompileFromFile(L"shader_1.hlsl",
++                             NULL,
++                             D3D_COMPILE_STANDARD_FILE_INCLUDE,
++                             "main_ps",
++                             "ps_5_0",
++                             flags,
++                             0U,
++                             &ps_blob,
++                             &err_blob );
++
++    if (FAILED(res))
++    {
++        printf(" * ps blob error : %s\n", (char *)ID3D10Blob_GetBufferPointer(err_blob));
++        goto release_input_layout;
++    }
++
++    res = ID3D11Device_CreatePixelShader(d3d->d3d_device,
++                                         ID3D10Blob_GetBufferPointer(ps_blob),
++                                         ID3D10Blob_GetBufferSize(ps_blob),
++                                         NULL,
++                                         &d3d->d3d_pixel_shader);
++    ID3D10Blob_Release(ps_blob);
++    if (FAILED(res))
++    {
++        printf(" * CreatePixelShader() failed\n");
++        goto release_input_layout;
++    }
++
+     return d3d;
+ 
++  release_input_layout:
++    ID3D11InputLayout_Release(d3d->d3d_input_layout);
++  release_vertex_shader:
++    ID3D11VertexShader_Release(d3d->d3d_vertex_shader);
++  release_d3D_rasterizer:
++    ID3D11RasterizerState_Release(d3d->d3d_rasterizer_state);
+   release_dxgi_swapchain:
+     IDXGISwapChain1_SetFullscreenState(d3d->dxgi_swapchain, FALSE, NULL);
+     IDXGISwapChain1_Release(d3d->dxgi_swapchain);
+@@ -289,6 +401,9 @@
+     d3d_debug = d3d->d3d_debug;
+ #endif
+ 
++    ID3D11PixelShader_Release(d3d->d3d_pixel_shader);
++    ID3D11InputLayout_Release(d3d->d3d_input_layout);
++    ID3D11VertexShader_Release(d3d->d3d_vertex_shader);
+     ID3D11RasterizerState_Release(d3d->d3d_rasterizer_state);
+     ID3D11RenderTargetView_Release(d3d->d3d_render_target_view);
+     IDXGISwapChain1_SetFullscreenState(d3d->dxgi_swapchain, FALSE, NULL);
+@@ -381,27 +496,166 @@
+                                        1U, &d3d->viewport);
+ }
+ 
++/*** triangle ***/
++
++Object *triangle_new(D3d *d3d,
++                     int w, int h,
++                     int x1, int y1,
++                     int x2, int y2,
++                     int x3, int y3)
++{
++    Vertex vertices[3];
++    unsigned int indices[3];
++    D3D11_BUFFER_DESC desc;
++    D3D11_SUBRESOURCE_DATA sr_data;
++    Object *o;
++    HRESULT res;
++
++    o = (Object *)malloc(sizeof(Object));
++    if (!o)
++        return NULL;
++
++    vertices[0].x = XF(w, x1);
++    vertices[0].y = YF(h, y1);
++    vertices[1].x = XF(w, x2);
++    vertices[1].y = YF(h, y2);
++    vertices[2].x = XF(w, x3);
++    vertices[2].y = YF(h, y3);
++
++    indices[0] = 0;
++    indices[1] = 1;
++    indices[2] = 2;
++
++    o->stride = sizeof(Vertex);
++    o->offset = 0U;
++    o->index_count = 3U;
++
++    desc.ByteWidth = sizeof(vertices);
++    desc.Usage = D3D11_USAGE_DYNAMIC;
++    desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
++    desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
++    desc.MiscFlags = 0U;
++    desc.StructureByteStride = 0U;
++
++    sr_data.pSysMem = vertices;
++    sr_data.SysMemPitch = 0U;
++    sr_data.SysMemSlicePitch = 0U;
++
++    res =ID3D11Device_CreateBuffer(d3d->d3d_device,
++                                   &desc,
++                                   &sr_data,
++                                   &o->vertex_buffer);
++    if (FAILED(res))
++    {
++        free(o);
++        return NULL;
++    }
++
++    desc.ByteWidth = sizeof(indices);
++    desc.Usage = D3D11_USAGE_DYNAMIC;
++    desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
++    desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
++    desc.MiscFlags = 0U;
++    desc.StructureByteStride = 0U;
++
++    sr_data.pSysMem = indices;
++    sr_data.SysMemPitch = 0U;
++    sr_data.SysMemSlicePitch = 0U;
++
++    res =ID3D11Device_CreateBuffer(d3d->d3d_device,
++                                   &desc,
++                                   &sr_data,
++                                   &o->index_buffer);
++    if (FAILED(res))
++    {
++        ID3D11Buffer_Release(o->vertex_buffer);
++        free(o);
++        return NULL;
++    }
++
++    return o;
++}
++
++void object_free(void *o)
++{
++    if (!o)
++        return ;
++
++    ID3D11Buffer_Release(((Object *)o)->index_buffer);
++    ID3D11Buffer_Release(((Object *)o)->vertex_buffer);
++    free(o);
++}
++
+ void d3d_scene_begin(D3d *d3d)
+ {
+-    (void)d3d;
++    DXGI_SWAP_CHAIN_DESC1 desc;
++    Object *o;
++    HRESULT res;
++    int w;
++    int h;
++
++    res = IDXGISwapChain1_GetDesc1(d3d->dxgi_swapchain, &desc);
++    if (FAILED(res))
++        return;
++
++    w = desc.Width;
++    h = desc.Height;
++
++    printf(" * swapchain size : %d %d\n", w, h);
++    fflush(stdout);
++
++    o = triangle_new(d3d,
++                     w, h,
++                     320, 120,
++                     480, 360,
++                     160, 360);
++    objects[0] = o;
+ }
+ 
+ void d3d_scene_end(void)
+ {
++    size_t i;
++
++    for (i = 0; i < sizeof(objects) / sizeof(Object *); i++)
++        object_free(objects[i]);
+ }
+ 
+ void d3d_render(D3d *d3d)
+ {
+     DXGI_PRESENT_PARAMETERS pp;
++    DXGI_SWAP_CHAIN_DESC1 desc;
+     const FLOAT color[4] = { 0.10f, 0.18f, 0.24f, 1.0f };
+     HRESULT res;
++    int w;
++    int h;
+ 
+     FCT;
+ 
++    res = IDXGISwapChain1_GetDesc1(d3d->dxgi_swapchain, &desc);
++    if (FAILED(res))
++        return;
++
++    w = desc.Width;
++    h = desc.Height;
++
++    printf(" * swapchain size : %d %d\n", w, h);
++    fflush(stdout);
++
+     /* clear render target */
+     ID3D11DeviceContext_ClearRenderTargetView(d3d->d3d_device_ctx,
+                                               d3d->d3d_render_target_view,
+                                               color);
++    /* Input Assembler (IA) stage */
++    ID3D11DeviceContext_IASetPrimitiveTopology(d3d->d3d_device_ctx,
++                                               D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
++    ID3D11DeviceContext_IASetInputLayout(d3d->d3d_device_ctx,
++                                         d3d->d3d_input_layout);
++
++    /* vertex shader stage */
++    ID3D11DeviceContext_VSSetShader(d3d->d3d_device_ctx,
++                                    d3d->d3d_vertex_shader,
++                                    NULL,
++                                    0);
+ 
+     /*
+      * Rasterizer Stage
+@@ -423,6 +677,23 @@
+      * OMSetRenderTargets() called in the resize() callback
+      */
+ 
++    /* Input Assembler (IA) stage */
++    ID3D11DeviceContext_IASetVertexBuffers(d3d->d3d_device_ctx,
++                                           0,
++                                           1,
++                                           &objects[0]->vertex_buffer,
++                                           &objects[0]->stride,
++                                           &objects[0]->offset);
++    ID3D11DeviceContext_IASetIndexBuffer(d3d->d3d_device_ctx,
++                                         objects[0]->index_buffer,
++                                         DXGI_FORMAT_R32_UINT,
++                                         0);
++
++    /* draw */
++    ID3D11DeviceContext_DrawIndexed(d3d->d3d_device_ctx,
++                                    objects[0]->index_count,
++                                    0, 0);
++
+     /*
+      * present frame, that is, flip the back buffer and the front buffer
+      * if no vsync, we present immediatly
+```

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