Jump to content
  • Advertisement

MarcusAseth

Member
  • Content count

    470
  • Joined

  • Last visited

Community Reputation

78 Neutral

5 Followers

About MarcusAseth

  • Rank
    Member

Personal Information

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. UPDATE: The solution boils down to: DO NOT USE ID2D1Factory::CreateHwndRenderTarget Now my D2D initialization is fairly more complicated, the one in the code below. Is it me or initializing D2D is a goddamned mess?! you create a d3dDevice, use it to query the dxgiDevice, use that to create a d2ddevice, use that to create a d2dcontext, go back to the dxgiDevice and use that to get the adapter, use that to get the factory, use that to create the swap chain, use that to access the backbuffer, go back to the d2d context and use it to bind your bitmap to the back buffer, and finilly set your bitmap as the render target of the context. This is a cursed maze created by an insane person at Microsoft. //Init Direct3D HRESULT hr; ID3D11Device* d3d_device; ID3D11DeviceContext* d3d_context; UINT creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT; D3D_FEATURE_LEVEL featureLevels[] = { D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0, D3D_FEATURE_LEVEL_9_3, D3D_FEATURE_LEVEL_9_2, D3D_FEATURE_LEVEL_9_1 }; hr = D3D11CreateDevice(nullptr, D3D_DRIVER_TYPE_HARDWARE, 0, creationFlags, featureLevels, _countof(featureLevels), D3D11_SDK_VERSION, &d3d_device, NULL, &d3d_context ); if (FAILED(hr)) { MessageBox(NULL, "Failed to initialize D3D", "Error", MB_OK); return false; } //Init Direct2D IDXGIDevice* dxgiDevice; d3d_device->QueryInterface(&dxgiDevice); D2D1_CREATION_PROPERTIES D2D1DeviceDesc{}; D2D1DeviceDesc.threadingMode = D2D1_THREADING_MODE_SINGLE_THREADED; D2D1DeviceDesc.debugLevel = D2D1_DEBUG_LEVEL_INFORMATION; hr = D2D1CreateDevice(dxgiDevice, D2D1DeviceDesc, &m_device); if (FAILED(hr)) { MessageBox(NULL, "Failed to create D2D1 Device", "Error", MB_OK); return false; } hr = m_device->CreateDeviceContext(D2D1_DEVICE_CONTEXT_OPTIONS_NONE, &m_context); if (FAILED(hr)) { MessageBox(NULL, "Failed to create D2D1 Context", "Error", MB_OK); return false; } //Create Swap Chain IDXGIAdapter* dxgiAdapter = nullptr; hr = dxgiDevice->GetAdapter(&dxgiAdapter); if (FAILED(hr)) { MessageBox(NULL, "Failed to get Adapter", "Error", MB_OK); return false; } IDXGIFactory2* dxgiFactory = nullptr; hr = dxgiAdapter->GetParent(IID_PPV_ARGS(&dxgiFactory)); if (FAILED(hr)) { MessageBox(NULL, "Failed to get dxgiFactory", "Error", MB_OK); return false; } //swap chain desc DXGI_SWAP_CHAIN_DESC1 swapChainDesc{}; swapChainDesc.Width = m_winWidth; swapChainDesc.Height = m_winHeight; swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; swapChainDesc.Scaling = DXGI_SCALING_NONE; swapChainDesc.SampleDesc.Count = 1; swapChainDesc.SampleDesc.Quality = 0; swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; swapChainDesc.AlphaMode = DXGI_ALPHA_MODE_IGNORE; swapChainDesc.BufferCount = 2; swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; dxgiFactory->CreateSwapChainForHwnd(d3d_device, m_hwnd, &swapChainDesc, NULL, NULL, &m_swapChain); if (FAILED(hr)) { MessageBox(NULL, "Failed to create Swap Chain", "Error", MB_OK); return false; } //Create Back Buffer D2D1_BITMAP_PROPERTIES1 backBufferDesc{}; backBufferDesc.pixelFormat.format = DXGI_FORMAT_B8G8R8A8_UNORM; backBufferDesc.pixelFormat.alphaMode = D2D1_ALPHA_MODE_IGNORE; backBufferDesc.dpiX = dpi; backBufferDesc.dpiY = dpi; backBufferDesc.bitmapOptions = D2D1_BITMAP_OPTIONS_TARGET | D2D1_BITMAP_OPTIONS_CANNOT_DRAW; IDXGISurface* dxgiBackBuffer; m_swapChain->GetBuffer(0, IID_PPV_ARGS(&dxgiBackBuffer)); hr = m_context->CreateBitmapFromDxgiSurface(dxgiBackBuffer, &backBufferDesc, &m_backBuffer); if (FAILED(hr)) { MessageBox(NULL, "Failed to create back buffer", "Error", MB_OK); return false; } m_context->SetTarget(m_backBuffer);
  2. Hi guys, I'm having a problem rendering with DWrite, and I don't understand why, can you help me figure it out? As you can see in the image below, if you look carefully you'll notice that the top of R8 is cut (missing 1 row of pixels), the bottom of R11 is cut again, the 4 in R14 is rendered weird compared to the 4 in R4 and so on, if you look closely you'll spot more yourself. I can't figure out why 😕 Under the image I'll also leave the code, in case I'm doing something wrong like with type conversion or stuff. Any help is much appreciated #include "GBAEmulator_PCH.h" #include "Disassembler.h" #include "GBAEmulator.h" Disassembler::Disassembler(LONG width, LONG height, HINSTANCE hInstance, GBAEmulator* emuInstance) : D2DWindowBase(width, height, hInstance, emuInstance), m_background(0.156f, 0.087f, 0.16f, 1.f), m_textFormat{ nullptr } { //Init Window std::string className = "Disassembler"; std::string windowName = "Disassembler"; WNDCLASSEX clientClass{}; clientClass.cbSize = sizeof(WNDCLASSEX); clientClass.style = CS_HREDRAW | CS_VREDRAW; clientClass.lpfnWndProc = GBAEmulator::DisassemblerWinProc; clientClass.hInstance = m_hInstance; //clientClass.hIcon =; TODO: Add Icon clientClass.hCursor = LoadCursor(m_hInstance, IDC_ARROW); clientClass.hbrBackground = (HBRUSH)(COLOR_BACKGROUND + 1); clientClass.lpszClassName = className.c_str(); //clientClass.hIconSm =; TODO: Add Icon DWORD windowStyle = WS_VISIBLE | WS_CAPTION | WS_MINIMIZEBOX | WS_TABSTOP | WS_SYSMENU; m_isValid = InitWindow(windowName, clientClass, windowStyle, false); //Init DWrite if (m_isValid) m_isValid = InitDWrite(); std::vector<std::wstring> tempEntries{ L"PC: ", L"R0: ", L"R1: ", L"R2: ", L"R3: ", L"R4: ", L"R5: ", L"R6: ", L"R7: ", L"R8: ", L"R9: ", L"R10: ", L"R11: ", L"R12: ", L"R13: ", L"R14: ", L"R15: ", L"R16: " }; std::wstring value = L"-UNDEFINED-"; FLOAT left{}, top{}, right{ 300.f }, bottom{ 50.f }; for (auto& s : tempEntries) { m_entries.emplace_back(TextEntry{ s, value, D2D1_RECT_F{ left, top, right, bottom} }); top += 30.f; bottom += 30.f; } } bool Disassembler::InitDWrite() { //Set Text Format HRESULT hr; hr = m_DWriteFactory->CreateTextFormat( L"consolas", NULL, DWRITE_FONT_WEIGHT_NORMAL, DWRITE_FONT_STYLE_NORMAL, DWRITE_FONT_STRETCH_NORMAL, 22.f, L"en-US", &m_textFormat ); if (FAILED(hr)) { MessageBox(NULL, "Failed to create TextFormat", "Error", MB_OK); return false; } //Set Colors m_renderTarget->CreateSolidColorBrush( D2D1::ColorF(D2D1::ColorF::SkyBlue), &m_fillBrush1 ); m_renderTarget->CreateSolidColorBrush( D2D1::ColorF(D2D1::ColorF::Crimson), &m_fillBrush2 ); return true; } Disassembler::~Disassembler() { DestroyWindow(m_hwnd); if (m_textFormat) m_textFormat->Release(); if (m_fillBrush1) m_fillBrush1->Release(); if (m_fillBrush2) m_fillBrush2->Release(); } void Disassembler::Updade(float deltaTime) { } void Disassembler::Draw() { m_renderTarget->BeginDraw(); m_renderTarget->Clear(m_background); for (auto& entry : m_entries) { DrawEntryWithShadow(entry); } m_renderTarget->EndDraw(); } void Disassembler::DrawEntryWithShadow(const TextEntry& entry) { //shadow offset D2D1_RECT_F shadowPos = entry.position; shadowPos.top += 1.05f; shadowPos.left -= 0.95f; //draw text DrawEntry(entry.text, shadowPos, m_fillBrush2); DrawEntry(entry.text, entry.position, m_fillBrush1); D2D1_RECT_F valuePos = entry.position; FLOAT valueOffset = 50.f; valuePos.left += valueOffset; valuePos.right += valueOffset; shadowPos.left += valueOffset; shadowPos.right += valueOffset; //draw value DrawEntry(entry.value, shadowPos, m_fillBrush2); DrawEntry(entry.value, valuePos, m_fillBrush1); } void Disassembler::DrawEntry(const std::wstring& text, const D2D1_RECT_F& pos, ID2D1SolidColorBrush* brush) { m_renderTarget->DrawTextA( text.c_str(), static_cast<UINT>(text.size()), m_textFormat, pos, brush, D2D1_DRAW_TEXT_OPTIONS_NONE ); }
  3. Well, you're getting a wrong client area for sure, unless I'm missing something here. Try and make a windows of height 1px and see if effectevely you get 1px or 0px.
  4. WS_VISIBLE is so that you don't have to call ShowWindow() after you create the window, it will show by default thanks to that flag, so yeah, probably make 0 defference passing that to AdjustWindowRect or not. Documentation says you cannot specify the WS_OVERLAPPED style when you call AdjustWindowRect, therefore you're probably getting an incorrect client size if you're passing that to it, I guess
  5. I found a solution btw, it turns out even though as you can see from my code above I didn't specified the window style flag WS_CAPTION, you get one, so it wasn't being subtracted from the function math but it was being created even if I didn't asked for one... x_x
  6. because what you suggested was my first attempt, and still didn't got me the correct client size 😕
  7. This is the code I have: //Create Window DWORD windowStyle = WS_VISIBLE; DWORD windowExStyle = WS_EX_OVERLAPPEDWINDOW; SetThreadDpiAwarenessContext(DPI_AWARENESS_CONTEXT_SYSTEM_AWARE); RECT client{ 0, 0, 100, 40 }; UINT dpi = GetDpiForSystem(); AdjustWindowRectExForDpi(&client, windowStyle, false, windowExStyle, dpi); UINT adjustedWidth = client.right - client.left; UINT adjustedHeight = client.bottom - client.top; m_hwnd = CreateWindowEx(windowExStyle, className.c_str(), windowName.c_str(), windowStyle, CW_USEDEFAULT, CW_USEDEFAULT, adjustedWidth, adjustedHeight, nullptr, nullptr, m_hInstance, m_emu ); The generated window has a client area of 1 pixel in height, even though I'm asking for 40. so I'm always getting 39 pixel less than what I need...can someone help me with this? x_x
  8. That totally fixed it, thanks! I blame auto complete also kind of scary that g_d3dDeviceContext->VSGetConstantBuffers(0, NumConstantBuffers, g_d3dConstantBuffers); g_d3dDeviceContext->VSSetConstantBuffers(0, NumConstantBuffers, g_d3dConstantBuffers); 1 single character mistake between the 2 lines above can f*@k this much everything else...isn't this a bad API design choice?
  9. I've been following this tutorial -> https://www.3dgep.com/introduction-to-directx-11/#The_Main_Function , did all the steps,and I ended up with the main.cpp you can see below. The problem is the call at line 516 g_d3dDeviceContext->UpdateSubresource(g_d3dConstantBuffers[CB_Frame], 0, nullptr, &g_ViewMatrix, 0, 0); which is crashing the program, and the very odd thing is that the first time trough it works fine, it crash the app the second time it is called... Can someone help me understand why? 😕 I have no idea... #include <Direct3D_11PCH.h> //Shaders using namespace DirectX; // Globals //Window const unsigned g_WindowWidth = 1024; const unsigned g_WindowHeight = 768; const char* g_WindowClassName = "DirectXWindowClass"; const char* g_WindowName = "DirectX 11"; HWND g_WinHnd = nullptr; const bool g_EnableVSync = true; //Device and SwapChain ID3D11Device* g_d3dDevice = nullptr; ID3D11DeviceContext* g_d3dDeviceContext = nullptr; IDXGISwapChain* g_d3dSwapChain = nullptr; //RenderTarget view ID3D11RenderTargetView* g_d3dRenderTargerView = nullptr; //DepthStencil view ID3D11DepthStencilView* g_d3dDepthStencilView = nullptr; //Depth Buffer Texture ID3D11Texture2D* g_d3dDepthStencilBuffer = nullptr; // Define the functionality of the depth/stencil stages ID3D11DepthStencilState* g_d3dDepthStencilState = nullptr; // Define the functionality of the rasterizer stage ID3D11RasterizerState* g_d3dRasterizerState = nullptr; D3D11_VIEWPORT g_Viewport{}; //Vertex Buffer data ID3D11InputLayout* g_d3dInputLayout = nullptr; ID3D11Buffer* g_d3dVertexBuffer = nullptr; ID3D11Buffer* g_d3dIndexBuffer = nullptr; //Shader Data ID3D11VertexShader* g_d3dVertexShader = nullptr; ID3D11PixelShader* g_d3dPixelShader = nullptr; //Shader Resources enum ConstantBuffer { CB_Application, CB_Frame, CB_Object, NumConstantBuffers }; ID3D11Buffer* g_d3dConstantBuffers[ConstantBuffer::NumConstantBuffers]; //Demo parameter XMMATRIX g_WorldMatrix; XMMATRIX g_ViewMatrix; XMMATRIX g_ProjectionMatrix; // Vertex data for a colored cube. struct VertexPosColor { XMFLOAT3 Position; XMFLOAT3 Color; }; VertexPosColor g_Vertices[8] = { { XMFLOAT3(-1.0f, -1.0f, -1.0f), XMFLOAT3(0.0f, 0.0f, 0.0f) }, // 0 { XMFLOAT3(-1.0f, 1.0f, -1.0f), XMFLOAT3(0.0f, 1.0f, 0.0f) }, // 1 { XMFLOAT3(1.0f, 1.0f, -1.0f), XMFLOAT3(1.0f, 1.0f, 0.0f) }, // 2 { XMFLOAT3(1.0f, -1.0f, -1.0f), XMFLOAT3(1.0f, 0.0f, 0.0f) }, // 3 { XMFLOAT3(-1.0f, -1.0f, 1.0f), XMFLOAT3(0.0f, 0.0f, 1.0f) }, // 4 { XMFLOAT3(-1.0f, 1.0f, 1.0f), XMFLOAT3(0.0f, 1.0f, 1.0f) }, // 5 { XMFLOAT3(1.0f, 1.0f, 1.0f), XMFLOAT3(1.0f, 1.0f, 1.0f) }, // 6 { XMFLOAT3(1.0f, -1.0f, 1.0f), XMFLOAT3(1.0f, 0.0f, 1.0f) } // 7 }; WORD g_Indicies[36] = { 0, 1, 2, 0, 2, 3, 4, 6, 5, 4, 7, 6, 4, 5, 1, 4, 1, 0, 3, 2, 6, 3, 6, 7, 1, 5, 6, 1, 6, 2, 4, 0, 3, 4, 3, 7 }; //Forward Declaration LRESULT CALLBACK WindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam); bool LoadContent(); int Run(); void Update(float deltaTime); void Clear(const FLOAT clearColor[4], FLOAT clearDepth, UINT8 clearStencil); void Present(bool vSync); void Render(); void CleanUp(); int InitApplication(HINSTANCE hInstance, int cmdShow); int InitDirectX(HINSTANCE hInstance, BOOL vsync); int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR cmd, int cmdShow) { UNREFERENCED_PARAMETER(hPrevInstance); UNREFERENCED_PARAMETER(cmd); // Check for DirectX Math library support. if (!XMVerifyCPUSupport()) { MessageBox(nullptr, TEXT("Failed to verify DirectX Math library support."), nullptr, MB_OK); return -1; } if (InitApplication(hInstance, cmdShow) != 0) { MessageBox(nullptr, TEXT("Failed to create applicaiton window."), nullptr, MB_OK); return -1; } if (InitDirectX(hInstance, g_EnableVSync) != 0) { MessageBox(nullptr, TEXT("Failed to initialize DirectX."), nullptr, MB_OK); CleanUp(); return -1; } if (!LoadContent()) { MessageBox(nullptr, TEXT("Failed to load content."), nullptr, MB_OK); CleanUp(); return -1; } int returnCode = Run(); CleanUp(); return returnCode; } int Run() { MSG msg{}; static DWORD previousTime = timeGetTime(); static const float targetFramerate = 30.0f; static const float maxTimeStep = 1.0f / targetFramerate; while (msg.message != WM_QUIT) { if (PeekMessage(&msg, 0, 0, 0, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); } else { DWORD currentTime = timeGetTime(); float deltaTime = (currentTime - previousTime) / 1000.0f; previousTime = currentTime; deltaTime = std::min<float>(deltaTime, maxTimeStep); Update(deltaTime); Render(); } } return static_cast<int>(msg.wParam); } LRESULT CALLBACK WindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { PAINTSTRUCT paintstruct; HDC hDC; switch (msg) { case WM_PAINT: { hDC = BeginPaint(hwnd, &paintstruct); EndPaint(hwnd, &paintstruct); }break; case WM_DESTROY: { PostQuitMessage(0); }break; default: return DefWindowProc(hwnd, msg, wParam, lParam); break; } return 0; } int InitApplication(HINSTANCE hInstance, int cmdShow) { //Register Window class WNDCLASSEX mainWindow{}; mainWindow.cbSize = sizeof(WNDCLASSEX); mainWindow.style = CS_HREDRAW | CS_VREDRAW; mainWindow.lpfnWndProc = &WindowProc; mainWindow.hInstance = hInstance; mainWindow.hCursor = LoadCursor(NULL, IDC_ARROW); mainWindow.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1); mainWindow.lpszMenuName = nullptr; mainWindow.lpszClassName = g_WindowClassName; if (!RegisterClassEx(&mainWindow)) { return -1; } RECT client{ 0,0,g_WindowWidth,g_WindowHeight }; AdjustWindowRect(&client, WS_OVERLAPPEDWINDOW, false); // Create Window g_WinHnd = CreateWindowEx(NULL, g_WindowClassName, g_WindowName, WS_OVERLAPPEDWINDOW | WS_VISIBLE, CW_USEDEFAULT, CW_USEDEFAULT, client.right - client.left, client.bottom - client.top, nullptr, nullptr, hInstance, nullptr); if (!g_WinHnd) { return -1; } UpdateWindow(g_WinHnd); return 0; } int InitDirectX(HINSTANCE hInstance, BOOL vsync) { assert(g_WinHnd != nullptr); RECT client{}; GetClientRect(g_WinHnd, &client); unsigned int clientWidth = client.right - client.left; unsigned int clientHeight = client.bottom - client.top; //Direct3D Initialization HRESULT hr{}; //SwapChainDesc DXGI_RATIONAL refreshRate = vsync ? DXGI_RATIONAL{ 1, 60 } : DXGI_RATIONAL{ 0, 1 }; DXGI_SWAP_CHAIN_DESC swapChainDesc{}; swapChainDesc.BufferDesc.Width = clientWidth; swapChainDesc.BufferDesc.Height = clientHeight; swapChainDesc.BufferDesc.RefreshRate = refreshRate; swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_CENTERED; swapChainDesc.SampleDesc.Count = 1; swapChainDesc.SampleDesc.Quality = 0; swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; swapChainDesc.BufferCount = 1; swapChainDesc.OutputWindow = g_WinHnd; swapChainDesc.Windowed = true; swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; UINT createDeviceFlags{}; #if _DEBUG createDeviceFlags = D3D11_CREATE_DEVICE_DEBUG; #endif //Feature levels const D3D_FEATURE_LEVEL features[]{ D3D_FEATURE_LEVEL_11_0 }; D3D_FEATURE_LEVEL featureLevel; hr = D3D11CreateDeviceAndSwapChain( nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, features, _countof(features), D3D11_SDK_VERSION, &swapChainDesc, &g_d3dSwapChain, &g_d3dDevice, &featureLevel, &g_d3dDeviceContext ); if (FAILED(hr)) { return -1; } //Render Target View ID3D11Texture2D* backBuffer; hr = g_d3dSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&backBuffer)); if (FAILED(hr)) { return -1; } hr = g_d3dDevice->CreateRenderTargetView(backBuffer, nullptr, &g_d3dRenderTargerView); if (FAILED(hr)) { return -1; } SafeRelease(backBuffer); //Depth Stencil View D3D11_TEXTURE2D_DESC depthStencilBufferDesc{}; depthStencilBufferDesc.Width = clientWidth; depthStencilBufferDesc.Height = clientHeight; depthStencilBufferDesc.MipLevels = 1; depthStencilBufferDesc.ArraySize = 1; depthStencilBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; depthStencilBufferDesc.SampleDesc.Count = 1; depthStencilBufferDesc.SampleDesc.Quality = 0; depthStencilBufferDesc.Usage = D3D11_USAGE_DEFAULT; depthStencilBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL; hr = g_d3dDevice->CreateTexture2D(&depthStencilBufferDesc, nullptr, &g_d3dDepthStencilBuffer); if (FAILED(hr)) { return -1; } hr = g_d3dDevice->CreateDepthStencilView(g_d3dDepthStencilBuffer, nullptr, &g_d3dDepthStencilView); if (FAILED(hr)) { return -1; } //Set States D3D11_DEPTH_STENCIL_DESC depthStencilStateDesc{}; depthStencilStateDesc.DepthEnable = true; depthStencilStateDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; depthStencilStateDesc.DepthFunc = D3D11_COMPARISON_LESS; depthStencilStateDesc.StencilEnable = false; hr = g_d3dDevice->CreateDepthStencilState(&depthStencilStateDesc, &g_d3dDepthStencilState); if (FAILED(hr)) { return -1; } D3D11_RASTERIZER_DESC rasterizerStateDesc{}; rasterizerStateDesc.FillMode = D3D11_FILL_SOLID; rasterizerStateDesc.CullMode = D3D11_CULL_BACK; rasterizerStateDesc.FrontCounterClockwise = FALSE; rasterizerStateDesc.DepthClipEnable = TRUE; rasterizerStateDesc.ScissorEnable = FALSE;; rasterizerStateDesc.MultisampleEnable = FALSE; hr = g_d3dDevice->CreateRasterizerState(&rasterizerStateDesc, &g_d3dRasterizerState); if (FAILED(hr)) { return -1; } //Set Viewport g_Viewport.Width = static_cast<float>(clientWidth); g_Viewport.Height = static_cast<float>(clientHeight); g_Viewport.TopLeftX = 0.0f; g_Viewport.TopLeftY = 0.0f; g_Viewport.MinDepth = 0.0f; g_Viewport.MaxDepth = 1.0f; return 0; } bool LoadContent() { //Load Shaders HRESULT hr; assert(g_d3dDevice); //VS ID3DBlob* vsBlob = nullptr; D3DReadFileToBlob(L"../Shaders/SimpleVertexShader.cso", &vsBlob); assert(vsBlob); hr = g_d3dDevice->CreateVertexShader(vsBlob->GetBufferPointer(), vsBlob->GetBufferSize(), nullptr, &g_d3dVertexShader); if (FAILED(hr)) { SafeRelease(vsBlob); return false; } //Create VS Input Layout D3D11_INPUT_ELEMENT_DESC vertexLayoutDesc[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(VertexPosColor, Position), D3D11_INPUT_PER_VERTEX_DATA ,0 }, { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(VertexPosColor, Color), D3D11_INPUT_PER_VERTEX_DATA ,0 } }; hr = g_d3dDevice->CreateInputLayout(vertexLayoutDesc, _countof(vertexLayoutDesc), vsBlob->GetBufferPointer(), vsBlob->GetBufferSize(), &g_d3dInputLayout); if (FAILED(hr)) { SafeRelease(vsBlob); return false; } SafeRelease(vsBlob); //PS ID3DBlob* psBlob = nullptr; D3DReadFileToBlob(L"../Shaders/SimplePixelShader.cso", &psBlob); assert(psBlob); hr = g_d3dDevice->CreatePixelShader(psBlob->GetBufferPointer(), psBlob->GetBufferSize(), nullptr, &g_d3dPixelShader); SafeRelease(psBlob); if (FAILED(hr)) { return false; } //Load Vertex Buffer D3D11_BUFFER_DESC vertexBufferDesc{}; vertexBufferDesc.ByteWidth = sizeof(VertexPosColor) * _countof(g_Vertices); vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT; vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; D3D11_SUBRESOURCE_DATA resourceData{}; resourceData.pSysMem = g_Vertices; hr = g_d3dDevice->CreateBuffer(&vertexBufferDesc, &resourceData, &g_d3dVertexBuffer); if (FAILED(hr)) { return false; } //Load Index Buffer D3D11_BUFFER_DESC indexBufferDesc{}; indexBufferDesc.ByteWidth = sizeof(WORD) * _countof(g_Indicies); indexBufferDesc.Usage = D3D11_USAGE_DEFAULT; indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER; resourceData.pSysMem = g_Indicies; hr = g_d3dDevice->CreateBuffer(&indexBufferDesc, &resourceData, &g_d3dIndexBuffer); if (FAILED(hr)) { return false; } //Load Constant Buffers D3D11_BUFFER_DESC cBufferDesc{}; cBufferDesc.ByteWidth = sizeof(XMMATRIX); cBufferDesc.Usage = D3D11_USAGE_DEFAULT; cBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; for (size_t bufferID = 0; bufferID < NumConstantBuffers; bufferID++) { hr = g_d3dDevice->CreateBuffer(&cBufferDesc, nullptr, &g_d3dConstantBuffers[bufferID]); if (FAILED(hr)) { return false; } } //Setup Projection Matrix RECT client{}; GetClientRect(g_WinHnd, &client); float clientWidth = static_cast<float>(client.right - client.left); float clientHeight = static_cast<float>(client.bottom - client.top); g_ProjectionMatrix = DirectX::XMMatrixPerspectiveFovLH(XMConvertToRadians(45.0f), clientWidth / clientHeight, 0.1f, 100.0f); g_d3dDeviceContext->UpdateSubresource(g_d3dConstantBuffers[CB_Application], 0, nullptr, &g_ProjectionMatrix, 0, 0); return true; } void Update(float deltaTime) { XMVECTOR eyePosition = XMVectorSet(0, 0, -10, 1); XMVECTOR focusPoint = XMVectorSet(0, 0, 0, 1); XMVECTOR upDirection = XMVectorSet(0, 1, 0, 0); g_ViewMatrix = DirectX::XMMatrixLookAtLH(eyePosition, focusPoint, upDirection); g_d3dDeviceContext->UpdateSubresource(g_d3dConstantBuffers[CB_Frame], 0, nullptr, &g_ViewMatrix, 0, 0); static float angle = 0.0f; angle += 90.0f * deltaTime; XMVECTOR rotationAxis = XMVectorSet(0, 1, 1, 0); g_WorldMatrix = DirectX::XMMatrixRotationAxis(rotationAxis, XMConvertToRadians(angle)); g_d3dDeviceContext->UpdateSubresource(g_d3dConstantBuffers[CB_Object], 0, nullptr, &g_WorldMatrix, 0, 0); } void Clear(const FLOAT clearColor[4], FLOAT clearDepth, UINT8 clearStencil) { g_d3dDeviceContext->ClearRenderTargetView(g_d3dRenderTargerView, clearColor); g_d3dDeviceContext->ClearDepthStencilView(g_d3dDepthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, clearDepth, clearStencil); } void Present(bool vSync) { if (vSync) { g_d3dSwapChain->Present(1, 0); } else { g_d3dSwapChain->Present(0, 0); } } void Render() { assert(g_d3dDevice); assert(g_d3dDeviceContext); Clear(Colors::CornflowerBlue, 1.0f, 0); //IA const UINT vertexStride = sizeof(VertexPosColor); const UINT offset = 0; g_d3dDeviceContext->IASetVertexBuffers(0, 1, &g_d3dVertexBuffer, &vertexStride, &offset); g_d3dDeviceContext->IASetInputLayout(g_d3dInputLayout); g_d3dDeviceContext->IASetIndexBuffer(g_d3dIndexBuffer, DXGI_FORMAT_R16_UINT, 0); g_d3dDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); //VS g_d3dDeviceContext->VSSetShader(g_d3dVertexShader, nullptr, 0); g_d3dDeviceContext->VSGetConstantBuffers(0, NumConstantBuffers, g_d3dConstantBuffers); //RS g_d3dDeviceContext->RSSetState(g_d3dRasterizerState); g_d3dDeviceContext->RSSetViewports(1, &g_Viewport); //PS g_d3dDeviceContext->PSSetShader(g_d3dPixelShader, nullptr, 0); //OM g_d3dDeviceContext->OMSetRenderTargets(1, &g_d3dRenderTargerView, g_d3dDepthStencilView); g_d3dDeviceContext->OMSetDepthStencilState(g_d3dDepthStencilState, 1); //draw g_d3dDeviceContext->DrawIndexed(_countof(g_Indicies), 0, 0); Present(g_EnableVSync); } void CleanUp() { SafeRelease(g_d3dVertexShader); SafeRelease(g_d3dPixelShader); SafeRelease(g_d3dVertexBuffer); SafeRelease(g_d3dIndexBuffer); SafeRelease(g_d3dInputLayout); SafeRelease(g_d3dDepthStencilBuffer); for (size_t bufferID = 0; bufferID < NumConstantBuffers; bufferID++) { SafeRelease(g_d3dConstantBuffers[bufferID]); } SafeRelease(g_d3dDepthStencilState); SafeRelease(g_d3dRasterizerState); SafeRelease(g_d3dRenderTargerView); SafeRelease(g_d3dDepthStencilView); SafeRelease(g_d3dSwapChain); SafeRelease(g_d3dDeviceContext); SafeRelease(g_d3dDevice); }
  10. MarcusAseth

    Failing to create shader - help

    Also still on the subject, regarding the first method I was trying to use in this post to load the shader (include the precompiled shader in header form), on MVS it frooze the IDE because I acidentally passed the mouse over the global variable I was trying to use and the IDE attempted to display the content of it (12.000 bytes) in a "popup window" in this form here : Happened 3 times, that's why I had to switch method. Did this happened to you guys too? How do you deal with it?
  11. MarcusAseth

    Failing to create shader - help

    Thank you @ChuckNovice, you've been most helpful
  12. MarcusAseth

    Failing to create shader - help

    there is no option for 11.3 though, the only D3D11 flags are D3D_FEATURE_LEVEL_11_0 = 0xb000, D3D_FEATURE_LEVEL_11_1 = 0xb100, and if I use D3D_FEATURE_LEVEL_11_1, then my app will give error somewhere along the way...shouldn't my VGA be capable of handling D3D_FEATURE_LEVEL_11_1? Why did they make it so confusing? x_x
  13. MarcusAseth

    Failing to create shader - help

    Seems it works if I compile using Shader Model 5.0 but not with Shader Model 5.1... why?! o_O Feature level is D3D_FEATURE_LEVEL_11_0. I have this vga here and it seems it supports shader model 5.1, so I'm confused 😕
  14. MarcusAseth

    Failing to create shader - help

    Forget about that, I'm trying this way now, and still doesn't work: //Load Shaders ID3DBlob* vsBlob = nullptr; D3DReadFileToBlob(L"../Shaders/SimpleVertexShader.cso", &vsBlob); assert(vsBlob); assert(g_d3dDevice); hr = g_d3dDevice->CreateVertexShader(vsBlob->GetBufferPointer(), vsBlob->GetBufferSize(), nullptr, &g_d3dVertexShader); SafeRelease(vsBlob); if (FAILED(hr)) { return -1; } hr is failing with E_INVALIDARG...what am I doing wrong? ç_ç
  15. Hi guys, I'm trying to learn this stuff but running into some problems 😕 I've compiled my .hlsl into a header file which contains the global variable with the precompiled shader data: //... // Approximately 83 instruction slots used #endif const BYTE g_vs[] = { 68, 88, 66, 67, 143, 82, 13, 236, 152, 133, 219, 113, 173, 135, 18, 87, 122, 208, 124, 76, 1, 0, 0, 0, 16, 76, 0, 0, 6, 0, //.... And now following the "Compiling at build time to header files" example at this msdn link , I've included the header files in my main.cpp and I'm trying to create the vertex shader like this: hr = g_d3dDevice->CreateVertexShader(g_vs, sizeof(g_vs), nullptr, &g_d3dVertexShader); if (FAILED(hr)) { return -1; } and this is failing, entering the if and returing -1. Can someone point out what I'm doing wrong? 😕
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!