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mirror of https://github.com/borgesdan/xn65 synced 2024-12-29 21:54:47 +01:00
2024-12-02 19:02:51 -03:00

276 lines
7.5 KiB
C++

#include "xna-dx/framework.hpp"
namespace xna {
void GraphicsDeviceImplementation::Create(GraphicsAdapter& currentAdapter) {
// See ref
//
// D3D_DRIVER_TYPE
// https://learn.microsoft.com/en-us/windows/win32/api/d3dcommon/ne-d3dcommon-d3d_driver_type
// D3D11CreateDevice function
// https://learn.microsoft.com/en-us/windows/win32/api/d3d11/nf-d3d11-d3d11createdevice
//
auto createDeviceFlags = 0;
#if _DEBUG
createDeviceFlags = D3D11_CREATE_DEVICE_FLAG::D3D11_CREATE_DEVICE_DEBUG;
#endif
const auto& pAdapter = GraphicsAdapter::UseNullDevice() ? NULL : currentAdapter.Implementation->Adapter.Get();
//
// if pAdapter is not NULL driverType must be D3D_DRIVER_TYPE_UNKNOWN
//
auto driverType = D3D_DRIVER_TYPE_UNKNOWN;
if (GraphicsAdapter::UseReferenceDevice())
driverType = D3D_DRIVER_TYPE_WARP;
else if (GraphicsAdapter::UseNullDevice())
driverType = D3D_DRIVER_TYPE_HARDWARE;
auto hr = D3D11CreateDevice(
//_In_opt_ IDXGIAdapter* pAdapter,
pAdapter,
//D3D_DRIVER_TYPE DriverType,
driverType,
//HMODULE Software,
NULL,
//UINT Flags,
createDeviceFlags,
//_In_reads_opt_( FeatureLevels ) CONST D3D_FEATURE_LEVEL* pFeatureLevels,
FeatureLevels,
//UINT FeatureLevels,
static_cast<UINT>(FeatureLevelCount),
//UINT SDKVersion,
D3D11_SDK_VERSION,
//_COM_Outptr_opt_ ID3D11Device** ppDevice
Device.GetAddressOf(),
//_Out_opt_ D3D_FEATURE_LEVEL* pFeatureLevel,
&CurrentFeatureLevel,
//_COM_Outptr_opt_ ID3D11DeviceContext** ppImmediateContext
Context.GetAddressOf());
if FAILED(hr)
throw csharp::InvalidOperationException();
}
void GraphicsDeviceImplementation::Reset() {
if (Device) {
Device->Release();
Device = nullptr;
}
if (Context) {
Context->Release();
Context = nullptr;
}
if (Factory) {
Factory->Release();
Factory = nullptr;
}
}
static void initAndApplyState(P_BlendState& blendState, P_RasterizerState& rasterizerState,
P_DepthStencilState& depthStencilState, P_SamplerStateCollection& samplerStates, P_GraphicsDevice const& device);
GraphicsDevice::GraphicsDevice() {
Implementation = unew<GraphicsDeviceImplementation>();
adapter = GraphicsAdapter::DefaultAdapter();
}
GraphicsDevice::GraphicsDevice(sptr<GraphicsAdapter> const& adapter, GraphicsProfile const& graphicsProfile, sptr<PresentationParameters> const& presentationParameters)
: adapter(adapter), graphicsProfile(graphicsProfile), presentationParameters(presentationParameters) {
Implementation = unew<GraphicsDeviceImplementation>();
blendState = xna::BlendState::Opaque();
depthStencilState = xna::DepthStencilState::Default();
rasterizerState = xna::RasterizerState::CullCounterClockwise();
samplerStateCollection = snew<SamplerStateCollection>();
}
void GraphicsDevice::Initialize() {
Implementation->Reset();
auto _this = shared_from_this();
Implementation->Create(*adapter);
//
// Background
//
const auto backColor = Colors::CornflowerBlue;
const auto backColorV3 = backColor.ToVector3();
Implementation->backgroundColor[0] = backColorV3.X;
Implementation->backgroundColor[1] = backColorV3.Y;
Implementation->backgroundColor[2] = backColorV3.Z;
Implementation->backgroundColor[3] = 1.0f;
//
// Window Association
//
auto hr = CreateDXGIFactory1(__uuidof(IDXGIFactory1), (void**)&Implementation->Factory);
if FAILED(hr)
throw csharp::InvalidOperationException();
auto hwnd = reinterpret_cast<HWND>(presentationParameters->DeviceWindowHandle);
hr = Implementation->Factory->MakeWindowAssociation(hwnd, DXGI_MWA_NO_ALT_ENTER);
if (FAILED(hr))
throw csharp::InvalidOperationException();
//
// Viewport
//
viewport = xna::Viewport(0.0F, 0.0F,
presentationParameters->BackBufferWidth,
presentationParameters->BackBufferHeight,
0.0F, 1.F);
D3D11_VIEWPORT view = DxHelpers::ViewportToDx(viewport);
Implementation->Context->RSSetViewports(1, &view);
//
// States
//
initAndApplyState(blendState, rasterizerState, depthStencilState, samplerStateCollection, _this);
//
// Presentation
//
const auto currentPresenInterval = presentationParameters->PresentationInterval;
switch (currentPresenInterval)
{
case PresentInterval::Default:
case PresentInterval::One:
case PresentInterval::Two:
Implementation->vSyncValue = 1;
break;
case PresentInterval::Immediate:
Implementation->vSyncValue = 0;
break;
default:
Implementation->vSyncValue = 1;
break;
}
Implementation->SwapChain = snew<xna::SwapChain>(_this);
Implementation->SwapChain->Initialize();
//
//Render Target
//
if (renderTarget) {
renderTarget->Initialize();
Implementation->RenderTarget2D = renderTarget;
}
else {
Implementation->RenderTarget2D = RenderTarget2D::FromBackBuffer(_this);
}
const auto& renderView = Implementation->RenderTarget2D->Implementation2->RenderTargetView;
Implementation->Context->OMSetRenderTargets(1, renderView.GetAddressOf(), nullptr);
}
bool GraphicsDevice::Present() const {
bool result = Implementation->SwapChain->Present(Implementation->vSyncValue != 0);
Implementation->Context->OMSetRenderTargets(
1,
Implementation->RenderTarget2D->Implementation2->RenderTargetView.GetAddressOf(),
nullptr);
return result;
}
void GraphicsDevice::Clear(Color const& color) const {
if (!Implementation) return;
const auto v4 = color.ToVector4();
Implementation->backgroundColor[0] = v4.X;
Implementation->backgroundColor[1] = v4.Y;
Implementation->backgroundColor[2] = v4.Z;
Implementation->backgroundColor[3] = v4.W;
Implementation->Context->ClearRenderTargetView(
Implementation->RenderTarget2D->Implementation2->RenderTargetView.Get(),
Implementation->backgroundColor);
}
void GraphicsDevice::Clear(ClearOptions options, Color const& color, float depth, Int stencil) const {
if (!Implementation) return;
switch (options)
{
case xna::ClearOptions::DepthBuffer:
throw csharp::InvalidOperationException();
break;
case xna::ClearOptions::Stencil:
throw csharp::InvalidOperationException();
break;
case xna::ClearOptions::Target:
Clear(color);
break;
default:
return;
}
}
void GraphicsDevice::Viewport(xna::Viewport const& value) {
viewport = value;
const auto view = DxHelpers::ViewportToDx(viewport);
Implementation->Context->RSSetViewports(1, &view);
}
void GraphicsDevice::BlendState(sptr<xna::BlendState> const& value) {
blendState = value;
blendState->Apply();
}
void GraphicsDevice::DepthStencilState(sptr<xna::DepthStencilState> const& value) {
depthStencilState = value;
depthStencilState->Apply();
}
void GraphicsDevice::RasterizerState(sptr<xna::RasterizerState> const& value) {
rasterizerState = value;
rasterizerState->Apply();
}
void GraphicsDevice::Reset(sptr<PresentationParameters> const& parameters, sptr<GraphicsAdapter> const& graphicsAdapter) {
Implementation = unew<GraphicsDeviceImplementation>();
adapter = graphicsAdapter;
presentationParameters = parameters;
Initialize();
}
//
// INTERNAL
//
static void initAndApplyState(P_BlendState& blendState, P_RasterizerState& rasterizerState, P_DepthStencilState& depthStencilState, P_SamplerStateCollection& samplerStates, P_GraphicsDevice const& device) {
blendState->Bind(device);
blendState->Initialize();
blendState->Apply();
rasterizerState->Bind(device);
rasterizerState->Initialize();
rasterizerState->Apply();
depthStencilState->Bind(device);
depthStencilState->Initialize();
depthStencilState->Apply();
samplerStates->Apply(*device);
}
}