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xn65/framework/platform/device-dx.cpp
2024-04-07 14:06:12 -03:00

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4.0 KiB
C++
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#include "device-dx.hpp"
#include "window-dx.hpp"
#include "swapchain-dx.hpp"
#include "rendertarget-dx.hpp"
#include "adapter-dx.hpp"
#include "blendstate-dx.hpp"
#include "gdeviceinfo-dx.hpp"
namespace xna {
GraphicsDevice::GraphicsDevice() {
_blendState = BlendState::NonPremultiplied();
_adapter = GraphicsAdapter::DefaultAdapter();
}
GraphicsDevice::GraphicsDevice(GraphicsDeviceInformation const& info) {
_adapter = info.Adapter();
_presentParameters = info.PresentationParameters();
}
bool GraphicsDevice::Initialize(GameWindow& gameWindow) {
if (_blendState == nullptr)
_blendState = BlendState::NonPremultiplied();
_createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
if (_device) {
_device->Release();
_device = nullptr;
}
if (_context) {
_context->Release();
_context = nullptr;
}
gameWindow.Size(_presentParameters.BackBufferWidth, _presentParameters.BackBufferHeight);
const auto bounds = gameWindow.ClientBounds();
_viewport = xna::Viewport(0.0F, 0.0F,
static_cast<float>(bounds.Width),
static_cast<float>(bounds.Height),
0.0F, 1.F);
if (!createDevice())
return false;
COLORREF color = gameWindow.Color();
_backgroundColor[0] = GetRValue(color) / 255.0f;
_backgroundColor[1] = GetGValue(color) / 255.0f;
_backgroundColor[2] = GetBValue(color) / 255.0f;
_backgroundColor[3] = 1.0f;
if (!_swapChain)
_swapChain = New<xna::SwapChain>(this);
_swapChain->Initialize(gameWindow);
if (!_swapChain->Apply())
return false;
IDXGIFactory1* dxgiFactory = nullptr;
if FAILED(CreateDXGIFactory1(__uuidof(IDXGIFactory1), (void**)&dxgiFactory))
return false;
if FAILED(dxgiFactory->MakeWindowAssociation(gameWindow.WindowHandle(), DXGI_MWA_NO_ALT_ENTER))
return false;
if (!_renderTarget2D) {
_renderTarget2D = New<RenderTarget2D>(this);
}
if (!_renderTarget2D->Bind())
return false;
D3D11_VIEWPORT view{};
view.TopLeftX = _viewport.X;
view.TopLeftY = _viewport.Y;
view.Width = _viewport.Width;
view.Height = _viewport.Height;
view.MinDepth = _viewport.MinDetph;
view.MaxDepth = _viewport.MaxDepth;
_context->RSSetViewports(1, &view);
_blendState->Apply(this);
return true;
}
bool GraphicsDevice::Present() {
_swapChain->_swapChain->Present(_usevsync, NULL);
_context->OMSetRenderTargets(1, &_renderTarget2D->_renderTargetView, nullptr);
return true;
}
bool GraphicsDevice::GetSwapChainBackBuffer(ID3D11Texture2D*& texture2D) {
if FAILED(_swapChain->_swapChain->GetBuffer(0, __uuidof(texture2D), (void**)(&texture2D)))
return false;
return true;
}
bool GraphicsDevice::createDevice() {
#if _DEBUG
_createDeviceFlags |= D3D11_CREATE_DEVICE_FLAG::D3D11_CREATE_DEVICE_DEBUG;
#endif
if FAILED(
D3D11CreateDevice(
_adapter->_adapter,
D3D_DRIVER_TYPE_UNKNOWN,
NULL,
_createDeviceFlags,
NULL,
0,
D3D11_SDK_VERSION,
&_device,
&_featureLevel,
&_context)) {
if FAILED(D3D11CreateDevice(
NULL,
D3D_DRIVER_TYPE_WARP,
NULL,
_createDeviceFlags,
NULL,
0,
D3D11_SDK_VERSION,
&_device,
&_featureLevel,
&_context))
return false;
OutputDebugString("---> Usando Adaptador WARP: n<>o h<> suporte ao D3D11\n");
}
return true;
}
void GraphicsDevice::Clear() {
_context->ClearRenderTargetView(_renderTarget2D->_renderTargetView, _backgroundColor);
}
}