light/modules/engine/src/platform/graphics/directx/graphics_context.cpp

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#include <engine/events/window.hpp>
#include <engine/graphics/blender.hpp" // required for forward declaratio>
#include <engine/graphics/buffers.hpp" // required for forward declaratio>
#include <engine/graphics/render_command.hpp" // required for forward declaratio>
#include <engine/graphics/renderer.hpp" // required for forward declaratio>
#include <engine/platform/graphics/directx/graphics_context.hpp>
#include <engine/platform/graphics/directx/shared_context.hpp>
#include <engine/user_interface/user_interface.hpp" // required for forward declaratio>
#include <engine/utils/resource_manager.hpp" // required for forward declaratio>
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#define GLFW_EXPOSE_NATIVE_WIN32
#include <glfw/glfw3.h>
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#include <glfw/glfw3native.h>
namespace Light {
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dxGraphicsContext::dxGraphicsContext(GLFWwindow *windowHandle)
: m_window_handle(windowHandle)
, m_debug_interface(nullptr)
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{
// set 'GraphicsAPI';
m_graphics_api = GraphicsAPI::DirectX;
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m_shared_context = std::make_shared<dxSharedContext>();
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// setup stuff
setup_device_and_swap_chain(windowHandle);
setup_render_targets();
setup_debug_interface();
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}
void dxGraphicsContext::setup_device_and_swap_chain(GLFWwindow *windowHandle)
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{
Ref<dxSharedContext> context = std::static_pointer_cast<dxSharedContext>(m_shared_context);
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// swap chain desc
DXGI_SWAP_CHAIN_DESC sd = { 0 };
// buffer desc
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sd.BufferDesc.Width = 1u;
sd.BufferDesc.Height = 1u;
sd.BufferDesc.RefreshRate.Numerator = NULL; // :#todo
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sd.BufferDesc.RefreshRate.Denominator = NULL; // :#todo
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sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
sd.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
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// sample desc (for multi sampling) #todo: implement multi-samplingz
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sd.SampleDesc.Count = 1u;
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sd.SampleDesc.Quality = 0u;
// #todo: support swap chains with more than 1 back-buffer
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.BufferCount = 1u;
// #todo: don't handle Windows's window with glfw, create it yourself
sd.OutputWindow = static_cast<HWND>(glfwGetWin32Window(windowHandle));
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sd.Windowed = true;
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sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
sd.Flags = NULL;
// determine device flags
UINT flags = NULL;
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#ifdef LIGHT_DEBUG
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flags = D3D11_CREATE_DEVICE_DEBUG;
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#endif
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// create device and swap chain
dxc(D3D11CreateDeviceAndSwapChain(
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nullptr,
D3D_DRIVER_TYPE_HARDWARE,
NULL,
flags,
nullptr,
NULL,
D3D11_SDK_VERSION,
&sd,
&context->GetSwapChainRef(),
&context->GetDeviceRef(),
nullptr,
&context->GetDeviceContextRef()
));
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}
void dxGraphicsContext::setup_render_targets()
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{
Ref<dxSharedContext> context = std::static_pointer_cast<dxSharedContext>(m_shared_context);
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// set primitive topology
context->get_device_context()->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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// create render target view
Microsoft::WRL::ComPtr<ID3D11Resource> backBuffer;
dxc(context->get_swap_chain()->GetBuffer(0u, __uuidof(ID3D11Resource), &backBuffer));
dxc(context->get_device()
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->CreateRenderTargetView(backBuffer.Get(), nullptr, &context->GetRenderTargetViewRef())
);
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// set render target view
context->get_device_context()
->OMSetRenderTargets(1u, context->get_render_target_view().GetAddressOf(), nullptr);
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}
void dxGraphicsContext::setup_debug_interface()
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{
#ifdef LIGHT_DEBUG
Ref<dxSharedContext> context = std::static_pointer_cast<dxSharedContext>(m_shared_context);
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HRESULT hr;
Microsoft::WRL::ComPtr<ID3D11Debug> debugInterface = nullptr;
dxc(context->get_device()->QueryInterface(__uuidof(ID3D11Debug), &debugInterface));
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Microsoft::WRL::ComPtr<ID3D11InfoQueue> infoQueue = nullptr;
dxc(debugInterface->QueryInterface(__uuidof(ID3D11InfoQueue), &infoQueue));
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infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
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D3D11_MESSAGE_ID hide[] = {
D3D11_MESSAGE_ID_UNKNOWN,
// #todo: add more messages here as needed
};
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D3D11_INFO_QUEUE_FILTER filter = {};
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filter.DenyList.NumIDs = _countof(hide);
filter.DenyList.pIDList = hide;
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infoQueue->AddStorageFilterEntries(&filter);
infoQueue->release();
#endif
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}
void dxGraphicsContext::log_debug_data()
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{
Ref<dxSharedContext> context = std::static_pointer_cast<dxSharedContext>(m_shared_context);
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// locals
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IDXGIDevice *DXGIDevice;
IDXGIAdapter *DXGIAdapter;
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DXGI_ADAPTER_DESC DXGIAdapterDesc;
context->get_device()->QueryInterface(__uuidof(IDXGIDevice), (void **)&DXGIDevice);
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DXGIDevice->GetAdapter(&DXGIAdapter);
DXGIAdapter->GetDesc(&DXGIAdapterDesc);
// get the adapter's description
char DefChar = ' ';
char ch[180];
WideCharToMultiByte(CP_ACP, 0, DXGIAdapterDesc.Description, -1, ch, 180, &DefChar, NULL);
std::string adapterDesc(ch);
// release memory
DXGIDevice->release();
DXGIAdapter->release();
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// #todo: log more information
lt_log(info, "________________________________________");
lt_log(info, "dxGraphicsContext:");
lt_log(info, " renderer: {}", adapterDesc);
lt_log(info, "________________________________________");
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}
} // namespace Light