#include "ltpch.h" #include "dxGraphicsContext.h" // Required for forward declaration #include "Graphics/Renderer.h" #include "Graphics/RenderCommand.h" #include "Graphics/Shader.h" #include "Graphics/Buffers.h" #include "Graphics/VertexLayout.h" #include "UserInterface/UserInterface.h" #include "Events/WindowEvents.h" #include #define GLFW_EXPOSE_NATIVE_WIN32 #include #include "dxSharedContext.h" namespace Light { dxGraphicsContext::dxGraphicsContext(GLFWwindow* windowHandle) : m_WindowHandle(windowHandle) { m_GraphicsAPI = GraphicsAPI::DirectX; // swap chain desc DXGI_SWAP_CHAIN_DESC sd = { 0 }; sd.OutputWindow = static_cast(glfwGetWin32Window(windowHandle)); sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; sd.BufferCount = 1u; sd.BufferDesc.Width = 800u; sd.BufferDesc.Height = 600u; sd.BufferDesc.RefreshRate.Denominator = NULL; sd.BufferDesc.RefreshRate.Numerator = NULL; sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED; sd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED; sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; sd.SampleDesc.Count = 1u; sd.SampleDesc.Quality = 0u; sd.Windowed = true; sd.Flags = NULL; UINT flags = NULL; #ifdef LIGHT_DEBUG flags = D3D11_CREATE_DEVICE_DEBUG; #endif // create device and swap chain HRESULT hr; DXC(D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, NULL, flags, NULL, NULL, D3D11_SDK_VERSION, &sd, &m_SwapChain, &m_Device, NULL, &m_DeviceContext)); // set primitive topology m_DeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // create render target view Microsoft::WRL::ComPtr backBuffer; DXC(m_SwapChain->GetBuffer(0u, __uuidof(ID3D11Resource), &backBuffer)); DXC(m_Device->CreateRenderTargetView(backBuffer.Get(), nullptr, &m_RenderTargetView)); // set render target view m_DeviceContext->OMSetRenderTargets(1u, m_RenderTargetView.GetAddressOf(), nullptr); #ifdef LIGHT_DEBUG // configure the debug interface Microsoft::WRL::ComPtr infoQueue; DXC(m_Device.As(&m_DebugInterface)); DXC(m_DebugInterface.As(&infoQueue)); D3D11_MESSAGE_ID hide[] = { D3D11_MESSAGE_ID_DEVICE_DRAW_SAMPLER_NOT_SET, // #todo: add more message IDs here as needed }; D3D11_INFO_QUEUE_FILTER filter; memset(&filter, 0, sizeof(filter)); filter.DenyList.NumIDs = _countof(hide); filter.DenyList.pIDList = hide; infoQueue->AddStorageFilterEntries(&filter); #endif // create shared context m_SharedContext = std::make_shared(m_Device, m_DeviceContext, m_SwapChain, m_RenderTargetView); } void dxGraphicsContext::OnWindowResize(const WindowResizedEvent& event) { SetResolution(event.GetSize()); } void dxGraphicsContext::SetResolution(const glm::uvec2& resolution) { // viewport D3D11_VIEWPORT viewport; viewport.Width = 800.0f; viewport.Height = 600.0f; viewport.MinDepth = 0.0f; viewport.MaxDepth = 1.0f; viewport.TopLeftX = 0.0f; viewport.TopLeftY = 0.0f; // set viewport m_DeviceContext->RSSetViewports(1u, &viewport); } void dxGraphicsContext::LogDebugData() { // locals IDXGIDevice* DXGIDevice; IDXGIAdapter* DXGIAdapter; DXGI_ADAPTER_DESC DXGIAdapterDesc; m_Device->QueryInterface(__uuidof(IDXGIDevice), (void**)&DXGIDevice); 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(); // #todo: log more information LT_ENGINE_INFO("________________________________________"); LT_ENGINE_INFO("dxGraphicsContext:"); LT_ENGINE_INFO(" Renderer: {}", adapterDesc); LT_ENGINE_INFO("________________________________________"); } }