#include #include #include #include #include #include #include #include #include #define GLFW_EXPOSE_NATIVE_WIN32 #include #include namespace Light { dxGraphicsContext::dxGraphicsContext(GLFWwindow *windowHandle) : m_window_handle(windowHandle) , m_debug_interface(nullptr) { // set 'GraphicsAPI'; m_graphics_api = GraphicsAPI::DirectX; m_shared_context = std::make_shared(); // setup stuff SetupDeviceAndSwapChain(windowHandle); SetupRenderTargets(); SetupDebugInterface(); } void dxGraphicsContext::SetupDeviceAndSwapChain(GLFWwindow *windowHandle) { Ref context = std::static_pointer_cast(m_shared_context); // swap chain desc DXGI_SWAP_CHAIN_DESC sd = { 0 }; // buffer desc sd.BufferDesc.Width = 1u; sd.BufferDesc.Height = 1u; sd.BufferDesc.RefreshRate.Numerator = NULL; // :#todo sd.BufferDesc.RefreshRate.Denominator = NULL; // :#todo sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED; sd.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED; // sample desc (for multi sampling) #todo: implement multi-samplingz sd.SampleDesc.Count = 1u; 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(glfwGetWin32Window(windowHandle)); sd.Windowed = true; sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; sd.Flags = NULL; // determine device flags UINT flags = NULL; #ifdef LIGHT_DEBUG flags = D3D11_CREATE_DEVICE_DEBUG; #endif // create device and swap chain DXC(D3D11CreateDeviceAndSwapChain( nullptr, D3D_DRIVER_TYPE_HARDWARE, NULL, flags, nullptr, NULL, D3D11_SDK_VERSION, &sd, &context->GetSwapChainRef(), &context->GetDeviceRef(), nullptr, &context->GetDeviceContextRef() )); } void dxGraphicsContext::SetupRenderTargets() { Ref context = std::static_pointer_cast(m_shared_context); // set primitive topology context->GetDeviceContext()->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // create render target view Microsoft::WRL::ComPtr backBuffer; DXC(context->GetSwapChain()->GetBuffer(0u, __uuidof(ID3D11Resource), &backBuffer)); DXC(context->GetDevice() ->CreateRenderTargetView(backBuffer.Get(), nullptr, &context->GetRenderTargetViewRef()) ); // set render target view context->GetDeviceContext() ->OMSetRenderTargets(1u, context->GetRenderTargetView().GetAddressOf(), nullptr); } void dxGraphicsContext::SetupDebugInterface() { #ifdef LIGHT_DEBUG Ref context = std::static_pointer_cast(m_shared_context); HRESULT hr; Microsoft::WRL::ComPtr debugInterface = nullptr; DXC(context->GetDevice()->QueryInterface(__uuidof(ID3D11Debug), &debugInterface)); Microsoft::WRL::ComPtr infoQueue = nullptr; DXC(debugInterface->QueryInterface(__uuidof(ID3D11InfoQueue), &infoQueue)); infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true); infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true); D3D11_MESSAGE_ID hide[] = { D3D11_MESSAGE_ID_UNKNOWN, // #todo: add more messages here as needed }; D3D11_INFO_QUEUE_FILTER filter = {}; filter.DenyList.NumIDs = _countof(hide); filter.DenyList.pIDList = hide; infoQueue->AddStorageFilterEntries(&filter); infoQueue->Release(); #endif } void dxGraphicsContext::LogDebugData() { Ref context = std::static_pointer_cast(m_shared_context); // locals IDXGIDevice *DXGIDevice; IDXGIAdapter *DXGIAdapter; DXGI_ADAPTER_DESC DXGIAdapterDesc; context->GetDevice()->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 LOG(info, "________________________________________"); LOG(info, "dxGraphicsContext:"); LOG(info, " Renderer: {}", adapterDesc); LOG(info, "________________________________________"); } } // namespace Light