HRESULT InitDevice()

in DDSView/ddsview.cpp [331:699]


HRESULT InitDevice( const TexMetadata& mdata )
{
    HRESULT hr = S_OK;

    RECT rc;
    GetClientRect( g_hWnd, &rc );
    UINT width = rc.right - rc.left;
    UINT height = rc.bottom - rc.top;

    UINT createDeviceFlags = 0;
#if defined( DEBUG ) || defined( _DEBUG )
    createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif

    D3D_DRIVER_TYPE driverTypes[] =
    {
        D3D_DRIVER_TYPE_HARDWARE,
        D3D_DRIVER_TYPE_WARP,
        D3D_DRIVER_TYPE_REFERENCE,
    };
    constexpr UINT numDriverTypes = static_cast<UINT>(std::size(driverTypes));

    D3D_FEATURE_LEVEL featureLevels[] =
    {
        D3D_FEATURE_LEVEL_11_0,
        D3D_FEATURE_LEVEL_10_1,
        D3D_FEATURE_LEVEL_10_0,
    };
    constexpr UINT numFeatureLevels = static_cast<UINT>(std::size(featureLevels));

    DXGI_SWAP_CHAIN_DESC sd = {};
    sd.BufferCount = 1;
    sd.BufferDesc.Width = width;
    sd.BufferDesc.Height = height;
    sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
    sd.BufferDesc.RefreshRate.Numerator = 60;
    sd.BufferDesc.RefreshRate.Denominator = 1;
    sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
    sd.OutputWindow = g_hWnd;
    sd.SampleDesc.Count = 1;
    sd.SampleDesc.Quality = 0;
    sd.Windowed = TRUE;

    for( UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++ )
    {
        g_driverType = driverTypes[driverTypeIndex];
        hr = D3D11CreateDeviceAndSwapChain( nullptr, g_driverType, nullptr, createDeviceFlags, featureLevels, numFeatureLevels,
                                            D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext );
        if( SUCCEEDED( hr ) )
            break;
    }
    if( FAILED( hr ) )
        return hr;

    // Create a render target view
    ID3D11Texture2D* pBackBuffer = nullptr;
    hr = g_pSwapChain->GetBuffer( 0, IID_PPV_ARGS(&pBackBuffer) );
    if( FAILED( hr ) )
        return hr;

    D3D11_RENDER_TARGET_VIEW_DESC vd = {};
    vd.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
    vd.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
    hr = g_pd3dDevice->CreateRenderTargetView( pBackBuffer, &vd, &g_pRenderTargetView );
    pBackBuffer->Release();
    if( FAILED( hr ) )
        return hr;

    // Create depth stencil texture
    D3D11_TEXTURE2D_DESC descDepth = {};
    descDepth.Width = width;
    descDepth.Height = height;
    descDepth.MipLevels = 1;
    descDepth.ArraySize = 1;
    descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
    descDepth.SampleDesc.Count = 1;
    descDepth.SampleDesc.Quality = 0;
    descDepth.Usage = D3D11_USAGE_DEFAULT;
    descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
    descDepth.CPUAccessFlags = 0;
    descDepth.MiscFlags = 0;
    hr = g_pd3dDevice->CreateTexture2D( &descDepth, nullptr, &g_pDepthStencil );
    if( FAILED( hr ) )
        return hr;

    // Create the depth stencil view
    D3D11_DEPTH_STENCIL_VIEW_DESC descDSV = {};
    descDSV.Format = descDepth.Format;
    descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
    descDSV.Texture2D.MipSlice = 0;
    hr = g_pd3dDevice->CreateDepthStencilView( g_pDepthStencil, &descDSV, &g_pDepthStencilView );
    if( FAILED( hr ) )
        return hr;

    g_pImmediateContext->OMSetRenderTargets( 1, &g_pRenderTargetView, g_pDepthStencilView );

    // Setup the viewport
    D3D11_VIEWPORT vp;
    vp.Width = (FLOAT)width;
    vp.Height = (FLOAT)height;
    vp.MinDepth = 0.0f;
    vp.MaxDepth = 1.0f;
    vp.TopLeftX = 0;
    vp.TopLeftY = 0;
    g_pImmediateContext->RSSetViewports( 1, &vp );

    // Create the vertex shader
    hr = g_pd3dDevice->CreateVertexShader( g_VS, sizeof(g_VS), nullptr, &g_pVertexShader );
    if( FAILED( hr ) )
        return hr;

    // Define the input layout
    D3D11_INPUT_ELEMENT_DESC layout[] =
    {
        { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
        { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, sizeof(XMFLOAT4), D3D11_INPUT_PER_VERTEX_DATA, 0 },
    };
    constexpr UINT numElements = static_cast<UINT>(std::size(layout));

    // Create the input layout
    hr = g_pd3dDevice->CreateInputLayout( layout, numElements, g_VS, sizeof(g_VS), &g_pVertexLayout );
    if( FAILED( hr ) )
        return hr;

    // Set the input layout
    g_pImmediateContext->IASetInputLayout( g_pVertexLayout );

    // Select the pixel shader
    bool isCubeMap = false;
    bool is1D = false;
    const BYTE* pshader = nullptr;
    size_t pshader_size = 0;

    switch ( mdata.dimension )
    {
    case TEX_DIMENSION_TEXTURE1D:
        if ( mdata.arraySize > 1)
        {
            pshader = g_PS_1DArray;
            pshader_size = sizeof(g_PS_1DArray);
        }
        else
        {
            pshader = g_PS_1D;
            pshader_size = sizeof(g_PS_1D);
        }
        is1D = true;
        break;

    case TEX_DIMENSION_TEXTURE2D:
        if ( mdata.miscFlags & TEX_MISC_TEXTURECUBE )
        {
            pshader = g_PS_Cube;
            pshader_size = sizeof(g_PS_Cube);
            isCubeMap = true;
        }
        else if ( mdata.arraySize > 1 )
        {
            pshader = g_PS_2DArray;
            pshader_size = sizeof(g_PS_2DArray);
        }
        else
        {
            pshader = g_PS_2D;
            pshader_size = sizeof(g_PS_2D);
        }
        break;

    case TEX_DIMENSION_TEXTURE3D:
        pshader = g_PS_3D;
        pshader_size = sizeof(g_PS_3D);
        break;

    default:
        return E_FAIL;
    }

    assert( pshader && pshader_size > 0 );

    // Create the pixel shader
    hr = g_pd3dDevice->CreatePixelShader( pshader, pshader_size, nullptr, &g_pPixelShader );
    if( FAILED( hr ) )
        return hr;

    // Create vertex buffer
    UINT nverts;
    D3D11_SUBRESOURCE_DATA InitData = {};

    static const SimpleVertex verticesCube[] =
    {
        // Render cubemaps as horizontal cross

        // XPOS
        { XMFLOAT4( .5f, .25f, 0.f, 1.f ), XMFLOAT4( 0.f, 0.f, 0.f, 0.f ) },
        { XMFLOAT4( 1.f, .25f, 0.f, 1.f ), XMFLOAT4( 1.f, 0.f, 0.f, 0.f ) },
        { XMFLOAT4( .5f, -.25f, 0.f, 1.f ), XMFLOAT4( 0.f, 1.f, 0.f, 0.f ) },
        { XMFLOAT4( 1.f, -.25f, 0.f, 1.f ), XMFLOAT4( 1.f, 1.f, 0.f, 0.f ) },

        // XNEG
        { XMFLOAT4( -.5f, .25f, 0.f, 1.f ), XMFLOAT4( 0.f, 0.f, 1.f, 0.f ) },
        { XMFLOAT4( 0.f, .25f, 0.f, 1.f ), XMFLOAT4( 1.f, 0.f, 1.f, 0.f ) },
        { XMFLOAT4( -.5f, -.25f, 0.f, 1.f ), XMFLOAT4( 0.f, 1.f, 1.f, 0.f ) },
        { XMFLOAT4( 0.f, -.25f, 0.f, 1.f ), XMFLOAT4( 1.f, 1.f, 1.f, 0.f ) },

        // YPOS
        { XMFLOAT4( -.5f, .75f, 0.f, 1.f ), XMFLOAT4( 0.f, 0.f, 2.f, 0.f ) },
        { XMFLOAT4( 0.f, .75f, 0.f, 1.f ), XMFLOAT4( 1.f, 0.f, 2.f, 0.f ) },
        { XMFLOAT4( -.5f, .25f, 0.f, 1.f ), XMFLOAT4( 0.f, 1.f, 2.f, 0.f ) },
        { XMFLOAT4( 0.f, .25f, 0.f, 1.f ), XMFLOAT4( 1.f, 1.f, 2.f, 0.f ) },

        // YNEG
        { XMFLOAT4( -.5f, -.25f, 0.f, 1.f ), XMFLOAT4( 0.f, 0.f, 3.f, 0.f ) },
        { XMFLOAT4( 0.f, -.25f, 0.f, 1.f ), XMFLOAT4( 1.f, 0.f, 3.f, 0.f ) },
        { XMFLOAT4( -.5f, -.75f, 0.f, 1.f ), XMFLOAT4( 0.f, 1.f, 3.f, 0.f ) },
        { XMFLOAT4( 0.f, -.75f, 0.f, 1.f ), XMFLOAT4( 1.f, 1.f, 3.f, 0.f ) },

        // ZPOS
        { XMFLOAT4( 0.f, .25f, 0.f, 1.f ), XMFLOAT4( 0.f, 0.f, 4.f, 0.f ) },
        { XMFLOAT4( .5f, .25f, 0.f, 1.f ), XMFLOAT4( 1.f, 0.f, 4.f, 0.f ) },
        { XMFLOAT4( 0.f, -.25f, 0.f, 1.f ), XMFLOAT4( 0.f, 1.f, 4.f, 0.f ) },
        { XMFLOAT4( .5f, -.25f, 0.f, 1.f ), XMFLOAT4( 1.f, 1.f, 4.f, 0.f ) },

        // ZNEG
        { XMFLOAT4( -1.f, .25f, 0.f, 1.f ), XMFLOAT4( 0.f, 0.f, 5.f, 0.f ) },
        { XMFLOAT4( -.5f, .25f, 0.f, 1.f ), XMFLOAT4( 1.f, 0.f, 5.f, 0.f ) },
        { XMFLOAT4( -1.f, -.25f, 0.f, 1.f ), XMFLOAT4( 0.f, 1.f, 5.f, 0.f ) },
        { XMFLOAT4( -.5f, -.25f, 0.f, 1.f ), XMFLOAT4( 1.f, 1.f, 5.f, 0.f ) },
    };

    static const SimpleVertex vertices[] =
    {
        { XMFLOAT4( -1.f, 1.f, 0.f, 1.f ), XMFLOAT4( 0.f, 0.f, 0.f, 0.f ) },
        { XMFLOAT4( 1.f, 1.f, 0.f, 1.f ), XMFLOAT4( 1.f, 0.f, 0.f, 0.f ) },
        { XMFLOAT4( -1.f, -1.f, 0.f, 1.f ), XMFLOAT4( 0.f, 1.f, 0.f, 0.f ) },
        { XMFLOAT4( 1.f, -1.f, 0.f, 1.f ), XMFLOAT4( 1.f, 1.f, 0.f, 0.f ) },
    };

    static const SimpleVertex vertices1D[] =
    {
        { XMFLOAT4( -1.f, .05f, 0.f, 1.f ), XMFLOAT4( 0.f, 0.f, 0.f, 0.f ) },
        { XMFLOAT4( 1.f, .05f, 0.f, 1.f ), XMFLOAT4( 1.f, 0.f, 0.f, 0.f ) },
        { XMFLOAT4( -1.f, -.05f, 0.f, 1.f ), XMFLOAT4( 0.f, 0.f, 0.f, 0.f ) },
        { XMFLOAT4( 1.f, -.05f, 0.f, 1.f ), XMFLOAT4( 1.f, 0.f, 0.f, 0.f ) },
    };

    if ( isCubeMap )
    {
        nverts = static_cast<UINT>(std::size(verticesCube));
        InitData.pSysMem = verticesCube;
    }
    else if ( is1D )
    {
        nverts = static_cast<UINT>(std::size(vertices1D));
        InitData.pSysMem = vertices1D;
    }
    else
    {
        nverts = static_cast<UINT>(std::size(vertices));
        InitData.pSysMem = vertices;
    }

    D3D11_BUFFER_DESC bd = {};
    bd.Usage = D3D11_USAGE_DEFAULT;
    bd.ByteWidth = sizeof( SimpleVertex ) * nverts;
    bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
    bd.CPUAccessFlags = 0;
    hr = g_pd3dDevice->CreateBuffer( &bd, &InitData, &g_pVertexBuffer );
    if( FAILED( hr ) )
        return hr;

    // Set vertex buffer
    UINT stride = sizeof( SimpleVertex );
    UINT offset = 0;
    g_pImmediateContext->IASetVertexBuffers( 0, 1, &g_pVertexBuffer, &stride, &offset );

    // Create index buffer
    static const WORD indicesCube[] =
    {
            0, 1, 2,
            2, 1, 3,
            4, 5, 6,
            6, 5, 7,
            8, 9, 10,
            10, 9, 11,
            12, 13, 14,
            14, 13, 15,
            16, 17, 18,
            18, 17, 19,
            20, 21, 22,
            22, 21, 23
    };

    static const WORD indices[] =
    {
            0, 1, 2,
            2, 1, 3
    };

    if ( isCubeMap )
    {
        g_iIndices = static_cast<UINT>(std::size(indicesCube));
        InitData.pSysMem = indicesCube;
    }
    else
    {
        g_iIndices = static_cast<UINT>(std::size(indices));
        InitData.pSysMem = indices;
    }

    bd.Usage = D3D11_USAGE_DEFAULT;
    bd.ByteWidth = g_iIndices * sizeof(WORD);
    bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
    bd.CPUAccessFlags = 0;
    hr = g_pd3dDevice->CreateBuffer( &bd, &InitData, &g_pIndexBuffer );
    if( FAILED( hr ) )
        return hr;

    // Set index buffer
    g_pImmediateContext->IASetIndexBuffer( g_pIndexBuffer, DXGI_FORMAT_R16_UINT, 0 );

    // Set primitive topology
    g_pImmediateContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );

    // Create the constant buffers
    bd.Usage = D3D11_USAGE_DEFAULT;
    bd.ByteWidth = sizeof(CBArrayControl);
    bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
    bd.CPUAccessFlags = 0;
    hr = g_pd3dDevice->CreateBuffer( &bd, nullptr, &g_pCBArrayControl );
    if( FAILED( hr ) )
        return hr;

    // Create the state objects
    D3D11_SAMPLER_DESC sampDesc = {};
    sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
    sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
    sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
    sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
    sampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
    sampDesc.MinLOD = 0;
    sampDesc.MaxLOD = D3D11_FLOAT32_MAX;
    hr = g_pd3dDevice->CreateSamplerState( &sampDesc, &g_pSamplerLinear );
    if( FAILED( hr ) )
        return hr;

    D3D11_BLEND_DESC dsc = 
    {
        false,
        false,
        {
            {
            true,
            D3D11_BLEND_SRC_ALPHA,
            D3D11_BLEND_INV_SRC_ALPHA,
            D3D11_BLEND_OP_ADD,
            D3D11_BLEND_ZERO,
            D3D11_BLEND_ZERO,
            D3D11_BLEND_OP_ADD,
            D3D11_COLOR_WRITE_ENABLE_ALL
            },
            // ...
        } 
    };
    hr = g_pd3dDevice->CreateBlendState(&dsc, &g_AlphaBlendState );
    if( FAILED(hr) )
        return hr;

    return S_OK;
}