Direct3D sample usage in one of my projects
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const DxContext = struct { | |
device: ?*dx.ID3D11Device = null, | |
deviceContext: ?*dx.ID3D11DeviceContext = null, | |
swapChain: ?*dx.IDXGISwapChain = null, | |
mainRenderTargetView: ?*dx.ID3D11RenderTargetView = null, | |
}; | |
var dxContext: DxContext = undefined; | |
fn comFindReturnType(comptime vTableType: type, comptime name: []const u8) type { | |
for (@typeInfo(vTableType).Struct.fields) |field| { | |
if (std.mem.eql(u8, field.name, name)) { | |
const funcType = @typeInfo(@typeInfo(field.field_type).Optional.child); | |
return funcType.Fn.return_type.?; | |
} | |
} | |
return void; | |
} | |
fn comFindVtableType(comptime parentType: type) type { | |
switch (@typeInfo(parentType)) { | |
.Struct => |structInfo| { | |
for (structInfo.fields) |field| { | |
if (std.mem.eql(u8, field.name, "lpVtbl")) { | |
return @typeInfo(field.field_type).Pointer.child; | |
} | |
} | |
}, | |
.Pointer => |pointerInfo| { | |
for (@typeInfo(pointerInfo.child).Struct.fields) |field| { | |
if (std.mem.eql(u8, field.name, "lpVtbl")) { | |
return @typeInfo(field.field_type).Pointer.child; | |
} | |
} | |
}, | |
else => {}, | |
} | |
return void; | |
} | |
fn comCall(self: var, comptime name: []const u8, args: var) comFindReturnType(comFindVtableType(@TypeOf(self)), name) { | |
if (@field(self.lpVtbl[0], name)) |func| { | |
return @call(.{}, func, .{self} ++ args); | |
} | |
return undefined; | |
} | |
fn createDeviceD3D(hWnd: win32.HWND) bool { | |
var sd = std.mem.zeroes(dx.DXGI_SWAP_CHAIN_DESC); | |
sd.BufferCount = 2; | |
sd.BufferDesc.Width = 0; | |
sd.BufferDesc.Height = 0; | |
sd.BufferDesc.Format = ._R8G8B8A8_UNORM; | |
sd.BufferDesc.RefreshRate.Numerator = 60; | |
sd.BufferDesc.RefreshRate.Denominator = 1; | |
sd.Flags = dx.DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; | |
sd.BufferUsage = dx.DXGI_USAGE_RENDER_TARGET_OUTPUT; | |
sd.OutputWindow = @ptrCast(dx.HWND, hWnd); | |
sd.SampleDesc.Count = 1; | |
sd.SampleDesc.Quality = 0; | |
sd.Windowed = win32.TRUE; | |
sd.SwapEffect = ._DISCARD; | |
var createDeviceFlags: win32.UINT = 0; | |
var featureLevel: dx.D3D_FEATURE_LEVEL = undefined; | |
const featureLevelArray = &[_]dx.D3D_FEATURE_LEVEL{ | |
._11_0, | |
._10_0, | |
}; | |
if (dx.D3D11CreateDeviceAndSwapChain(null, ._HARDWARE, null, createDeviceFlags, featureLevelArray, 2, dx.D3D11_SDK_VERSION, &sd, &dxContext.swapChain, &dxContext.device, &featureLevel, &dxContext.deviceContext) != dx.S_OK) | |
return false; | |
createRenderTarget(); | |
return true; | |
} | |
fn createRenderTarget() void { | |
var pBackBuffer: ?*dx.ID3D11Texture2D = null; | |
if (dxContext.swapChain) |swapChain| { | |
_ = comCall(swapChain, "GetBuffer", .{ 0, &dx.IID_ID3D11Texture2D, @ptrCast([*c]?*c_void, &pBackBuffer) }); | |
} | |
if (dxContext.device) |device| { | |
_ = comCall(device, "CreateRenderTargetView", .{ @ptrCast([*c]dx.struct_ID3D11Resource, pBackBuffer), null, @ptrCast([*c][*c]dx.struct_ID3D11RenderTargetView, &dxContext.mainRenderTargetView) }); | |
} | |
if (pBackBuffer) |backBuffer| { | |
_ = comCall(backBuffer, "Release", .{}); | |
} | |
} | |
fn cleanupDeviceD3D() void { | |
cleanupRenderTarget(); | |
if (dxContext.swapChain) |swapChain| { | |
_ = comCall(swapChain, "Release", .{}); | |
} | |
if (dxContext.deviceContext) |deviceContext| { | |
_ = comCall(deviceContext, "Release", .{}); | |
} | |
if (dxContext.device) |device| { | |
_ = comCall(device, "Release", .{}); | |
} | |
} | |
fn cleanupRenderTarget() void { | |
if (dxContext.mainRenderTargetView) |mainRenderTargetView| { | |
_ = comCall(mainRenderTargetView, "Release", .{}); | |
dxContext.mainRenderTargetView = null; | |
} | |
} |
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