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drawing pixels in software & showing them to window by uploading via D3D11
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#define COBJMACROS | |
#define NOMINMAX | |
#define WIN32_LEAN_AND_MEAN | |
#include <windows.h> | |
#include <d3d11.h> | |
#include <stdint.h> | |
#include <string.h> | |
#include <intrin.h> | |
#pragma comment(lib, "d3d11.lib") | |
#pragma comment(lib, "dxguid.lib") | |
#pragma comment(lib, "user32.lib") | |
#define Assert(cond) do { if (!(cond)) __debugbreak(); } while (0) | |
static LRESULT WINAPI WindowProc(HWND wnd, UINT msg, WPARAM wparam, LPARAM lparam) | |
{ | |
switch (msg) | |
{ | |
case WM_DESTROY: | |
PostQuitMessage(0); | |
return 0; | |
} | |
return DefWindowProcW(wnd, msg, wparam, lparam); | |
} | |
int WINAPI wWinMain(HINSTANCE instance, HINSTANCE prev, LPWSTR cmdline, int cmdshow) | |
{ | |
WNDCLASSEXW wc = | |
{ | |
.cbSize = sizeof(wc), | |
.lpfnWndProc = WindowProc, | |
.hInstance = instance, | |
.lpszClassName = L"pixels", | |
}; | |
ATOM atom = RegisterClassExW(&wc); | |
Assert(atom); | |
HWND window = CreateWindowExW( | |
WS_EX_APPWINDOW, | |
wc.lpszClassName, L"pixels", | |
WS_OVERLAPPEDWINDOW, | |
CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, | |
NULL, NULL, instance, NULL); | |
Assert(window); | |
ID3D11Device* device; | |
ID3D11DeviceContext* context; | |
IDXGISwapChain* swapChain; | |
ID3D11Texture2D* backBuffer = NULL; | |
ID3D11Texture2D* cpuBuffer = NULL; | |
RECT rect; | |
GetClientRect(window, &rect); | |
DWORD width = rect.right; | |
DWORD height = rect.bottom; | |
DXGI_SWAP_CHAIN_DESC desc = | |
{ | |
.BufferDesc = | |
{ | |
.Width = width, | |
.Height = height, | |
.RefreshRate = { 60, 1 }, | |
.Format = DXGI_FORMAT_B8G8R8A8_UNORM, | |
}, | |
.SampleDesc = { 1, 0 }, | |
.BufferUsage = DXGI_USAGE_BACK_BUFFER, | |
.BufferCount = 1, | |
.OutputWindow = window, | |
.Windowed = TRUE, | |
.SwapEffect = DXGI_SWAP_EFFECT_DISCARD, | |
}; | |
DWORD flags = 0; | |
#ifndef NDEBUG | |
flags |= D3D11_CREATE_DEVICE_DEBUG; | |
#endif | |
HRESULT hr = D3D11CreateDeviceAndSwapChain( | |
NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, flags, NULL, 0, D3D11_SDK_VERSION, | |
&desc, &swapChain, &device, NULL, &context); | |
if (FAILED(hr)) | |
{ | |
// try WARP software driver in case hardware one failed (like in RDP session) | |
hr = D3D11CreateDeviceAndSwapChain( | |
NULL, D3D_DRIVER_TYPE_WARP, NULL, flags, NULL, 0, D3D11_SDK_VERSION, | |
&desc, &swapChain, &device, NULL, &context); | |
} | |
Assert(SUCCEEDED(hr)); | |
uint32_t* pixels = NULL; | |
ShowWindow(window, SW_SHOWDEFAULT); | |
for (;;) | |
{ | |
MSG msg; | |
while (PeekMessageW(&msg, NULL, 0, 0, PM_REMOVE)) | |
{ | |
if (msg.message == WM_QUIT) | |
{ | |
ExitProcess(0); | |
} | |
TranslateMessage(&msg); | |
DispatchMessageW(&msg); | |
} | |
GetClientRect(window, &rect); | |
DWORD newWidth = rect.right; | |
DWORD newHeight = rect.bottom; | |
// handle resize | |
if ((width != newWidth || height != newHeight) || !pixels) | |
{ | |
if (pixels) | |
{ | |
VirtualFree(pixels, 0, MEM_RELEASE); | |
ID3D11Texture2D_Release(backBuffer); | |
ID3D11Texture2D_Release(cpuBuffer); | |
backBuffer = NULL; | |
cpuBuffer = NULL; | |
pixels = NULL; | |
} | |
width = newWidth; | |
height = newHeight; | |
// in case window is minimized, the size will be 0, no need to allocate resources | |
if (width && height) | |
{ | |
pixels = VirtualAlloc(NULL, width * height * sizeof(*pixels), MEM_RESERVE | MEM_COMMIT, PAGE_READWRITE); | |
Assert(pixels); | |
hr = IDXGISwapChain_ResizeBuffers(swapChain, 1, width, height, DXGI_FORMAT_B8G8R8A8_UNORM, 0); | |
Assert(SUCCEEDED(hr)); | |
hr = IDXGISwapChain_GetBuffer(swapChain, 0, &IID_ID3D11Texture2D, (void**)&backBuffer); | |
Assert(SUCCEEDED(hr)); | |
D3D11_TEXTURE2D_DESC texDesc = | |
{ | |
.Width = width, | |
.Height = height, | |
.MipLevels = 1, | |
.ArraySize = 1, | |
.Format = DXGI_FORMAT_B8G8R8A8_UNORM, | |
.SampleDesc = { 1, 0 }, | |
.Usage = D3D11_USAGE_DYNAMIC, | |
.BindFlags = D3D11_BIND_SHADER_RESOURCE, | |
.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE, | |
}; | |
hr = ID3D11Device_CreateTexture2D(device, &texDesc, NULL, &cpuBuffer); | |
Assert(SUCCEEDED(hr)); | |
} | |
} | |
// do your drawing to memory | |
if (pixels) | |
{ | |
static DWORD counter; | |
for (int y = 0; y < height; y++) | |
{ | |
for (int x = 0; x < width; x++) | |
{ | |
DWORD r = (((x + counter) % width) * 255 / width); | |
DWORD g = (y * 255 / height); | |
DWORD b = 0; | |
pixels[y * width + x] = (r << 16) | (g << 8) | (b << 0); | |
} | |
} | |
counter++; | |
} | |
// copy pixel memory to GPU | |
if (width && height) | |
{ | |
D3D11_MAPPED_SUBRESOURCE mapped; | |
hr = ID3D11DeviceContext_Map(context, (ID3D11Resource*)cpuBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped); | |
Assert(SUCCEEDED(hr)); | |
// you can avoid doing this loop by writing your pixels directly to this memory | |
// then you won't need VirtualAlloc/VirtualFree for "pixels" pointer | |
for (DWORD y=0; y<height; y++) | |
{ | |
memcpy((BYTE*)mapped.pData + y * mapped.RowPitch, pixels + y * width, width * sizeof(uint32_t)); | |
} | |
ID3D11DeviceContext_Unmap(context, (ID3D11Resource*)cpuBuffer, 0); | |
ID3D11DeviceContext_CopyResource(context, (ID3D11Resource*)backBuffer, (ID3D11Resource*)cpuBuffer); | |
} | |
// swap buffers to display to window, 1 here means use vsync | |
hr = IDXGISwapChain_Present(swapChain, 1, 0); | |
if (hr == DXGI_STATUS_OCCLUDED) | |
{ | |
// window is not visible, no vsync is possible, so sleep a bit instead | |
// no need for this if you don't use vsync | |
Sleep(5); | |
} | |
else | |
{ | |
Assert(SUCCEEDED(hr)); | |
} | |
} | |
} |
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