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WGL_NV_DX_interop2 example
#define COBJMACROS
#define INITGUID
#include <intrin.h>
#include <windows.h>
#include <d3d11.h>
#include <gl/GL.h>
#include "glext.h" // https://www.opengl.org/registry/api/GL/glext.h
#include "wglext.h" // https://www.opengl.org/registry/api/GL/wglext.h
#pragma comment (lib, "d3d11.lib")
#pragma comment (lib, "opengl32.lib")
#define Assert(cond) do { if (!(cond)) __debugbreak(); } while (0)
#define AssertHR(hr) Assert(SUCCEEDED(hr))
static GLuint colorRbuf;
static GLuint dsRbuf;
static GLuint fbuf;
static HANDLE dxDevice;
static HANDLE dxColor;
static HANDLE dxDepthStencil;
static ID3D11Device* device;
static ID3D11DeviceContext* context;
static IDXGISwapChain* swapChain;
static ID3D11RenderTargetView* colorView;
static ID3D11DepthStencilView* dsView;
static PFNWGLDXOPENDEVICENVPROC wglDXOpenDeviceNV;
static PFNWGLDXCLOSEDEVICENVPROC wglDXCloseDeviceNV;
static PFNWGLDXREGISTEROBJECTNVPROC wglDXRegisterObjectNV;
static PFNWGLDXUNREGISTEROBJECTNVPROC wglDXUnregisterObjectNV;
static PFNWGLDXLOCKOBJECTSNVPROC wglDXLockObjectsNV;
static PFNWGLDXUNLOCKOBJECTSNVPROC wglDXUnlockObjectsNV;
static PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
static PFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
static PFNGLGENRENDERBUFFERSPROC glGenRenderbuffers;
static PFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers;
static PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
static PFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer;
static HWND temp;
static HDC tempdc;
static HGLRC temprc;
static void APIENTRY DebugCallback(GLenum source, GLenum type, GLuint id,
GLenum severity, GLsizei length, const GLchar *message, const void *userParam)
{
OutputDebugStringA(message);
OutputDebugStringA("\n");
}
static void Create(HWND window)
{
// GL context on temporary window, no drawing will happen to this window
{
temp = CreateWindowA("STATIC", "temp", WS_OVERLAPPED,
CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT,
NULL, NULL, NULL, NULL);
Assert(temp);
tempdc = GetDC(temp);
Assert(tempdc);
PIXELFORMATDESCRIPTOR pfd =
{
.nSize = sizeof(pfd),
.nVersion = 1,
.dwFlags = PFD_SUPPORT_OPENGL,
.iPixelType = PFD_TYPE_RGBA,
.iLayerType = PFD_MAIN_PLANE,
};
int format = ChoosePixelFormat(tempdc, &pfd);
Assert(format);
DescribePixelFormat(tempdc, format, sizeof(pfd), &pfd);
BOOL set = SetPixelFormat(tempdc, format, &pfd);
Assert(set);
temprc = wglCreateContext(tempdc);
Assert(temprc);
BOOL make = wglMakeCurrent(tempdc, temprc);
Assert(make);
PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB = (void*)wglGetProcAddress("wglCreateContextAttribsARB");
int attrib[] =
{
WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_DEBUG_BIT_ARB,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB,
0,
};
HGLRC newrc = wglCreateContextAttribsARB(tempdc, NULL, attrib);
Assert(newrc);
make = wglMakeCurrent(tempdc, newrc);
Assert(make);
wglDeleteContext(temprc);
temprc = newrc;
PFNGLDEBUGMESSAGECALLBACKPROC glDebugMessageCallback = (void*)wglGetProcAddress("glDebugMessageCallback");
glDebugMessageCallback(DebugCallback, 0);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
}
wglDXOpenDeviceNV = (void*)wglGetProcAddress("wglDXOpenDeviceNV");
wglDXCloseDeviceNV = (void*)wglGetProcAddress("wglDXCloseDeviceNV");
wglDXRegisterObjectNV = (void*)wglGetProcAddress("wglDXRegisterObjectNV");
wglDXUnregisterObjectNV = (void*)wglGetProcAddress("wglDXUnregisterObjectNV");
wglDXLockObjectsNV = (void*)wglGetProcAddress("wglDXLockObjectsNV");
wglDXUnlockObjectsNV = (void*)wglGetProcAddress("wglDXUnlockObjectsNV");
glGenFramebuffers = (void*)wglGetProcAddress("glGenFramebuffers");
glDeleteFramebuffers = (void*)wglGetProcAddress("glDeleteFramebuffers");
glGenRenderbuffers = (void*)wglGetProcAddress("glGenRenderbuffers");
glDeleteRenderbuffers = (void*)wglGetProcAddress("glDeleteRenderbuffers");
glBindFramebuffer = (void*)wglGetProcAddress("glBindFramebuffer");
glFramebufferRenderbuffer = (void*)wglGetProcAddress("glFramebufferRenderbuffer");
RECT rect;
GetClientRect(window, &rect);
int width = rect.right - rect.left;
int height = rect.bottom - rect.top;
DXGI_SWAP_CHAIN_DESC desc =
{
.BufferDesc =
{
.Format = DXGI_FORMAT_R8G8B8A8_UNORM,
.RefreshRate =
{
.Numerator = 60,
.Denominator = 1,
},
},
.SampleDesc =
{
.Count = 1,
.Quality = 0,
},
.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT,
.BufferCount = 1,
.OutputWindow = window,
.Windowed = TRUE,
.SwapEffect = DXGI_SWAP_EFFECT_DISCARD,
.Flags = 0,
};
HRESULT hr = D3D11CreateDeviceAndSwapChain(NULL,
D3D_DRIVER_TYPE_HARDWARE, NULL, D3D11_CREATE_DEVICE_DEBUG, NULL, 0,
D3D11_SDK_VERSION, &desc, &swapChain, &device, NULL, &context);
AssertHR(hr);
dxDevice = wglDXOpenDeviceNV(device);
Assert(dxDevice);
glGenRenderbuffers(1, &colorRbuf);
glGenRenderbuffers(1, &dsRbuf);
glGenFramebuffers(1, &fbuf);
glBindFramebuffer(GL_FRAMEBUFFER, fbuf);
}
static void Destroy()
{
ID3D11DeviceContext_ClearState(context);
wglDXUnregisterObjectNV(dxDevice, dxColor);
wglDXUnregisterObjectNV(dxDevice, dxDepthStencil);
glDeleteFramebuffers(1, &fbuf);
glDeleteRenderbuffers(1, &colorRbuf);
glDeleteRenderbuffers(1, &dsRbuf);
wglDXCloseDeviceNV(dxDevice);
wglMakeCurrent(tempdc, NULL);
wglDeleteContext(temprc);
ReleaseDC(temp, tempdc);
ID3D11RenderTargetView_Release(colorView);
ID3D11DepthStencilView_Release(dsView);
ID3D11DeviceContext_Release(context);
ID3D11Device_Release(device);
IDXGISwapChain_Release(swapChain);
}
static void Resize(int width, int height)
{
HRESULT hr;
if (colorView)
{
wglDXUnregisterObjectNV(dxDevice, dxColor);
wglDXUnregisterObjectNV(dxDevice, dxDepthStencil);
ID3D11DeviceContext_OMSetRenderTargets(context, 0, NULL, NULL);
ID3D11RenderTargetView_Release(colorView);
ID3D11DepthStencilView_Release(dsView);
hr = IDXGISwapChain_ResizeBuffers(swapChain, 1, width, height, DXGI_FORMAT_UNKNOWN, 0);
AssertHR(hr);
}
ID3D11Texture2D* colorBuffer;
hr = IDXGISwapChain_GetBuffer(swapChain, 0, &IID_ID3D11Texture2D, &colorBuffer);
AssertHR(hr);
hr = ID3D11Device_CreateRenderTargetView(device, (void*)colorBuffer, NULL, &colorView);
AssertHR(hr);
D3D11_TEXTURE2D_DESC desc =
{
.Width = width,
.Height = height,
.MipLevels = 1,
.ArraySize = 1,
.Format = DXGI_FORMAT_D24_UNORM_S8_UINT,
.SampleDesc =
{
.Count = 1,
.Quality = 0,
},
.Usage = D3D11_USAGE_DEFAULT,
.BindFlags = D3D11_BIND_DEPTH_STENCIL,
.CPUAccessFlags = 0,
.MiscFlags = 0,
};
ID3D11Texture2D* dsBuffer;
hr = ID3D11Device_CreateTexture2D(device, &desc, NULL, &dsBuffer);
AssertHR(hr);
hr = ID3D11Device_CreateDepthStencilView(device, (void*)dsBuffer, NULL, &dsView);
AssertHR(hr);
dxColor = wglDXRegisterObjectNV(dxDevice, colorBuffer, colorRbuf, GL_RENDERBUFFER, WGL_ACCESS_READ_WRITE_NV);
Assert(dxColor);
dxDepthStencil = wglDXRegisterObjectNV(dxDevice, dsBuffer, dsRbuf, GL_RENDERBUFFER, WGL_ACCESS_READ_WRITE_NV);
Assert(dxDepthStencil);
ID3D11Texture2D_Release(colorBuffer);
ID3D11Texture2D_Release(dsBuffer);
D3D11_VIEWPORT view =
{
.TopLeftX = 0.f,
.TopLeftY = 0.f,
.Width = (float)width,
.Height = (float)height,
.MinDepth = 0.f,
.MaxDepth = 1.f,
};
ID3D11DeviceContext_RSSetViewports(context, 1, &view);
glViewport(0, 0, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRbuf);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, dsRbuf);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, dsRbuf);
}
static LRESULT CALLBACK WindowProc(HWND window, UINT msg, WPARAM wparam, LPARAM lparam)
{
switch (msg)
{
case WM_CREATE:
Create(window);
return 0;
case WM_DESTROY:
Destroy();
PostQuitMessage(0);
return 0;
case WM_SIZE:
Resize(LOWORD(lparam), HIWORD(lparam));
return 0;
}
return DefWindowProcA(window, msg, wparam, lparam);
}
int main()
{
WNDCLASSA wc =
{
.lpfnWndProc = WindowProc,
.lpszClassName = "DXGL",
};
ATOM atom = RegisterClassA(&wc);
Assert(atom);
HWND window = CreateWindowA(wc.lpszClassName, "DXGL",
WS_OVERLAPPEDWINDOW | WS_VISIBLE, CW_USEDEFAULT, CW_USEDEFAULT,
CW_USEDEFAULT, CW_USEDEFAULT, NULL, NULL, NULL, NULL);
Assert(window);
int running = 1;
for (;;)
{
MSG msg;
while (PeekMessageA(&msg, NULL, 0, 0, PM_REMOVE))
{
if (msg.message == WM_QUIT)
{
running = 0;
break;
}
TranslateMessage(&msg);
DispatchMessageA(&msg);
}
if (!running)
{
break;
}
// render with D3D
{
FLOAT cornflowerBlue[] = { 100.f / 255.f, 149.f / 255.f, 237.f / 255.f, 1.f };
ID3D11DeviceContext_OMSetRenderTargets(context, 1, &colorView, dsView);
ID3D11DeviceContext_ClearRenderTargetView(context, colorView, cornflowerBlue);
ID3D11DeviceContext_ClearDepthStencilView(context, dsView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 0, 0);
}
HANDLE dxObjects[] = { dxColor, dxDepthStencil };
wglDXLockObjectsNV(dxDevice, _countof(dxObjects), dxObjects);
// render with GL
{
glBindFramebuffer(GL_FRAMEBUFFER, fbuf);
glBegin(GL_TRIANGLES);
glColor3f(1, 0, 0);
glVertex2f(0.f, -0.5f);
glColor3f(0, 1, 0);
glVertex2f(0.5f, 0.5f);
glColor3f(0, 0, 1);
glVertex2f(-0.5f, 0.5f);
glEnd();
glBindFramebuffer(GL_FRAMEBUFFER, fbuf);
}
wglDXUnlockObjectsNV(dxDevice, _countof(dxObjects), dxObjects);
HRESULT hr = IDXGISwapChain_Present(swapChain, 1, 0);
Assert(SUCCEEDED(hr));
}
}
#define COBJMACROS
#define INITGUID
#include <intrin.h>
#include <windows.h>
#include <d3d11.h>
#include <dxgi1_2.h>
#include <gl/GL.h>
#include "glext.h" // https://www.opengl.org/registry/api/GL/glext.h
#include "wglext.h" // https://www.opengl.org/registry/api/GL/wglext.h
#pragma comment (lib, "d3d11.lib")
#pragma comment (lib, "dxgi.lib")
#pragma comment (lib, "opengl32.lib")
#define Assert(cond) do { if (!(cond)) __debugbreak(); } while (0)
#define AssertHR(hr) Assert(SUCCEEDED(hr))
static GLuint colorRbuf;
static GLuint dsRbuf;
static GLuint fbuf;
static HANDLE dxDevice;
static ID3D11Device* device;
static ID3D11DeviceContext* context;
static IDXGISwapChain1* swapChain;
static PFNWGLDXOPENDEVICENVPROC wglDXOpenDeviceNV;
static PFNWGLDXCLOSEDEVICENVPROC wglDXCloseDeviceNV;
static PFNWGLDXREGISTEROBJECTNVPROC wglDXRegisterObjectNV;
static PFNWGLDXUNREGISTEROBJECTNVPROC wglDXUnregisterObjectNV;
static PFNWGLDXLOCKOBJECTSNVPROC wglDXLockObjectsNV;
static PFNWGLDXUNLOCKOBJECTSNVPROC wglDXUnlockObjectsNV;
static PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
static PFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
static PFNGLGENRENDERBUFFERSPROC glGenRenderbuffers;
static PFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers;
static PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
static PFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer;
static HWND temp;
static HDC tempdc;
static HGLRC temprc;
static void APIENTRY DebugCallback(GLenum source, GLenum type, GLuint id,
GLenum severity, GLsizei length, const GLchar *message, const void *userParam)
{
OutputDebugStringA(message);
OutputDebugStringA("\n");
if (severity == GL_DEBUG_SEVERITY_MEDIUM || severity == GL_DEBUG_SEVERITY_HIGH)
{
Assert(0);
}
}
static void Create(HWND window)
{
// GL context on temporary window, no drawing will happen to this window
{
temp = CreateWindowA("STATIC", "temp", WS_OVERLAPPED,
CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT,
NULL, NULL, NULL, NULL);
Assert(temp);
tempdc = GetDC(temp);
Assert(tempdc);
PIXELFORMATDESCRIPTOR pfd =
{
.nSize = sizeof(pfd),
.nVersion = 1,
.dwFlags = PFD_SUPPORT_OPENGL,
.iPixelType = PFD_TYPE_RGBA,
.iLayerType = PFD_MAIN_PLANE,
};
int format = ChoosePixelFormat(tempdc, &pfd);
Assert(format);
DescribePixelFormat(tempdc, format, sizeof(pfd), &pfd);
BOOL set = SetPixelFormat(tempdc, format, &pfd);
Assert(set);
temprc = wglCreateContext(tempdc);
Assert(temprc);
BOOL make = wglMakeCurrent(tempdc, temprc);
Assert(make);
PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB = (void*)wglGetProcAddress("wglCreateContextAttribsARB");
int attrib[] =
{
WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_DEBUG_BIT_ARB,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB,
0,
};
HGLRC newrc = wglCreateContextAttribsARB(tempdc, NULL, attrib);
Assert(newrc);
make = wglMakeCurrent(tempdc, newrc);
Assert(make);
wglDeleteContext(temprc);
temprc = newrc;
PFNGLDEBUGMESSAGECALLBACKPROC glDebugMessageCallback = (void*)wglGetProcAddress("glDebugMessageCallback");
glDebugMessageCallback(DebugCallback, 0);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
}
wglDXOpenDeviceNV = (void*)wglGetProcAddress("wglDXOpenDeviceNV");
wglDXCloseDeviceNV = (void*)wglGetProcAddress("wglDXCloseDeviceNV");
wglDXRegisterObjectNV = (void*)wglGetProcAddress("wglDXRegisterObjectNV");
wglDXUnregisterObjectNV = (void*)wglGetProcAddress("wglDXUnregisterObjectNV");
wglDXLockObjectsNV = (void*)wglGetProcAddress("wglDXLockObjectsNV");
wglDXUnlockObjectsNV = (void*)wglGetProcAddress("wglDXUnlockObjectsNV");
glGenFramebuffers = (void*)wglGetProcAddress("glGenFramebuffers");
glDeleteFramebuffers = (void*)wglGetProcAddress("glDeleteFramebuffers");
glGenRenderbuffers = (void*)wglGetProcAddress("glGenRenderbuffers");
glDeleteRenderbuffers = (void*)wglGetProcAddress("glDeleteRenderbuffers");
glBindFramebuffer = (void*)wglGetProcAddress("glBindFramebuffer");
glFramebufferRenderbuffer = (void*)wglGetProcAddress("glFramebufferRenderbuffer");
// create D3D11 device & context
{
UINT flags = D3D11_CREATE_DEVICE_DEBUG;
D3D_FEATURE_LEVEL levels[] = { D3D_FEATURE_LEVEL_11_0 };
HRESULT hr = D3D11CreateDevice(
NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, flags, levels, ARRAYSIZE(levels),
D3D11_SDK_VERSION, &device, NULL, &context);
AssertHR(hr);
}
// enable VERY USEFUL debug break on API errors
{
ID3D11InfoQueue* info;
ID3D11Device_QueryInterface(device, &IID_ID3D11InfoQueue, (void**)&info);
ID3D11InfoQueue_SetBreakOnSeverity(info, D3D11_MESSAGE_SEVERITY_CORRUPTION, TRUE);
ID3D11InfoQueue_SetBreakOnSeverity(info, D3D11_MESSAGE_SEVERITY_ERROR, TRUE);
ID3D11InfoQueue_Release(info);
}
// create DXGI swap chain
{
IDXGIFactory2* factory;
HRESULT hr = CreateDXGIFactory(&IID_IDXGIFactory2, &factory);
AssertHR(hr);
DXGI_SWAP_CHAIN_DESC1 desc =
{
.Format = DXGI_FORMAT_B8G8R8A8_UNORM,
.SampleDesc = { 1, 0 },
.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT,
.BufferCount = 2,
.Scaling = DXGI_SCALING_NONE,
.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD,
};
hr = IDXGIFactory2_CreateSwapChainForHwnd(factory, (IUnknown*)device, window, &desc, NULL, NULL, &swapChain);
AssertHR(hr);
IDXGIFactory_Release(factory);
}
dxDevice = wglDXOpenDeviceNV(device);
Assert(dxDevice);
glGenRenderbuffers(1, &colorRbuf);
glGenRenderbuffers(1, &dsRbuf);
glGenFramebuffers(1, &fbuf);
glBindFramebuffer(GL_FRAMEBUFFER, fbuf);
}
static void Destroy()
{
ID3D11DeviceContext_ClearState(context);
glDeleteFramebuffers(1, &fbuf);
glDeleteRenderbuffers(1, &colorRbuf);
glDeleteRenderbuffers(1, &dsRbuf);
wglDXCloseDeviceNV(dxDevice);
wglMakeCurrent(NULL, NULL);
wglDeleteContext(temprc);
ReleaseDC(temp, tempdc);
ID3D11DeviceContext_ClearState(context);
ID3D11DeviceContext_Release(context);
ID3D11Device_Release(device);
IDXGISwapChain_Release(swapChain);
}
static void Resize(int width, int height)
{
ID3D11DeviceContext_ClearState(context);
HRESULT hr = IDXGISwapChain_ResizeBuffers(swapChain, 0, 0, 0, DXGI_FORMAT_UNKNOWN, 0);
AssertHR(hr);
D3D11_VIEWPORT view =
{
.TopLeftX = 0.f,
.TopLeftY = 0.f,
.Width = (float)width,
.Height = (float)height,
.MinDepth = 0.f,
.MaxDepth = 1.f,
};
ID3D11DeviceContext_RSSetViewports(context, 1, &view);
glViewport(0, 0, width, height);
}
static LRESULT CALLBACK WindowProc(HWND window, UINT msg, WPARAM wparam, LPARAM lparam)
{
switch (msg)
{
case WM_CREATE:
Create(window);
return 0;
case WM_DESTROY:
Destroy();
PostQuitMessage(0);
return 0;
case WM_SIZE:
Resize(LOWORD(lparam), HIWORD(lparam));
return 0;
}
return DefWindowProcA(window, msg, wparam, lparam);
}
int main()
{
WNDCLASSA wc =
{
.lpfnWndProc = WindowProc,
.lpszClassName = "DXGL",
};
ATOM atom = RegisterClassA(&wc);
Assert(atom);
HWND window = CreateWindowExA(
WS_EX_APPWINDOW | WS_EX_NOREDIRECTIONBITMAP,
wc.lpszClassName, "DXGL",
WS_OVERLAPPEDWINDOW | WS_VISIBLE, CW_USEDEFAULT, CW_USEDEFAULT,
CW_USEDEFAULT, CW_USEDEFAULT, NULL, NULL, NULL, NULL);
Assert(window);
int running = 1;
for (;;)
{
MSG msg;
while (PeekMessageA(&msg, NULL, 0, 0, PM_REMOVE))
{
if (msg.message == WM_QUIT)
{
running = 0;
break;
}
TranslateMessage(&msg);
DispatchMessageA(&msg);
}
if (!running)
{
break;
}
HANDLE dxColor, dxDepthStencil;
ID3D11RenderTargetView* colorView;
ID3D11DepthStencilView* dsView;
{
ID3D11Texture2D* colorBuffer;
HRESULT hr = IDXGISwapChain_GetBuffer(swapChain, 0, &IID_ID3D11Texture2D, &colorBuffer);
AssertHR(hr);
hr = ID3D11Device_CreateRenderTargetView(device, (void*)colorBuffer, NULL, &colorView);
AssertHR(hr);
// create depth-stencil view based on size from color buffer
// this can be cached from previous frame if size has not changed
// or you could skip depth buffer completely (just use GL only depth renderbuffer)
ID3D11Texture2D* dsBuffer;
{
D3D11_TEXTURE2D_DESC desc;
ID3D11Texture2D_GetDesc(colorBuffer, &desc);
desc.Format = DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
hr = ID3D11Device_CreateTexture2D(device, &desc, NULL, &dsBuffer);
AssertHR(hr);
hr = ID3D11Device_CreateDepthStencilView(device, (void*)dsBuffer, NULL, &dsView);
AssertHR(hr);
}
dxColor = wglDXRegisterObjectNV(dxDevice, colorBuffer, colorRbuf, GL_RENDERBUFFER, WGL_ACCESS_READ_WRITE_NV);
Assert(dxColor);
dxDepthStencil = wglDXRegisterObjectNV(dxDevice, dsBuffer, dsRbuf, GL_RENDERBUFFER, WGL_ACCESS_READ_WRITE_NV);
Assert(dxDepthStencil);
ID3D11Texture2D_Release(colorBuffer);
ID3D11Texture2D_Release(dsBuffer);
}
// render with D3D
{
FLOAT cornflowerBlue[] = { 100.f / 255.f, 149.f / 255.f, 237.f / 255.f, 1.f };
ID3D11DeviceContext_OMSetRenderTargets(context, 1, &colorView, dsView);
ID3D11DeviceContext_ClearRenderTargetView(context, colorView, cornflowerBlue);
ID3D11DeviceContext_ClearDepthStencilView(context, dsView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 0, 0);
}
HANDLE dxObjects[] = { dxColor, dxDepthStencil };
wglDXLockObjectsNV(dxDevice, _countof(dxObjects), dxObjects);
// render with GL
{
glBindFramebuffer(GL_FRAMEBUFFER, fbuf);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRbuf);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, dsRbuf);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, dsRbuf);
glBegin(GL_TRIANGLES);
glColor3f(1, 0, 0);
glVertex2f(0.f, -0.5f);
glColor3f(0, 1, 0);
glVertex2f(0.5f, 0.5f);
glColor3f(0, 0, 1);
glVertex2f(-0.5f, 0.5f);
glEnd();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
wglDXUnlockObjectsNV(dxDevice, _countof(dxObjects), dxObjects);
wglDXUnregisterObjectNV(dxDevice, dxColor);
wglDXUnregisterObjectNV(dxDevice, dxDepthStencil);
ID3D11RenderTargetView_Release(colorView);
ID3D11DepthStencilView_Release(dsView);
HRESULT hr = IDXGISwapChain_Present(swapChain, 1, 0);
Assert(SUCCEEDED(hr));
}
}
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