From 0b5491e0a2f1a9a4023e2c4eb171287bede41388 Mon Sep 17 00:00:00 2001 From: Marc Sunet Date: Fri, 21 Nov 2025 09:41:06 -0800 Subject: Switch to plain C --- hello/main.c | 430 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 430 insertions(+) create mode 100644 hello/main.c (limited to 'hello/main.c') diff --git a/hello/main.c b/hello/main.c new file mode 100644 index 0000000..738f5c0 --- /dev/null +++ b/hello/main.c @@ -0,0 +1,430 @@ +#include +#include + +#include +#include + +#define SWAP_CHAIN_BUFFER_COUNT 2 // Double-buffering. + +typedef struct D3DSettings +{ + int width; + int height; +} D3DSettings; + +typedef struct D3D { + Window* pWindow; + D3DSettings settings; + + IDXGIFactory4* pDxgiFactory; + ID3D12Device* pDevice; + + ID3D12CommandQueue* pCommandQueue; + ID3D12CommandAllocator* pCommandAllocator; + ID3D12GraphicsCommandList* pCommandList; + + IDXGISwapChain3* pSwapChain; + + ID3D12DescriptorHeap* pRtvHeap; + ID3D12DescriptorHeap* pDsvHeap; + + ID3D12Resource* pSwapChainBuffer[SWAP_CHAIN_BUFFER_COUNT]; + ID3D12Resource* pDepthStencilBuffer; + + ID3D12Fence* pFence; + HANDLE fence_event; + UINT64 fence_value; + + UINT rtv_descriptor_size; + UINT dsv_descriptor_size; + UINT cbv_descriptor_size; +} D3D; + +/// Creates the application's swap chain. +/// +/// This method can be called multiple times to re-create the swap chain. +static void d3d_create_swap_chain(D3D* d3d) { + assert(d3d); + assert(d3d->pDxgiFactory); + assert(d3d->pCommandQueue); + + SafeRelease(d3d->pSwapChain); + + DXGI_SWAP_CHAIN_DESC1 desc = (DXGI_SWAP_CHAIN_DESC1){ + .Width = (UINT)(d3d->settings.width), + .Height = (UINT)(d3d->settings.height), + .Format = DXGI_FORMAT_R8G8B8A8_UNORM, + .SampleDesc = (DXGI_SAMPLE_DESC){ + .Count = 1, + .Quality = 0, + }, + .BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT, + .BufferCount = SWAP_CHAIN_BUFFER_COUNT, + .SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD, + }; + IDXGISwapChain1* pSwapChain = 0; + TrapIfFailed(d3d->pDxgiFactory->lpVtbl->CreateSwapChainForHwnd( + d3d->pDxgiFactory, + (IUnknown*)d3d->pCommandQueue, // Swap chain uses queue to perform flush. + window_handle(d3d->pWindow), + &desc, + /*pFullScreenDesc=*/0, // Running in windowed mode. + /*pRestrictToOutput=*/0, + &pSwapChain)); + //TrapIfFailed(pSwapChain.As(&d3d->pSwapChain)); + d3d->pSwapChain = (IDXGISwapChain3*)pSwapChain; +} + +/// Creates RTVs for all of the swap chain's buffers. +static void d3d_create_swap_chain_buffer_render_target_views(D3D* d3d) { + assert(d3d); + assert(d3d->pDevice); + assert(d3d->pSwapChain); + assert(d3d->pRtvHeap); + + // Create the new buffer views. + D3D12_CPU_DESCRIPTOR_HANDLE rtv_heap_handle; + d3d->pRtvHeap->lpVtbl->GetCPUDescriptorHandleForHeapStart(d3d->pRtvHeap, &rtv_heap_handle); + for (int i = 0; i < SWAP_CHAIN_BUFFER_COUNT; ++i) + { + TrapIfFailed(d3d->pSwapChain->lpVtbl->GetBuffer( + d3d->pSwapChain, i, &IID_ID3D12Resource, &d3d->pSwapChainBuffer[i])); + + d3d->pDevice->lpVtbl->CreateRenderTargetView( + d3d->pDevice, d3d->pSwapChainBuffer[i], /*pDesc=*/0, rtv_heap_handle); + + rtv_heap_handle = OFFSET_HANDLE(rtv_heap_handle, 1, d3d->rtv_descriptor_size); + } +} + +static D3D12_CPU_DESCRIPTOR_HANDLE d3d_get_depth_stencil_view(D3D* d3d) { + assert(d3d); + assert(d3d->pDsvHeap); + D3D12_CPU_DESCRIPTOR_HANDLE handle; + d3d->pDsvHeap->lpVtbl->GetCPUDescriptorHandleForHeapStart(d3d->pDsvHeap, &handle); + return handle; +} + +/// Creates a depth/stencil buffer and its view. +static void d3d_create_depth_stencil_buffer_and_view(D3D* d3d) { + assert(d3d); + assert(d3d->pDevice); + + const D3D12_RESOURCE_DESC depth_stencil_desc = (D3D12_RESOURCE_DESC){ + .Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D, + .Alignment = 0, + .Width = (UINT64)(d3d->settings.width), + .Height = (UINT)(d3d->settings.height), + .DepthOrArraySize = 1, + .MipLevels = 1, + .Format = DXGI_FORMAT_D24_UNORM_S8_UINT, + .SampleDesc = (DXGI_SAMPLE_DESC){ + .Count = 1, + .Quality = 0, + }, + .Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN, + .Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL, + }; + const D3D12_CLEAR_VALUE opt_clear_value = (D3D12_CLEAR_VALUE){ + .Format = depth_stencil_desc.Format, + .DepthStencil = (D3D12_DEPTH_STENCIL_VALUE){ + .Depth = 1.0f, + .Stencil = 0, + }, + }; + const D3D12_HEAP_PROPERTIES depth_stencil_heap_properties = (D3D12_HEAP_PROPERTIES){ + .Type = D3D12_HEAP_TYPE_DEFAULT, + .CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN, + .MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN, + .CreationNodeMask = 1, + .VisibleNodeMask = 1, + }; + TrapIfFailed(d3d->pDevice->lpVtbl->CreateCommittedResource( + d3d->pDevice, + &depth_stencil_heap_properties, + D3D12_HEAP_FLAG_NONE, + &depth_stencil_desc, + D3D12_RESOURCE_STATE_COMMON, + &opt_clear_value, + &IID_ID3D12Resource, + &d3d->pDepthStencilBuffer)); + + d3d->pDevice->lpVtbl->CreateDepthStencilView( + d3d->pDevice, + d3d->pDepthStencilBuffer, + /*pDesc=*/0, + d3d_get_depth_stencil_view(d3d)); +} + +/// Creates RTV and DSV descriptor heaps. +static void d3d_create_descriptor_heaps(D3D* d3d) { + assert(d3d); + assert(d3d->pDevice); + + // The RTV heap must hold as many descriptors as we have buffers in the + // swap chain. + const D3D12_DESCRIPTOR_HEAP_DESC rtv_heap_desc = (D3D12_DESCRIPTOR_HEAP_DESC){ + .Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV, + .NumDescriptors = SWAP_CHAIN_BUFFER_COUNT, + .Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE, + .NodeMask = 0, + }; + TrapIfFailed(d3d->pDevice->lpVtbl->CreateDescriptorHeap( + d3d->pDevice, &rtv_heap_desc, &IID_ID3D12DescriptorHeap, &d3d->pRtvHeap)); + + // For the depth/stencil buffer, we just need one view. + const D3D12_DESCRIPTOR_HEAP_DESC dsv_heap_desc = (D3D12_DESCRIPTOR_HEAP_DESC){ + .Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV, + .NumDescriptors = 1, + .Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE, + .NodeMask = 0, + }; + TrapIfFailed(d3d->pDevice->lpVtbl->CreateDescriptorHeap( + d3d->pDevice, &dsv_heap_desc, &IID_ID3D12DescriptorHeap, &d3d->pDsvHeap)); +} + +static void d3d_init(D3D* d3d, Window* pWindow, const D3DSettings* pSettings) { + assert(d3d); + assert(pWindow); + assert(pSettings); + + d3d->pWindow = pWindow; + d3d->settings = *pSettings; + + UINT dxgiFactoryFlags = 0; +#ifdef DEBUG + ID3D12Debug* debug = 0; + D3D12GetDebugInterface(&IID_ID3D12Debug, (&debug)); + debug->EnableDebugLayer(); + dxgiFactoryFlags |= DXGI_CREATE_FACTORY_DEBUG; +#endif + TrapIfFailed(CreateDXGIFactory2( + dxgiFactoryFlags, &IID_IDXGIFactory4, &d3d->pDxgiFactory)); + + // Prevent Alt+Enter from going into fullscreen. + TrapIfFailed(d3d->pDxgiFactory->lpVtbl->MakeWindowAssociation( + d3d->pDxgiFactory, + window_handle(d3d->pWindow), + DXGI_MWA_NO_ALT_ENTER)); + + TrapIfFailed(D3D12CreateDevice( + /*pAdapter=*/0, // Default adapter. + D3D_FEATURE_LEVEL_11_0, + &IID_ID3D12Device, + &d3d->pDevice)); + + d3d->rtv_descriptor_size = d3d->pDevice->lpVtbl->GetDescriptorHandleIncrementSize( + d3d->pDevice, + D3D12_DESCRIPTOR_HEAP_TYPE_RTV); + d3d->dsv_descriptor_size = d3d->pDevice->lpVtbl->GetDescriptorHandleIncrementSize( + d3d->pDevice, + D3D12_DESCRIPTOR_HEAP_TYPE_DSV); + d3d->cbv_descriptor_size = d3d->pDevice->lpVtbl->GetDescriptorHandleIncrementSize( + d3d->pDevice, + D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); + + const D3D12_COMMAND_QUEUE_DESC queue_desc = (D3D12_COMMAND_QUEUE_DESC){ + .Type = D3D12_COMMAND_LIST_TYPE_DIRECT, + .Flags = D3D12_COMMAND_QUEUE_FLAG_NONE, + }; + TrapIfFailed(d3d->pDevice->lpVtbl->CreateCommandQueue( + d3d->pDevice, + &queue_desc, + &IID_ID3D12CommandQueue, + &d3d->pCommandQueue)); + + // The command allocator is the memory backing for the command list. + // It is in the allocator's memory where the commands are stored. + TrapIfFailed(d3d->pDevice->lpVtbl->CreateCommandAllocator( + d3d->pDevice, + queue_desc.Type, + &IID_ID3D12CommandAllocator, + &d3d->pCommandAllocator)); + + TrapIfFailed(d3d->pDevice->lpVtbl->CreateCommandList( + d3d->pDevice, + /*nodeMask=*/0, + queue_desc.Type, + d3d->pCommandAllocator, + /*pInitialState=*/0, // Pipeline state. + &IID_ID3D12CommandList, + &d3d->pCommandList)); + + // Command lists are in the "open" state after they are created. It is + // easier to assume that they start in the "closed" state at each + // iteration of the main loop, however. The Reset() method, which we'll + // use later, also expects the command list to be closed. + TrapIfFailed(d3d->pCommandList->lpVtbl->Close(d3d->pCommandList)); + + d3d_create_descriptor_heaps(d3d); + + d3d_create_swap_chain(d3d); + d3d_create_swap_chain_buffer_render_target_views(d3d); + d3d_create_depth_stencil_buffer_and_view(d3d); + + TrapIfFailed(d3d->pDevice->lpVtbl->CreateFence( + d3d->pDevice, + d3d->fence_value, + D3D12_FENCE_FLAG_NONE, + &IID_ID3D12Fence, + &d3d->pFence)); + + if ((d3d->fence_event = CreateEvent(0, FALSE, FALSE, 0)) == 0) { + TrapIfFailed(HRESULT_FROM_WIN32(GetLastError())); + } +} + +static D3D12_CPU_DESCRIPTOR_HANDLE d3d_get_current_back_buffer_view(const D3D* d3d) { + assert(d3d); + assert(d3d->pRtvHeap); + assert(d3d->rtv_descriptor_size > 0); + D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle; + d3d->pRtvHeap->lpVtbl->GetCPUDescriptorHandleForHeapStart(d3d->pRtvHeap, &rtv_handle); + return CD3DX12_CPU_DESCRIPTOR_HANDLE( + rtv_handle, + d3d->pSwapChain->lpVtbl->GetCurrentBackBufferIndex(d3d->pSwapChain), + d3d->rtv_descriptor_size); +} + +static ID3D12Resource* d3d_get_current_back_buffer(const D3D* d3d) { + assert(d3d); + return d3d->pSwapChainBuffer[d3d->pSwapChain->lpVtbl->GetCurrentBackBufferIndex(d3d->pSwapChain)]; +} + +static void d3d_populate_command_list(D3D* d3d) { + assert(d3d); + + /// Note that we skip the following two items: + /// + /// 1. RSSetViewports() + /// 2. OMSetRenderTargets() + /// + /// This application does not render anything useful, it simply clears + /// the back buffer and depth/stencil view. Clearing both resources + /// does not require a viewport to be set or the OM (output-merger + /// stage) to be configured. + + // A command allocator can only be reset when its associated command + // lists are finished executing on the GPU. This requires + // synchronisation. + TrapIfFailed(d3d->pCommandAllocator->lpVtbl->Reset(d3d->pCommandAllocator)); + + // A command list can be reset as soon as it is executed with + // ExecuteCommandList(). Reset() does require that the command list is + // in a "closed" state, however, which is why we Close() it right away + // after creation. + TrapIfFailed(d3d->pCommandList->lpVtbl->Reset( + d3d->pCommandList, + d3d->pCommandAllocator, + /*pInitialState=*/0)); + + // Indicate that we intend to use the back buffer as a render target. + const D3D12_RESOURCE_BARRIER render_barrier = CD3DX12_RESOURCE_BARRIER_Transition( + d3d_get_current_back_buffer(d3d), + D3D12_RESOURCE_STATE_PRESENT, + D3D12_RESOURCE_STATE_RENDER_TARGET); + d3d->pCommandList->lpVtbl->ResourceBarrier(d3d->pCommandList, 1, &render_barrier); + + // Record commands. + const float clear_colour[] = { 0.0f, 0.502f, 0.494f, 0.0f }; + d3d->pCommandList->lpVtbl->ClearRenderTargetView( + d3d->pCommandList, + d3d_get_current_back_buffer_view(d3d), + clear_colour, + 0, // Number of rectangles in the following array. + 0); // No rectangles; clear the entire resource. + + d3d->pCommandList->lpVtbl->ClearDepthStencilView( + d3d->pCommandList, + d3d_get_depth_stencil_view(d3d), + D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL, + 1.0f, // Depth. + 0, // Stencil. + 0, // Number of rectangles in the following array. + 0); // No rectangles; clear the entire resource view. + + // Indicate that we now intend to use the back buffer to present. + const D3D12_RESOURCE_BARRIER present_barrier = CD3DX12_RESOURCE_BARRIER_Transition( + d3d_get_current_back_buffer(d3d), + D3D12_RESOURCE_STATE_RENDER_TARGET, + D3D12_RESOURCE_STATE_PRESENT); + d3d->pCommandList->lpVtbl->ResourceBarrier(d3d->pCommandList, 1, &present_barrier); + + // A command list must be closed before it can be executed. + TrapIfFailed(d3d->pCommandList->lpVtbl->Close(d3d->pCommandList)); +} + +static void d3d_wait_for_previous_frame(D3D* d3d) { + assert(d3d); + + // Advance the fence value to mark commands up to this fence point. + d3d->fence_value++; + + // The command queue will signal the new fence value when all commands + // up to this point have finished execution. + TrapIfFailed(d3d->pCommandQueue->lpVtbl->Signal( + d3d->pCommandQueue, d3d->pFence, d3d->fence_value)); + + // Wait for commands to finish execution. + // It is possible that execution has already finished by the time we + // get here, so first check the fence's completed value. + if (d3d->pFence->lpVtbl->GetCompletedValue(d3d->pFence) < d3d->fence_value) { + // Commands are still being executed. Configure a Windows event + // and wait for it. The event fires when the commands have finished + // execution. + + // Indicate that |fence_event| is to be fired when |fence| + // reaches the new fence value. + TrapIfFailed(d3d->pFence->lpVtbl->SetEventOnCompletion( + d3d->pFence, d3d->fence_value, d3d->fence_event)); + + // Will wake up when the fence takes on the new fence value. + WaitForSingleObject(d3d->fence_event, INFINITE); + } +} + +static void d3d_render(D3D* d3d) { + assert(d3d); + + d3d_populate_command_list(d3d); + + ID3D12CommandList* command_lists[] = { (ID3D12CommandList*)d3d->pCommandList }; + d3d->pCommandQueue->lpVtbl->ExecuteCommandLists( + d3d->pCommandQueue, _countof(command_lists), command_lists); + + TrapIfFailed(d3d->pSwapChain->lpVtbl->Present( + d3d->pSwapChain, /*SyncInterval=*/1, /*Flags=*/0)); + + // It is not efficient to wait for the frame to complete here, but it + // is simple and sufficient for this application. + d3d_wait_for_previous_frame(d3d); +} + +int main(int argc, const char** argv) { + const D3DSettings settings = (D3DSettings){ + .width = 1920, + .height = 1200, + }; + + if (!window_global_init()) { + TRAP("Failed to initialise the window subsystem"); + } + + Window* window = window_init(settings.width, settings.height, "D3D Application"); + if (!window) { + TRAP(window_get_error()); + } + + D3D d3d = {0}; + d3d_init(&d3d, window, &settings); + + while (!window_should_close(window)) + { + window_update(window); + d3d_render(&d3d); + Sleep(10); + } + + window_global_quit(); + return 0; +} -- cgit v1.2.3