tracy/examples/ToyPathTracer/Windows/TestWin.cpp
2019-10-29 22:45:30 +01:00

558 lines
19 KiB
C++

#include <stdint.h>
#define WIN32_LEAN_AND_MEAN
#define NOMINMAX
#include <windows.h>
#include <d3d11_1.h>
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <algorithm>
#include "../Source/Config.h"
#include "../Source/Maths.h"
#include "../Source/Test.h"
#include "CompiledVertexShader.h"
#include "CompiledPixelShader.h"
#include "../../../Tracy.hpp"
static HINSTANCE g_HInstance;
static HWND g_Wnd;
ATOM MyRegisterClass(HINSTANCE hInstance);
BOOL InitInstance(HINSTANCE, int);
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
INT_PTR CALLBACK About(HWND, UINT, WPARAM, LPARAM);
static HRESULT InitD3DDevice();
static void ShutdownD3DDevice();
static void RenderFrame();
static float* g_Backbuffer;
static D3D_FEATURE_LEVEL g_D3D11FeatureLevel = D3D_FEATURE_LEVEL_11_0;
static ID3D11Device* g_D3D11Device = nullptr;
static ID3D11DeviceContext* g_D3D11Ctx = nullptr;
static IDXGISwapChain* g_D3D11SwapChain = nullptr;
static ID3D11RenderTargetView* g_D3D11RenderTarget = nullptr;
static ID3D11VertexShader* g_VertexShader;
static ID3D11PixelShader* g_PixelShader;
static ID3D11Texture2D *g_BackbufferTexture, *g_BackbufferTexture2;
static ID3D11ShaderResourceView *g_BackbufferSRV, *g_BackbufferSRV2;
static ID3D11UnorderedAccessView *g_BackbufferUAV, *g_BackbufferUAV2;
static ID3D11SamplerState* g_SamplerLinear;
static ID3D11RasterizerState* g_RasterState;
static int g_BackbufferIndex;
#if DO_COMPUTE_GPU
#include "CompiledComputeShader.h"
struct ComputeParams
{
Camera cam;
int sphereCount;
int screenWidth;
int screenHeight;
int frames;
float invWidth;
float invHeight;
float lerpFac;
int emissiveCount;
};
static ID3D11ComputeShader* g_ComputeShader;
static ID3D11Buffer* g_DataSpheres; static ID3D11ShaderResourceView* g_SRVSpheres;
static ID3D11Buffer* g_DataMaterials; static ID3D11ShaderResourceView* g_SRVMaterials;
static ID3D11Buffer* g_DataParams; static ID3D11ShaderResourceView* g_SRVParams;
static ID3D11Buffer* g_DataEmissives; static ID3D11ShaderResourceView* g_SRVEmissives;
static ID3D11Buffer* g_DataCounter; static ID3D11UnorderedAccessView* g_UAVCounter;
static int g_SphereCount, g_ObjSize, g_MatSize;
static ID3D11Query *g_QueryBegin, *g_QueryEnd, *g_QueryDisjoint;
#endif // #if DO_COMPUTE_GPU
int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE, _In_ LPWSTR, _In_ int nCmdShow)
{
g_Backbuffer = new float[kBackbufferWidth * kBackbufferHeight * 4];
memset(g_Backbuffer, 0, kBackbufferWidth * kBackbufferHeight * 4 * sizeof(g_Backbuffer[0]));
InitializeTest();
MyRegisterClass(hInstance);
if (!InitInstance (hInstance, nCmdShow))
{
return FALSE;
}
if (FAILED(InitD3DDevice()))
{
ShutdownD3DDevice();
return 0;
}
g_D3D11Device->CreateVertexShader(g_VSBytecode, ARRAYSIZE(g_VSBytecode), NULL, &g_VertexShader);
g_D3D11Device->CreatePixelShader(g_PSBytecode, ARRAYSIZE(g_PSBytecode), NULL, &g_PixelShader);
#if DO_COMPUTE_GPU
g_D3D11Device->CreateComputeShader(g_CSBytecode, ARRAYSIZE(g_CSBytecode), NULL, &g_ComputeShader);
#endif
D3D11_TEXTURE2D_DESC texDesc = {};
texDesc.Width = kBackbufferWidth;
texDesc.Height = kBackbufferHeight;
texDesc.MipLevels = 1;
texDesc.ArraySize = 1;
texDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
texDesc.SampleDesc.Count = 1;
texDesc.SampleDesc.Quality = 0;
#if DO_COMPUTE_GPU
texDesc.Usage = D3D11_USAGE_DEFAULT;
texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_UNORDERED_ACCESS;
texDesc.CPUAccessFlags = 0;
#else
texDesc.Usage = D3D11_USAGE_DYNAMIC;
texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
texDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
#endif
texDesc.MiscFlags = 0;
g_D3D11Device->CreateTexture2D(&texDesc, NULL, &g_BackbufferTexture);
g_D3D11Device->CreateTexture2D(&texDesc, NULL, &g_BackbufferTexture2);
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
srvDesc.Format = texDesc.Format;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = 1;
srvDesc.Texture2D.MostDetailedMip = 0;
g_D3D11Device->CreateShaderResourceView(g_BackbufferTexture, &srvDesc, &g_BackbufferSRV);
g_D3D11Device->CreateShaderResourceView(g_BackbufferTexture2, &srvDesc, &g_BackbufferSRV2);
D3D11_SAMPLER_DESC smpDesc = {};
smpDesc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
smpDesc.AddressU = smpDesc.AddressV = smpDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
g_D3D11Device->CreateSamplerState(&smpDesc, &g_SamplerLinear);
D3D11_RASTERIZER_DESC rasterDesc = {};
rasterDesc.FillMode = D3D11_FILL_SOLID;
rasterDesc.CullMode = D3D11_CULL_NONE;
g_D3D11Device->CreateRasterizerState(&rasterDesc, &g_RasterState);
#if DO_COMPUTE_GPU
D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc = {};
int camSize;
GetObjectCount(g_SphereCount, g_ObjSize, g_MatSize, camSize);
assert(g_ObjSize == 20);
assert(g_MatSize == 36);
assert(camSize == 88);
D3D11_BUFFER_DESC bdesc = {};
bdesc.ByteWidth = g_SphereCount * g_ObjSize;
bdesc.Usage = D3D11_USAGE_DEFAULT;
bdesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
bdesc.CPUAccessFlags = 0;
bdesc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED;
bdesc.StructureByteStride = g_ObjSize;
g_D3D11Device->CreateBuffer(&bdesc, NULL, &g_DataSpheres);
srvDesc.Format = DXGI_FORMAT_UNKNOWN;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
srvDesc.Buffer.FirstElement = 0;
srvDesc.Buffer.NumElements = g_SphereCount;
g_D3D11Device->CreateShaderResourceView(g_DataSpheres, &srvDesc, &g_SRVSpheres);
bdesc.ByteWidth = g_SphereCount * g_MatSize;
bdesc.StructureByteStride = g_MatSize;
g_D3D11Device->CreateBuffer(&bdesc, NULL, &g_DataMaterials);
srvDesc.Buffer.NumElements = g_SphereCount;
g_D3D11Device->CreateShaderResourceView(g_DataMaterials, &srvDesc, &g_SRVMaterials);
bdesc.ByteWidth = sizeof(ComputeParams);
bdesc.StructureByteStride = sizeof(ComputeParams);
g_D3D11Device->CreateBuffer(&bdesc, NULL, &g_DataParams);
srvDesc.Buffer.NumElements = 1;
g_D3D11Device->CreateShaderResourceView(g_DataParams, &srvDesc, &g_SRVParams);
bdesc.ByteWidth = g_SphereCount * 4;
bdesc.StructureByteStride = 4;
g_D3D11Device->CreateBuffer(&bdesc, NULL, &g_DataEmissives);
srvDesc.Buffer.NumElements = g_SphereCount;
g_D3D11Device->CreateShaderResourceView(g_DataEmissives, &srvDesc, &g_SRVEmissives);
bdesc.ByteWidth = 4;
bdesc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
bdesc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS;
bdesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
g_D3D11Device->CreateBuffer(&bdesc, NULL, &g_DataCounter);
uavDesc.Format = DXGI_FORMAT_R32_TYPELESS;
uavDesc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
uavDesc.Buffer.FirstElement = 0;
uavDesc.Buffer.NumElements = 1;
uavDesc.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_RAW;
g_D3D11Device->CreateUnorderedAccessView(g_DataCounter, &uavDesc, &g_UAVCounter);
uavDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
uavDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D;
uavDesc.Texture2D.MipSlice = 0;
g_D3D11Device->CreateUnorderedAccessView(g_BackbufferTexture, &uavDesc, &g_BackbufferUAV);
g_D3D11Device->CreateUnorderedAccessView(g_BackbufferTexture2, &uavDesc, &g_BackbufferUAV2);
D3D11_QUERY_DESC qDesc = {};
qDesc.Query = D3D11_QUERY_TIMESTAMP;
g_D3D11Device->CreateQuery(&qDesc, &g_QueryBegin);
g_D3D11Device->CreateQuery(&qDesc, &g_QueryEnd);
qDesc.Query = D3D11_QUERY_TIMESTAMP_DISJOINT;
g_D3D11Device->CreateQuery(&qDesc, &g_QueryDisjoint);
#endif // #if DO_COMPUTE_GPU
static int framesLeft = 10;
// Main message loop
MSG msg = { 0 };
while (msg.message != WM_QUIT)
{
if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
RenderFrame();
if( --framesLeft == 0 ) break;
}
}
ShutdownTest();
ShutdownD3DDevice();
return (int) msg.wParam;
}
ATOM MyRegisterClass(HINSTANCE hInstance)
{
ZoneScoped;
WNDCLASSEXW wcex;
memset(&wcex, 0, sizeof(wcex));
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hCursor = LoadCursor(nullptr, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wcex.lpszClassName = L"TestClass";
return RegisterClassExW(&wcex);
}
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
ZoneScoped;
g_HInstance = hInstance;
RECT rc = { 0, 0, kBackbufferWidth, kBackbufferHeight };
DWORD style = WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX;
AdjustWindowRect(&rc, style, FALSE);
HWND hWnd = CreateWindowW(L"TestClass", L"Test", style, CW_USEDEFAULT, CW_USEDEFAULT, rc.right-rc.left, rc.bottom-rc.top, nullptr, nullptr, hInstance, nullptr);
if (!hWnd)
return FALSE;
g_Wnd = hWnd;
ShowWindow(hWnd, nCmdShow);
UpdateWindow(hWnd);
return TRUE;
}
static uint64_t s_Time;
static int s_Count;
static char s_Buffer[200];
static unsigned s_Flags = kFlagProgressive;
static int s_FrameCount = 0;
static void RenderFrame()
{
ZoneScoped;
LARGE_INTEGER time1;
#if DO_COMPUTE_GPU
QueryPerformanceCounter(&time1);
float t = float(clock()) / CLOCKS_PER_SEC;
UpdateTest(t, s_FrameCount, kBackbufferWidth, kBackbufferHeight, s_Flags);
g_BackbufferIndex = 1 - g_BackbufferIndex;
void* dataSpheres = alloca(g_SphereCount * g_ObjSize);
void* dataMaterials = alloca(g_SphereCount * g_MatSize);
void* dataEmissives = alloca(g_SphereCount * 4);
ComputeParams dataParams;
GetSceneDesc(dataSpheres, dataMaterials, &dataParams.cam, dataEmissives, &dataParams.emissiveCount);
dataParams.sphereCount = g_SphereCount;
dataParams.screenWidth = kBackbufferWidth;
dataParams.screenHeight = kBackbufferHeight;
dataParams.frames = s_FrameCount;
dataParams.invWidth = 1.0f / kBackbufferWidth;
dataParams.invHeight = 1.0f / kBackbufferHeight;
float lerpFac = float(s_FrameCount) / float(s_FrameCount + 1);
if (s_Flags & kFlagAnimate)
lerpFac *= DO_ANIMATE_SMOOTHING;
if (!(s_Flags & kFlagProgressive))
lerpFac = 0;
dataParams.lerpFac = lerpFac;
g_D3D11Ctx->UpdateSubresource(g_DataSpheres, 0, NULL, dataSpheres, 0, 0);
g_D3D11Ctx->UpdateSubresource(g_DataMaterials, 0, NULL, dataMaterials, 0, 0);
g_D3D11Ctx->UpdateSubresource(g_DataParams, 0, NULL, &dataParams, 0, 0);
g_D3D11Ctx->UpdateSubresource(g_DataEmissives, 0, NULL, dataEmissives, 0, 0);
ID3D11ShaderResourceView* srvs[] = {
g_BackbufferIndex == 0 ? g_BackbufferSRV2 : g_BackbufferSRV,
g_SRVSpheres,
g_SRVMaterials,
g_SRVParams,
g_SRVEmissives
};
g_D3D11Ctx->CSSetShaderResources(0, ARRAYSIZE(srvs), srvs);
ID3D11UnorderedAccessView* uavs[] = {
g_BackbufferIndex == 0 ? g_BackbufferUAV : g_BackbufferUAV2,
g_UAVCounter
};
g_D3D11Ctx->CSSetUnorderedAccessViews(0, ARRAYSIZE(uavs), uavs, NULL);
g_D3D11Ctx->CSSetShader(g_ComputeShader, NULL, 0);
g_D3D11Ctx->Begin(g_QueryDisjoint);
g_D3D11Ctx->End(g_QueryBegin);
g_D3D11Ctx->Dispatch(kBackbufferWidth/kCSGroupSizeX, kBackbufferHeight/kCSGroupSizeY, 1);
g_D3D11Ctx->End(g_QueryEnd);
uavs[0] = NULL;
g_D3D11Ctx->CSSetUnorderedAccessViews(0, ARRAYSIZE(uavs), uavs, NULL);
++s_FrameCount;
#else
QueryPerformanceCounter(&time1);
float t = float(clock()) / CLOCKS_PER_SEC;
static size_t s_RayCounter = 0;
int rayCount;
UpdateTest(t, s_FrameCount, kBackbufferWidth, kBackbufferHeight, s_Flags);
DrawTest(t, s_FrameCount, kBackbufferWidth, kBackbufferHeight, g_Backbuffer, rayCount, s_Flags);
s_FrameCount++;
s_RayCounter += rayCount;
LARGE_INTEGER time2;
QueryPerformanceCounter(&time2);
uint64_t dt = time2.QuadPart - time1.QuadPart;
++s_Count;
s_Time += dt;
if (s_Count > 10)
{
LARGE_INTEGER frequency;
QueryPerformanceFrequency(&frequency);
double s = double(s_Time) / double(frequency.QuadPart) / s_Count;
sprintf_s(s_Buffer, sizeof(s_Buffer), "%.2fms (%.1f FPS) %.1fMrays/s %.2fMrays/frame frames %i\n", s * 1000.0f, 1.f / s, s_RayCounter / s_Count / s * 1.0e-6f, s_RayCounter / s_Count * 1.0e-6f, s_FrameCount);
SetWindowTextA(g_Wnd, s_Buffer);
OutputDebugStringA(s_Buffer);
s_Count = 0;
s_Time = 0;
s_RayCounter = 0;
}
D3D11_MAPPED_SUBRESOURCE mapped;
g_D3D11Ctx->Map(g_BackbufferTexture, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
const uint8_t* src = (const uint8_t*)g_Backbuffer;
uint8_t* dst = (uint8_t*)mapped.pData;
for (int y = 0; y < kBackbufferHeight; ++y)
{
memcpy(dst, src, kBackbufferWidth * 16);
src += kBackbufferWidth * 16;
dst += mapped.RowPitch;
}
g_D3D11Ctx->Unmap(g_BackbufferTexture, 0);
#endif
g_D3D11Ctx->VSSetShader(g_VertexShader, NULL, 0);
g_D3D11Ctx->PSSetShader(g_PixelShader, NULL, 0);
g_D3D11Ctx->PSSetShaderResources(0, 1, g_BackbufferIndex == 0 ? &g_BackbufferSRV : &g_BackbufferSRV2);
g_D3D11Ctx->PSSetSamplers(0, 1, &g_SamplerLinear);
g_D3D11Ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
g_D3D11Ctx->RSSetState(g_RasterState);
g_D3D11Ctx->Draw(3, 0);
g_D3D11SwapChain->Present(0, 0);
FrameMark;
#if DO_COMPUTE_GPU
g_D3D11Ctx->End(g_QueryDisjoint);
// get GPU times
while (g_D3D11Ctx->GetData(g_QueryDisjoint, NULL, 0, 0) == S_FALSE) { Sleep(0); }
D3D10_QUERY_DATA_TIMESTAMP_DISJOINT tsDisjoint;
g_D3D11Ctx->GetData(g_QueryDisjoint, &tsDisjoint, sizeof(tsDisjoint), 0);
if (!tsDisjoint.Disjoint)
{
UINT64 tsBegin, tsEnd;
// Note: on some GPUs/drivers, even when the disjoint query above already said "yeah I have data",
// might still not return "I have data" for timestamp queries before it.
while (g_D3D11Ctx->GetData(g_QueryBegin, &tsBegin, sizeof(tsBegin), 0) == S_FALSE) { Sleep(0); }
while (g_D3D11Ctx->GetData(g_QueryEnd, &tsEnd, sizeof(tsEnd), 0) == S_FALSE) { Sleep(0); }
float s = float(tsEnd - tsBegin) / float(tsDisjoint.Frequency);
static uint64_t s_RayCounter;
D3D11_MAPPED_SUBRESOURCE mapped;
g_D3D11Ctx->Map(g_DataCounter, 0, D3D11_MAP_READ, 0, &mapped);
s_RayCounter += *(const int*)mapped.pData;
g_D3D11Ctx->Unmap(g_DataCounter, 0);
int zeroCount = 0;
g_D3D11Ctx->UpdateSubresource(g_DataCounter, 0, NULL, &zeroCount, 0, 0);
static float s_Time;
++s_Count;
s_Time += s;
if (s_Count > 150)
{
s = s_Time / s_Count;
sprintf_s(s_Buffer, sizeof(s_Buffer), "%.2fms (%.1f FPS) %.1fMrays/s %.2fMrays/frame frames %i\n", s * 1000.0f, 1.f / s, s_RayCounter / s_Count / s * 1.0e-6f, s_RayCounter / s_Count * 1.0e-6f, s_FrameCount);
SetWindowTextA(g_Wnd, s_Buffer);
s_Count = 0;
s_Time = 0;
s_RayCounter = 0;
}
}
#endif // #if DO_COMPUTE_GPU
}
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_PAINT:
{
PAINTSTRUCT ps;
HDC hdc = BeginPaint(hWnd, &ps);
EndPaint(hWnd, &ps);
}
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
case WM_CHAR:
if (wParam == 'a')
s_Flags = s_Flags ^ kFlagAnimate;
if (wParam == 'p')
{
s_Flags = s_Flags ^ kFlagProgressive;
s_FrameCount = 0;
}
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
static HRESULT InitD3DDevice()
{
ZoneScoped;
HRESULT hr = S_OK;
RECT rc;
GetClientRect(g_Wnd, &rc);
UINT width = rc.right - rc.left;
UINT height = rc.bottom - rc.top;
UINT createDeviceFlags = 0;
#ifdef _DEBUG
createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
D3D_FEATURE_LEVEL featureLevels[] =
{
D3D_FEATURE_LEVEL_11_0,
};
UINT numFeatureLevels = ARRAYSIZE(featureLevels);
hr = D3D11CreateDevice(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, featureLevels, numFeatureLevels, D3D11_SDK_VERSION, &g_D3D11Device, &g_D3D11FeatureLevel, &g_D3D11Ctx);
if (FAILED(hr))
return hr;
// Get DXGI factory
IDXGIFactory1* dxgiFactory = nullptr;
{
IDXGIDevice* dxgiDevice = nullptr;
hr = g_D3D11Device->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast<void**>(&dxgiDevice));
if (SUCCEEDED(hr))
{
IDXGIAdapter* adapter = nullptr;
hr = dxgiDevice->GetAdapter(&adapter);
if (SUCCEEDED(hr))
{
hr = adapter->GetParent(__uuidof(IDXGIFactory1), reinterpret_cast<void**>(&dxgiFactory));
adapter->Release();
}
dxgiDevice->Release();
}
}
if (FAILED(hr))
return hr;
// Create swap chain
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory(&sd, sizeof(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_Wnd;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.Windowed = TRUE;
hr = dxgiFactory->CreateSwapChain(g_D3D11Device, &sd, &g_D3D11SwapChain);
// Prevent Alt-Enter
dxgiFactory->MakeWindowAssociation(g_Wnd, DXGI_MWA_NO_ALT_ENTER);
dxgiFactory->Release();
if (FAILED(hr))
return hr;
// RTV
ID3D11Texture2D* pBackBuffer = nullptr;
hr = g_D3D11SwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&pBackBuffer));
if (FAILED(hr))
return hr;
hr = g_D3D11Device->CreateRenderTargetView(pBackBuffer, nullptr, &g_D3D11RenderTarget);
pBackBuffer->Release();
if (FAILED(hr))
return hr;
g_D3D11Ctx->OMSetRenderTargets(1, &g_D3D11RenderTarget, nullptr);
// 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_D3D11Ctx->RSSetViewports(1, &vp);
return S_OK;
}
static void ShutdownD3DDevice()
{
ZoneScoped;
if (g_D3D11Ctx) g_D3D11Ctx->ClearState();
if (g_D3D11RenderTarget) g_D3D11RenderTarget->Release();
if (g_D3D11SwapChain) g_D3D11SwapChain->Release();
if (g_D3D11Ctx) g_D3D11Ctx->Release();
if (g_D3D11Device) g_D3D11Device->Release();
}