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authorLuca Barbieri <luca@luca-barbieri.com>2010-09-12 02:49:36 +0200
committerLuca Barbieri <luca@luca-barbieri.com>2010-09-21 10:58:17 +0200
commit92617aeac109481258f0c3863d09c1b8903d438b (patch)
treed85d6a04e87d227964386ad1d6b3d6ae6954e179 /src/gallium/state_trackers/d3d1x/progs/d3d11app
parent894a307a91d6437ec418800952da2ec174e092f5 (diff)
d3d1x: add new Direct3D 10/11 COM state tracker for Gallium
This is a new implementation of the Direct3D 11 COM API for Gallium. Direct3D 10 and 10.1 implementations are also provided, which are automatically generated with s/D3D11/D3D10/g plus a bunch of #ifs. While this is an initial version, most of the code is there (limited to what Gallium can express), and tri, gears and texturing demos are working. The primary goal is to realize Gallium's promise of multiple API support, and provide an API that can be easily implemented with just a very thin wrapper over Gallium, instead of the enormous amount of complex code needed for OpenGL. The secondary goal is to run Windows Direct3D 10/11 games on Linux using Wine. Wine dlls are currently not provided, but adding them should be quite easy. Fglrx and nvidia drivers can also be supported by writing a Gallium driver that talks to them using OpenGL, which is a relatively easy task. Thanks to the great design of Direct3D 10/11 and closeness to Gallium, this approach should not result in detectable overhead, and is the most maintainable way to do it, providing a path to switch to the open Gallium drivers once they are on par with the proprietary ones. Currently Wine has a very limited Direct3D 10 implementation, and completely lacks a Direct3D 11 implementation. Note that Direct3D 10/11 are completely different from Direct3D 9 and earlier, and thus warrant a fully separate implementation. The third goal is to provide a superior alternative to OpenGL for graphics programming on non-Windows systems, particularly Linux and other free and open systems. Thanks to a very clean and well-though design done from scratch, the Direct3D 10/11 APIs are vastly better than OpenGL and can be supported with orders of magnitude less code and development time, as you can see by comparing the lines of code of this commit and those in the existing Mesa OpenGL implementation. This would have been true for the Longs Peak proposal as well, but unfortunately it was abandoned by Khronos, leaving the OpenGL ecosystem without a graphics API with a modern design. A binding of Direct3D 10/11 to EGL would solve this issue in the most economical way possible, and this would be great to provide in Mesa, since DXGI, the API used to bind Direct3D 10/11 to Windows, is a bit suboptimal, especially on non-Windows platforms. Finally, a mature Direct3D 10/11 implementation is intrinsically going to be faster and more reliable than an OpenGL implementation, thanks to the dramatically smaller API and the segregation of all nontrivial work to object creation that the application must perform ahead of time. Currently, this commit contains: - Independently created headers for Direct3D 10, 10.1, 11 and DXGI 1.1, partially based on the existing Wine headers for D3D10 and DXGI 1.0 - A parser for Direct3D 10/11 DXBC and TokenizedProgramFormat (TPF) - A shader translator from TokenizedProgramFormat to TGSI - Implementation of the Direct3D 11 core interfaces - Automatically generated implementation of Direct3D 10 and 10.1 - Implementation of DXGI using the "native" framework of the EGL st - Demos, usable either on Windows or on this implementation - d3d11tri, a clone of tri - d3d11tex, a (multi)texturing demo - d3d11gears, an improved version of glxgears - d3d11spikysphere, a D3D11 tessellation demo (currently Windows-only) - A downloader for the Microsoft HLSL compiler, needed to recompile the shaders (compiled shader bytecode is also included) To compile this, configure at least with these options: --with-state-trackers=egl,d3d1x --with-egl-platforms=x11 plus some gallium drivers (such as softpipe with --enable-gallium-swrast) The Wine headers (usually from a wine-dev or wine-devel package) must be installed. Only x86-32 has been tested. You may need to run "make" in the subdirectories of src/gallium/winsys/sw and you may need to manually run "sudo make install" in src/gallium/targets/egl To test it, run the demos in the "progs" directory. Windows binaries are included to find out how demos should work, and to test Wine integration when it will be done. Enjoy, and let me know if you manage to compile and run this, or which issues you are facing if not. Using softpipe is recommended for now, and your mileage with hardware drivers may vary. However, getting this to work on hardware drivers is also obviously very important. Note that currently llvmpipe is buggy and causes all 3 gears to be drawn with the same color. Use export GALLIUM_DRIVER=softpipe to avoid this. Thanks to all the Gallium contributors and especially the VMware team, whose work made it possible to implement Direct3D 10/11 much more easily than it would have been otherwise.
Diffstat (limited to 'src/gallium/state_trackers/d3d1x/progs/d3d11app')
-rwxr-xr-xsrc/gallium/state_trackers/d3d1x/progs/d3d11app/d3d11app.h51
-rwxr-xr-xsrc/gallium/state_trackers/d3d1x/progs/d3d11app/d3d11blit.hlsl53
-rwxr-xr-xsrc/gallium/state_trackers/d3d1x/progs/d3d11app/d3d11blit.hlsl.ps.h142
-rwxr-xr-xsrc/gallium/state_trackers/d3d1x/progs/d3d11app/d3d11blit.hlsl.vs.h130
-rwxr-xr-xsrc/gallium/state_trackers/d3d1x/progs/d3d11app/d3d11u.h424
-rwxr-xr-xsrc/gallium/state_trackers/d3d1x/progs/d3d11app/d3d11winmain.cpp172
-rwxr-xr-xsrc/gallium/state_trackers/d3d1x/progs/d3d11app/d3d11x11main.cpp124
7 files changed, 1096 insertions, 0 deletions
diff --git a/src/gallium/state_trackers/d3d1x/progs/d3d11app/d3d11app.h b/src/gallium/state_trackers/d3d1x/progs/d3d11app/d3d11app.h
new file mode 100755
index 0000000000..9eb69d6f5d
--- /dev/null
+++ b/src/gallium/state_trackers/d3d1x/progs/d3d11app/d3d11app.h
@@ -0,0 +1,51 @@
+/**************************************************************************
+ *
+ * Copyright 2010 Luca Barbieri
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining
+ * a copy of this software and associated documentation files (the
+ * "Software"), to deal in the Software without restriction, including
+ * without limitation the rights to use, copy, modify, merge, publish,
+ * distribute, sublicense, and/or sell copies of the Software, and to
+ * permit persons to whom the Software is furnished to do so, subject to
+ * the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the
+ * next paragraph) shall be included in all copies or substantial
+ * portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+ * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+ * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
+ * IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
+ * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
+ * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
+ * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ *
+ **************************************************************************/
+
+#ifndef D3D11APP_H
+#define D3D11APP_H
+
+#define WIN32_LEAN_AND_MEAN
+#include <windows.h>
+#include <objbase.h>
+#include <d3d11.h>
+#include <assert.h>
+#include <stdio.h>
+#include <float.h>
+
+#define ensure(x) do {HRESULT __hr = (x); if(!SUCCEEDED(__hr)) {fprintf(stderr, "COM error %08x\n", __hr); abort();}} while(0)
+
+struct d3d11_application
+{
+ virtual ~d3d11_application() {}
+
+ virtual void draw(ID3D11DeviceContext* ctx, ID3D11RenderTargetView* rtv, unsigned width, unsigned height, double time) = 0;
+ virtual bool init(ID3D11Device* dev, int argc, char** argv) = 0;
+};
+
+/* this is the entry point you must provide */
+extern "C" d3d11_application* d3d11_application_create();
+
+#endif
diff --git a/src/gallium/state_trackers/d3d1x/progs/d3d11app/d3d11blit.hlsl b/src/gallium/state_trackers/d3d1x/progs/d3d11app/d3d11blit.hlsl
new file mode 100755
index 0000000000..4075160d17
--- /dev/null
+++ b/src/gallium/state_trackers/d3d1x/progs/d3d11app/d3d11blit.hlsl
@@ -0,0 +1,53 @@
+/**************************************************************************
+ *
+ * Copyright 2010 Luca Barbieri
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining
+ * a copy of this software and associated documentation files (the
+ * "Software"), to deal in the Software without restriction, including
+ * without limitation the rights to use, copy, modify, merge, publish,
+ * distribute, sublicense, and/or sell copies of the Software, and to
+ * permit persons to whom the Software is furnished to do so, subject to
+ * the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the
+ * next paragraph) shall be included in all copies or substantial
+ * portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+ * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+ * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
+ * IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
+ * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
+ * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
+ * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ *
+ **************************************************************************/
+
+Texture2D tex;
+sampler samp;
+
+struct IA2VS
+{
+ float4 position : POSITION;
+ float2 texcoord : TEXCOORD;
+};
+
+struct VS2PS
+{
+ float4 position : SV_POSITION;
+ float2 texcoord : TEXCOORD;
+};
+
+VS2PS vs_blit(IA2VS input)
+{
+ VS2PS result;
+ result.position = input.position;
+ result.texcoord = input.texcoord;
+ return result;
+}
+
+float4 ps_blit(VS2PS input) : SV_TARGET
+{
+ return tex.Sample(samp, input.texcoord);
+}
diff --git a/src/gallium/state_trackers/d3d1x/progs/d3d11app/d3d11blit.hlsl.ps.h b/src/gallium/state_trackers/d3d1x/progs/d3d11app/d3d11blit.hlsl.ps.h
new file mode 100755
index 0000000000..d034c87222
--- /dev/null
+++ b/src/gallium/state_trackers/d3d1x/progs/d3d11app/d3d11blit.hlsl.ps.h
@@ -0,0 +1,142 @@
+#if 0
+//
+// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
+//
+//
+// fxc /Fhd3d11blit.hlsl.ps.h /Eps_blit /Tps_4_0 d3d11blit.hlsl
+//
+//
+// Resource Bindings:
+//
+// Name Type Format Dim Slot Elements
+// ------------------------------ ---------- ------- ----------- ---- --------
+// samp sampler NA NA 0 1
+// tex texture float4 2d 0 1
+//
+//
+//
+// Input signature:
+//
+// Name Index Mask Register SysValue Format Used
+// -------------------- ----- ------ -------- -------- ------ ------
+// SV_POSITION 0 xyzw 0 POS float
+// TEXCOORD 0 xy 1 NONE float xy
+//
+//
+// Output signature:
+//
+// Name Index Mask Register SysValue Format Used
+// -------------------- ----- ------ -------- -------- ------ ------
+// SV_TARGET 0 xyzw 0 TARGET float xyzw
+//
+ps_4_0
+dcl_sampler s0, mode_default
+dcl_resource_texture2d (float,float,float,float) t0
+dcl_input_ps linear v1.xy
+dcl_output o0.xyzw
+sample o0.xyzw, v1.xyxx, t0.xyzw, s0
+ret
+// Approximately 2 instruction slots used
+#endif
+
+const BYTE g_ps_blit[] =
+{
+ 68, 88, 66, 67, 183, 100,
+ 39, 89, 244, 20, 241, 39,
+ 36, 169, 159, 230, 234, 214,
+ 114, 11, 1, 0, 0, 0,
+ 72, 2, 0, 0, 5, 0,
+ 0, 0, 52, 0, 0, 0,
+ 212, 0, 0, 0, 44, 1,
+ 0, 0, 96, 1, 0, 0,
+ 204, 1, 0, 0, 82, 68,
+ 69, 70, 152, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 2, 0, 0, 0,
+ 28, 0, 0, 0, 0, 4,
+ 255, 255, 0, 1, 0, 0,
+ 101, 0, 0, 0, 92, 0,
+ 0, 0, 3, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 1, 0,
+ 0, 0, 0, 0, 0, 0,
+ 97, 0, 0, 0, 2, 0,
+ 0, 0, 5, 0, 0, 0,
+ 4, 0, 0, 0, 255, 255,
+ 255, 255, 0, 0, 0, 0,
+ 1, 0, 0, 0, 12, 0,
+ 0, 0, 115, 97, 109, 112,
+ 0, 116, 101, 120, 0, 77,
+ 105, 99, 114, 111, 115, 111,
+ 102, 116, 32, 40, 82, 41,
+ 32, 72, 76, 83, 76, 32,
+ 83, 104, 97, 100, 101, 114,
+ 32, 67, 111, 109, 112, 105,
+ 108, 101, 114, 32, 57, 46,
+ 50, 57, 46, 57, 53, 50,
+ 46, 51, 49, 49, 49, 0,
+ 171, 171, 73, 83, 71, 78,
+ 80, 0, 0, 0, 2, 0,
+ 0, 0, 8, 0, 0, 0,
+ 56, 0, 0, 0, 0, 0,
+ 0, 0, 1, 0, 0, 0,
+ 3, 0, 0, 0, 0, 0,
+ 0, 0, 15, 0, 0, 0,
+ 68, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 3, 0, 0, 0, 1, 0,
+ 0, 0, 3, 3, 0, 0,
+ 83, 86, 95, 80, 79, 83,
+ 73, 84, 73, 79, 78, 0,
+ 84, 69, 88, 67, 79, 79,
+ 82, 68, 0, 171, 171, 171,
+ 79, 83, 71, 78, 44, 0,
+ 0, 0, 1, 0, 0, 0,
+ 8, 0, 0, 0, 32, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 3, 0,
+ 0, 0, 0, 0, 0, 0,
+ 15, 0, 0, 0, 83, 86,
+ 95, 84, 65, 82, 71, 69,
+ 84, 0, 171, 171, 83, 72,
+ 68, 82, 100, 0, 0, 0,
+ 64, 0, 0, 0, 25, 0,
+ 0, 0, 90, 0, 0, 3,
+ 0, 96, 16, 0, 0, 0,
+ 0, 0, 88, 24, 0, 4,
+ 0, 112, 16, 0, 0, 0,
+ 0, 0, 85, 85, 0, 0,
+ 98, 16, 0, 3, 50, 16,
+ 16, 0, 1, 0, 0, 0,
+ 101, 0, 0, 3, 242, 32,
+ 16, 0, 0, 0, 0, 0,
+ 69, 0, 0, 9, 242, 32,
+ 16, 0, 0, 0, 0, 0,
+ 70, 16, 16, 0, 1, 0,
+ 0, 0, 70, 126, 16, 0,
+ 0, 0, 0, 0, 0, 96,
+ 16, 0, 0, 0, 0, 0,
+ 62, 0, 0, 1, 83, 84,
+ 65, 84, 116, 0, 0, 0,
+ 2, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 2, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 1, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 1, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0
+};
diff --git a/src/gallium/state_trackers/d3d1x/progs/d3d11app/d3d11blit.hlsl.vs.h b/src/gallium/state_trackers/d3d1x/progs/d3d11app/d3d11blit.hlsl.vs.h
new file mode 100755
index 0000000000..8e884d9248
--- /dev/null
+++ b/src/gallium/state_trackers/d3d1x/progs/d3d11app/d3d11blit.hlsl.vs.h
@@ -0,0 +1,130 @@
+#if 0
+//
+// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
+//
+//
+// fxc /Fhd3d11blit.hlsl.vs.h /Evs_blit /Tvs_4_0 d3d11blit.hlsl
+//
+//
+//
+// Input signature:
+//
+// Name Index Mask Register SysValue Format Used
+// -------------------- ----- ------ -------- -------- ------ ------
+// POSITION 0 xyzw 0 NONE float xyzw
+// TEXCOORD 0 xy 1 NONE float xy
+//
+//
+// Output signature:
+//
+// Name Index Mask Register SysValue Format Used
+// -------------------- ----- ------ -------- -------- ------ ------
+// SV_POSITION 0 xyzw 0 POS float xyzw
+// TEXCOORD 0 xy 1 NONE float xy
+//
+vs_4_0
+dcl_input v0.xyzw
+dcl_input v1.xy
+dcl_output_siv o0.xyzw, position
+dcl_output o1.xy
+mov o0.xyzw, v0.xyzw
+mov o1.xy, v1.xyxx
+ret
+// Approximately 3 instruction slots used
+#endif
+
+const BYTE g_vs_blit[] =
+{
+ 68, 88, 66, 67, 142, 11,
+ 173, 22, 73, 47, 224, 51,
+ 147, 83, 148, 177, 56, 17,
+ 72, 237, 1, 0, 0, 0,
+ 36, 2, 0, 0, 5, 0,
+ 0, 0, 52, 0, 0, 0,
+ 140, 0, 0, 0, 224, 0,
+ 0, 0, 56, 1, 0, 0,
+ 168, 1, 0, 0, 82, 68,
+ 69, 70, 80, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 28, 0, 0, 0, 0, 4,
+ 254, 255, 0, 1, 0, 0,
+ 28, 0, 0, 0, 77, 105,
+ 99, 114, 111, 115, 111, 102,
+ 116, 32, 40, 82, 41, 32,
+ 72, 76, 83, 76, 32, 83,
+ 104, 97, 100, 101, 114, 32,
+ 67, 111, 109, 112, 105, 108,
+ 101, 114, 32, 57, 46, 50,
+ 57, 46, 57, 53, 50, 46,
+ 51, 49, 49, 49, 0, 171,
+ 171, 171, 73, 83, 71, 78,
+ 76, 0, 0, 0, 2, 0,
+ 0, 0, 8, 0, 0, 0,
+ 56, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 3, 0, 0, 0, 0, 0,
+ 0, 0, 15, 15, 0, 0,
+ 65, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 3, 0, 0, 0, 1, 0,
+ 0, 0, 3, 3, 0, 0,
+ 80, 79, 83, 73, 84, 73,
+ 79, 78, 0, 84, 69, 88,
+ 67, 79, 79, 82, 68, 0,
+ 171, 171, 79, 83, 71, 78,
+ 80, 0, 0, 0, 2, 0,
+ 0, 0, 8, 0, 0, 0,
+ 56, 0, 0, 0, 0, 0,
+ 0, 0, 1, 0, 0, 0,
+ 3, 0, 0, 0, 0, 0,
+ 0, 0, 15, 0, 0, 0,
+ 68, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 3, 0, 0, 0, 1, 0,
+ 0, 0, 3, 12, 0, 0,
+ 83, 86, 95, 80, 79, 83,
+ 73, 84, 73, 79, 78, 0,
+ 84, 69, 88, 67, 79, 79,
+ 82, 68, 0, 171, 171, 171,
+ 83, 72, 68, 82, 104, 0,
+ 0, 0, 64, 0, 1, 0,
+ 26, 0, 0, 0, 95, 0,
+ 0, 3, 242, 16, 16, 0,
+ 0, 0, 0, 0, 95, 0,
+ 0, 3, 50, 16, 16, 0,
+ 1, 0, 0, 0, 103, 0,
+ 0, 4, 242, 32, 16, 0,
+ 0, 0, 0, 0, 1, 0,
+ 0, 0, 101, 0, 0, 3,
+ 50, 32, 16, 0, 1, 0,
+ 0, 0, 54, 0, 0, 5,
+ 242, 32, 16, 0, 0, 0,
+ 0, 0, 70, 30, 16, 0,
+ 0, 0, 0, 0, 54, 0,
+ 0, 5, 50, 32, 16, 0,
+ 1, 0, 0, 0, 70, 16,
+ 16, 0, 1, 0, 0, 0,
+ 62, 0, 0, 1, 83, 84,
+ 65, 84, 116, 0, 0, 0,
+ 3, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 4, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 1, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 2, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0
+};
diff --git a/src/gallium/state_trackers/d3d1x/progs/d3d11app/d3d11u.h b/src/gallium/state_trackers/d3d1x/progs/d3d11app/d3d11u.h
new file mode 100755
index 0000000000..3b0644a573
--- /dev/null
+++ b/src/gallium/state_trackers/d3d1x/progs/d3d11app/d3d11u.h
@@ -0,0 +1,424 @@
+/**************************************************************************
+ *
+ * Copyright 2010 Luca Barbieri
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining
+ * a copy of this software and associated documentation files (the
+ * "Software"), to deal in the Software without restriction, including
+ * without limitation the rights to use, copy, modify, merge, publish,
+ * distribute, sublicense, and/or sell copies of the Software, and to
+ * permit persons to whom the Software is furnished to do so, subject to
+ * the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the
+ * next paragraph) shall be included in all copies or substantial
+ * portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+ * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+ * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
+ * IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
+ * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
+ * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
+ * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ *
+ **************************************************************************/
+
+#include <vector>
+
+#include "d3d11blit.hlsl.ps.h"
+#include "d3d11blit.hlsl.vs.h"
+
+template<typename index_type = unsigned>
+struct triangle_list_indices : public std::vector<index_type>
+{
+ unsigned base;
+ bool flip;
+
+ triangle_list_indices()
+ : base(0), flip(false)
+ {}
+
+ void poly(unsigned a, unsigned b, unsigned c)
+ {
+ this->push_back(base + a);
+ this->push_back(base + (flip ? c : b));
+ this->push_back(base + (flip ? b : c));
+ }
+
+ void poly(unsigned a, unsigned b, unsigned c, unsigned d)
+ {
+ poly(a, b, c);
+ poly(a, c, d);
+ }
+
+ void poly(unsigned a, unsigned b, unsigned c, unsigned d, unsigned e)
+ {
+ poly(a, b, c, d);
+ poly(a, d, e);
+ }
+
+ void poly(unsigned a, unsigned b, unsigned c, unsigned d, unsigned e, unsigned f)
+ {
+ poly(a, b, c, d, e);
+ poly(a, e, f);
+ }
+
+ void poly(unsigned a, unsigned b, unsigned c, unsigned d, unsigned e, unsigned f, unsigned g)
+ {
+ poly(a, b, c, d, e, f);
+ poly(a, f, g);
+ }
+
+ void poly(unsigned a, unsigned b, unsigned c, unsigned d, unsigned e, unsigned f, unsigned g, unsigned h)
+ {
+ poly(a, b, c, d, e, f, g);
+ poly(a, g, h);
+ }
+};
+
+struct mesh
+{
+ ID3D11InputLayout* layout;
+ ID3D11Buffer* buffer;
+ D3D11_PRIMITIVE_TOPOLOGY topology;
+ unsigned vertex_size;
+ unsigned draw_count;
+ DXGI_FORMAT index_format;
+ unsigned index_offset;
+
+ mesh(ID3D11Device* dev, D3D11_PRIMITIVE_TOPOLOGY topology,
+ const D3D11_INPUT_ELEMENT_DESC *elements, unsigned num_elements,
+ const void* vs, unsigned vs_size,
+ const void* vertices, unsigned vertex_size, unsigned num_vertices,
+ const void* indices = 0, unsigned index_size = 0, unsigned num_indices = 0)
+ : topology(topology), vertex_size(vertex_size), draw_count(index_size ? num_indices : num_vertices)
+ {
+ dev->CreateInputLayout(elements, num_elements, vs, vs_size, &layout);
+ if(index_size == 2)
+ index_format = DXGI_FORMAT_R16_UINT;
+ else if(index_size == 4)
+ index_format = DXGI_FORMAT_R32_UINT;
+ else
+ index_format = DXGI_FORMAT_UNKNOWN;
+ this->vertex_size = vertex_size;
+ index_offset = vertex_size * num_vertices;
+
+ D3D11_BUFFER_DESC bufferd;
+ memset(&bufferd, 0, sizeof(bufferd));
+ bufferd.Usage = D3D11_USAGE_IMMUTABLE;
+ bufferd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ if(index_format)
+ bufferd.BindFlags |= D3D11_BIND_INDEX_BUFFER;
+ bufferd.ByteWidth = index_offset + index_format * num_indices;
+
+ char* data = (char*)malloc(bufferd.ByteWidth);
+ memcpy(data, vertices, vertex_size * num_vertices);
+ memcpy(data + index_offset, indices, index_size * num_indices);
+
+ D3D11_SUBRESOURCE_DATA buffersd;
+ buffersd.pSysMem = data;
+
+ ensure(dev->CreateBuffer(&bufferd, &buffersd, &buffer));
+ free(data);
+ }
+
+ ~mesh()
+ {
+ layout->Release();
+ buffer->Release();
+ }
+
+ void bind(ID3D11DeviceContext* ctx)
+ {
+ unsigned offset = 0;
+ ctx->IASetPrimitiveTopology(topology);
+ ctx->IASetInputLayout(layout);
+ if(index_format)
+ ctx->IASetIndexBuffer(buffer, index_format, index_offset);
+ ctx->IASetVertexBuffers(0, 1, &buffer, &vertex_size, &offset);
+ }
+
+ void draw_bound(ID3D11DeviceContext* ctx)
+ {
+ if(index_format)
+ ctx->DrawIndexed(draw_count, 0, 0);
+ else
+ ctx->Draw(draw_count, 0);
+ }
+
+ void bind_and_draw(ID3D11DeviceContext* ctx)
+ {
+ bind(ctx);
+ draw_bound(ctx);
+ }
+};
+
+mesh* create_tex_quad(ID3D11Device* dev, const BYTE* vs, unsigned vs_size)
+{
+ float quad_data[] = {
+ -1, -1, 0, 1,
+ -1, 1, 0, 0,
+ 1, -1, 1, 1,
+ 1, 1, 1, 0,
+ };
+
+ D3D11_INPUT_ELEMENT_DESC elements[2] =
+ {
+ {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
+ {"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0},
+ };
+
+ return new mesh(dev, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
+ elements, 2,
+ vs, vs_size,
+ quad_data, 4 * sizeof(float), 4,
+ 0, 0, 0);
+}
+
+struct d3d11_blitter
+{
+ mesh* quad;
+ ID3D11VertexShader* vs;
+ ID3D11PixelShader* ps;
+ ID3D11SamplerState* sampler[2];
+
+ d3d11_blitter(ID3D11Device* dev)
+ {
+ quad = create_tex_quad(dev, g_vs_blit, sizeof(g_vs_blit));
+
+ dev->CreateVertexShader(g_vs_blit, sizeof(g_vs_blit), 0, &vs);
+ dev->CreatePixelShader(g_ps_blit, sizeof(g_ps_blit), 0, &ps);
+
+ for(unsigned i = 0; i < 2; ++i)
+ {
+ D3D11_SAMPLER_DESC samplerd;
+ memset(&samplerd, 0, sizeof(samplerd));
+ samplerd.Filter = i ? D3D11_FILTER_MIN_MAG_MIP_LINEAR : D3D11_FILTER_MIN_MAG_MIP_LINEAR;
+ samplerd.AddressU = samplerd.AddressV = samplerd.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
+ dev->CreateSamplerState(&samplerd, &sampler[i]);
+ }
+ }
+
+ void bind(ID3D11DeviceContext* ctx, ID3D11ShaderResourceView* srv, ID3D11RenderTargetView* rtv, float x, float y, float width, float height, bool linear)
+ {
+ D3D11_VIEWPORT vp;
+ vp.TopLeftX = x;
+ vp.TopLeftY = y;
+ vp.Width = width;
+ vp.Height = height;
+ vp.MinDepth = 0;
+ vp.MaxDepth = 1;
+ ctx->RSSetViewports(1, &vp);
+ ctx->RSSetState(0);
+ ctx->OMSetBlendState(0, 0, ~0);
+ ctx->OMSetDepthStencilState(0, 0);
+ ctx->OMSetRenderTargets(1, &rtv, 0);
+ ctx->VSSetShader(vs, 0, 0);
+ ctx->PSSetShader(ps, 0, 0);
+ ctx->PSSetShaderResources(0, 1, &srv);
+ ctx->PSSetSamplers(0, 1, &sampler[!!linear]);
+ quad->bind(ctx);
+ }
+
+ void draw_bound(ID3D11DeviceContext* ctx)
+ {
+ quad->draw_bound(ctx);
+ }
+
+ void bind_draw_and_unbind(ID3D11DeviceContext* ctx, ID3D11ShaderResourceView* srv, ID3D11RenderTargetView* rtv, float x, float y, float width, float height, bool linear)
+ {
+ bind(ctx, srv, rtv, x, y, width, height, linear);
+ draw_bound(ctx);
+ unbind(ctx);
+ }
+
+ void unbind(ID3D11DeviceContext* ctx)
+ {
+ void* null = 0;
+ ctx->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&null);
+ ctx->PSSetSamplers(0, 1, (ID3D11SamplerState**)&null);
+ }
+};
+
+template<typename T, unsigned n>
+struct vec_t
+{
+ T v[n];
+
+ T& operator [](unsigned i)
+ {
+ return v[i];
+ }
+
+ const T& operator [](unsigned i) const
+ {
+ return v[i];
+ }
+};
+
+template<typename T, unsigned n>
+vec_t<T, n> operator -(const vec_t<T, n> a)
+{
+ vec_t<T, n> r;
+ for(unsigned i = 0; i < n; ++i)
+ r[i] = -a[i];
+ return r;
+}
+
+template<typename T, unsigned n>
+vec_t<T, n> operator +(const vec_t<T, n>& a, const vec_t<T, n>& b)
+{
+ vec_t<T, n> r;
+ for(unsigned i = 0; i < n; ++i)
+ r[i] = a[i] + b[i];
+ return r;
+}
+
+template<typename T, unsigned n>
+vec_t<T, n>& operator +=(vec_t<T, n>& a, const vec_t<T, n>& b)
+{
+ for(unsigned i = 0; i < n; ++i)
+ a[i] += b[i];
+ return a;
+}
+
+template<typename T, unsigned r, unsigned c>
+struct mat_t : public vec_t<vec_t<T, r>, c>
+{};
+
+template<typename T, unsigned n>
+vec_t<T, n> operator *(const vec_t<T, n>& a, const T& b)
+{
+ vec_t<T, n> r;
+ for(unsigned i = 0; i < n; ++i)
+ r[i] = a[i] * b;
+ return r;
+}
+
+template<typename T, unsigned n>
+vec_t<T, n> operator *(const T& b, const vec_t<T, n>& a)
+{
+ vec_t<T, n> r;
+ for(unsigned i = 0; i < n; ++i)
+ r[i] = a[i] * b;
+ return r;
+}
+
+template<typename T, unsigned d, unsigned e>
+vec_t<T, e> operator *(const mat_t<T, e, d>& m, const vec_t<T, d>& b)
+{
+ vec_t<T, e> r;
+ r = m[0] * b[0];
+ for(unsigned i = 1; i < d; ++i)
+ r += m[i] * b[i];
+ return r;
+}
+
+template<typename T, unsigned d, unsigned e, unsigned f>
+mat_t<T, e, f> operator *(const mat_t<T, e, d>& m, const mat_t<T, d, f>& b)
+{
+ mat_t<T, e, f> r;
+ for(unsigned i = 0; i < d; ++i)
+ r[i] = m * b[i];
+ return r;
+}
+
+template<typename T>
+vec_t<T, 3> vec(T a, T b, T c)
+{
+ vec_t<T, 4> v;
+ v[0] = a;
+ v[1] = b;
+ v[2] = c;
+ return v;
+}
+
+template<typename T>
+vec_t<T, 4> vec(T a, T b, T c, T d)
+{
+ vec_t<T, 4> v;
+ v[0] = a;
+ v[1] = b;
+ v[2] = c;
+ v[3] = d;
+ return v;
+}
+
+typedef mat_t<float, 4, 4> float4x4;
+typedef mat_t<float, 4, 3> float4x3;
+typedef mat_t<float, 3, 4> float3x4;
+typedef mat_t<float, 3, 3> float3x3;
+
+typedef vec_t<float, 3> float3;
+typedef vec_t<float, 4> float4;
+
+template<typename T>
+mat_t<T, 4, 4> mat4x4_frustum(T left, T right, T bottom, T top, T nearval, T farval)
+{
+ T x = (2.0f * nearval) / (right - left);
+ T y = (2.0f * nearval) / (top - bottom);
+ T a = (right + left) / (right - left);
+ T b = (top + bottom) / (top - bottom);
+ T c = -(farval + nearval) / (farval - nearval);
+ T d = -(2.0f * farval * nearval) / (farval - nearval);
+ T _0 = (T)0;
+
+ mat_t<T, 4, 4> m;
+ m[0] = vec(x, _0, _0, _0);
+ m[1] = vec(_0, y, _0, _0);
+ m[2] = vec(a, b, c, (T)-1);
+ m[3] = vec(_0, _0, d, _0);
+ return m;
+}
+
+template<typename T>
+mat_t<T, 3, 3> mat3x3_diag(T v)
+{
+ mat_t<T, 3, 3> m;
+ T _0 = (T)0;
+ m[0] = vec(v, _0, _0);
+ m[1] = vec(_0, v, _0);
+ m[2] = vec(_0, _0, v);
+ return m;
+}
+
+template<typename T>
+mat_t<T, 4, 4> mat4x4_diag(T v)
+{
+ mat_t<T, 4, 4> m;
+ T _0 = (T)0;
+ m[0] = vec(v, _0, _0, _0);
+ m[1] = vec(_0, v, _0, _0);
+ m[2] = vec(_0, _0, v, _0);
+ m[3] = vec(_0, _0, _0, v);
+ return m;
+}
+
+template<typename T, unsigned n>
+mat_t<T, n, n> mat_push_rotate(const mat_t<T, n, n>& m, unsigned axis, T angle)
+{
+ T s = (T)sin(angle);
+ T c = (T)cos(angle);
+
+ mat_t<T, n, n> r = m;
+ unsigned a = (axis + 1) % 3;
+ unsigned b = (axis + 2) % 3;
+ r[a] = (m[a] * c) + (m[b] * s);
+ r[b] = -(m[a] * s) + (m[b] * c);
+ return r;
+}
+
+template<typename T, unsigned n>
+mat_t<T, n, n> mat_push_translate(const mat_t<T, n, n>& m, float x, float y, float z)
+{
+ mat_t<T, n, n> r = m;
+ vec_t<T, n> v;
+ v[0] = x;
+ v[1] = y;
+ v[2] = z;
+ if(n >= 4)
+ v[3] = (T)0;
+ r[3] += m * v;
+ return r;
+}
diff --git a/src/gallium/state_trackers/d3d1x/progs/d3d11app/d3d11winmain.cpp b/src/gallium/state_trackers/d3d1x/progs/d3d11app/d3d11winmain.cpp
new file mode 100755
index 0000000000..76903e57f0
--- /dev/null
+++ b/src/gallium/state_trackers/d3d1x/progs/d3d11app/d3d11winmain.cpp
@@ -0,0 +1,172 @@
+/**************************************************************************
+ *
+ * Copyright 2010 Luca Barbieri
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining
+ * a copy of this software and associated documentation files (the
+ * "Software"), to deal in the Software without restriction, including
+ * without limitation the rights to use, copy, modify, merge, publish,
+ * distribute, sublicense, and/or sell copies of the Software, and to
+ * permit persons to whom the Software is furnished to do so, subject to
+ * the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the
+ * next paragraph) shall be included in all copies or substantial
+ * portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+ * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+ * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
+ * IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
+ * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
+ * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
+ * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ *
+ **************************************************************************/
+
+#define INITGUID
+#include "d3d11app.h"
+#include "stdio.h"
+
+static d3d11_application* app;
+static IDXGISwapChain* swap_chain;
+static unsigned width, height;
+static DXGI_FORMAT format = DXGI_FORMAT_R8G8B8A8_UNORM;
+static ID3D11Device* dev;
+static ID3D11DeviceContext* ctx;
+static int frames = 0;
+static int buffer_count = 1;
+
+LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
+{
+ switch (message)
+ {
+ case WM_SIZE:
+ width = lParam & 0xffff;
+ height = lParam >> 16;
+
+ swap_chain->ResizeBuffers(buffer_count, width, height, format, 0);
+ frames = 0;
+ break;
+ case WM_DESTROY:
+ PostQuitMessage(0);
+ break;
+ default:
+ return DefWindowProc(hwnd, message, wParam, lParam);
+ }
+ return 0;
+}
+
+int main(int argc, char** argv)
+{
+ HINSTANCE hInstance = GetModuleHandle(NULL);
+ WNDCLASSEXA wcex;
+
+ wcex.cbSize = sizeof(WNDCLASSEX);
+
+ wcex.style = CS_HREDRAW | CS_VREDRAW;
+ wcex.lpfnWndProc = WndProc;
+ wcex.cbClsExtra = 0;
+ wcex.cbWndExtra = 0;
+ wcex.hInstance = hInstance;
+ wcex.hIcon = 0;
+ wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
+ wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
+ wcex.lpszMenuName = 0;
+ wcex.lpszClassName = "d3d11";
+ wcex.hIconSm = 0;
+
+ RegisterClassExA(&wcex);
+
+ HWND hwnd = CreateWindowA("d3d11", "d3d11", WS_OVERLAPPEDWINDOW,
+ CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, hInstance, NULL);
+
+ if(!hwnd)
+ return FALSE;
+
+ RECT rc;
+ GetClientRect(hwnd, &rc );
+ width = rc.right - rc.left;
+ height = rc.bottom - rc.top;
+
+ DXGI_SWAP_CHAIN_DESC swap_chain_desc;
+ memset(&swap_chain_desc, 0, sizeof(swap_chain_desc));
+ swap_chain_desc.BufferDesc.Width = width;
+ swap_chain_desc.BufferDesc.Height = height;
+ swap_chain_desc.BufferDesc.Format = format;
+ swap_chain_desc.SampleDesc.Count = 1;
+ swap_chain_desc.SampleDesc.Quality = 0;
+ swap_chain_desc.OutputWindow = hwnd;
+ swap_chain_desc.Windowed = TRUE;
+ swap_chain_desc.BufferCount = buffer_count;
+ swap_chain_desc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
+ swap_chain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+
+ D3D_FEATURE_LEVEL feature_level = D3D_FEATURE_LEVEL_10_0;
+
+ HRESULT hr = D3D11CreateDeviceAndSwapChain(
+ NULL,
+ D3D_DRIVER_TYPE_HARDWARE,
+ NULL,
+ D3D11_CREATE_DEVICE_SINGLETHREADED, // | D3D11_CREATE_DEVICE_DEBUG,
+ NULL,
+ 0,
+ D3D11_SDK_VERSION,
+ &swap_chain_desc,
+ &swap_chain,
+ &dev,
+ &feature_level,
+ &ctx);
+ if(!SUCCEEDED(hr))
+ {
+ fprintf(stderr, "Failed to create D3D11 device (hresult %08x)\n", hr);
+ return 1;
+ }
+
+ app = d3d11_application_create();
+ if(!app->init(dev, argc, argv))
+ return 1;
+
+ ShowWindow(hwnd, SW_SHOWDEFAULT);
+ UpdateWindow(hwnd);
+
+ LARGE_INTEGER freq;
+ QueryPerformanceFrequency(&freq);
+ double period = 1.0 / (double)freq.QuadPart;
+ LARGE_INTEGER ctime_li;
+ QueryPerformanceCounter(&ctime_li);
+ double start_time = ctime_li.QuadPart * period;
+
+ MSG msg;
+ for(;;)
+ {
+ if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
+ {
+ if(msg.message == WM_QUIT)
+ break;
+ TranslateMessage(&msg);
+ DispatchMessage(&msg);
+ }
+ else if(width && height)
+ {
+ ID3D11Texture2D* tex;
+ static ID3D11RenderTargetView* rtv;
+ ensure(swap_chain->GetBuffer(0, __uuidof(tex), (void**)&tex));
+ ensure(dev->CreateRenderTargetView(tex, NULL, &rtv));
+
+ QueryPerformanceCounter(&ctime_li);
+ double ctime = (double)ctime_li.QuadPart * period - start_time;
+
+ app->draw(ctx, rtv, width, height, ctime);
+ ctx->OMSetRenderTargets(0, 0, 0);
+
+ swap_chain->Present(0, 0);
+ rtv->Release();
+ tex->Release();
+ }
+ else
+ WaitMessage();
+ }
+ return (int) msg.wParam;
+}
diff --git a/src/gallium/state_trackers/d3d1x/progs/d3d11app/d3d11x11main.cpp b/src/gallium/state_trackers/d3d1x/progs/d3d11app/d3d11x11main.cpp
new file mode 100755
index 0000000000..9dcb32537e
--- /dev/null
+++ b/src/gallium/state_trackers/d3d1x/progs/d3d11app/d3d11x11main.cpp
@@ -0,0 +1,124 @@
+#define INITGUID
+#include "d3d11app.h"
+#include <X11/Xlib.h>
+#include <GL/glx.h>
+#include <galliumdxgi.h>
+#include <sys/time.h>
+
+static d3d11_application* app;
+static IDXGISwapChain* swap_chain;
+unsigned width, height;
+DXGI_FORMAT format = DXGI_FORMAT_R8G8B8A8_UNORM;
+static ID3D11Device* dev;
+static ID3D11DeviceContext* ctx;
+
+static int attributeList[] = {
+ GLX_RGBA,
+ GLX_RED_SIZE, 8,
+ GLX_GREEN_SIZE, 8,
+ GLX_BLUE_SIZE, 8,
+ None
+};
+
+double get_time()
+{
+ struct timeval tv;
+ gettimeofday(&tv, 0);
+ return (double)tv.tv_sec + (double)tv.tv_usec * 0.000001;
+}
+
+int main(int argc, char** argv)
+{
+ Display* dpy = XOpenDisplay(0);
+ XVisualInfo* vi = glXChooseVisual(dpy, DefaultScreen(dpy), attributeList);
+ Colormap cmap = XCreateColormap(dpy, RootWindow(dpy, vi->screen), vi->visual, AllocNone);
+ XSetWindowAttributes swa;
+ swa.colormap = cmap;
+ swa.border_pixel = 0;
+ swa.event_mask = StructureNotifyMask;
+ width = 512;
+ height = 512;
+ Window win = XCreateWindow(dpy, RootWindow(dpy, vi->screen), 0, 0, width, height, 0, vi->depth, InputOutput, vi->visual, CWBorderPixel | CWColormap| CWEventMask, &swa);
+ XMapWindow(dpy, win);
+
+ GalliumDXGIUseX11Display(dpy, 0, 0);
+
+ DXGI_SWAP_CHAIN_DESC swap_chain_desc;
+ memset(&swap_chain_desc, 0, sizeof(swap_chain_desc));
+ swap_chain_desc.BufferDesc.Width = width;
+ swap_chain_desc.BufferDesc.Height = height;
+ swap_chain_desc.BufferDesc.Format = format;
+ swap_chain_desc.SampleDesc.Count = 1;
+ swap_chain_desc.SampleDesc.Quality = 0;
+ swap_chain_desc.OutputWindow = (HWND)win;
+ swap_chain_desc.Windowed = TRUE;
+ swap_chain_desc.BufferCount = 3;
+ swap_chain_desc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
+ swap_chain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+
+ D3D_FEATURE_LEVEL feature_level = D3D_FEATURE_LEVEL_10_0;
+
+ HRESULT hr =D3D11CreateDeviceAndSwapChain(
+ NULL,
+ D3D_DRIVER_TYPE_HARDWARE,
+ NULL,
+ D3D11_CREATE_DEVICE_SINGLETHREADED,
+ NULL,
+ 0,
+ D3D11_SDK_VERSION,
+ &swap_chain_desc,
+ &swap_chain,
+ &dev,
+ &feature_level,
+ &ctx);
+ if(!SUCCEEDED(hr))
+ {
+ fprintf(stderr, "Failed to create D3D11 device (hresult %08x)\n", hr);
+ return 1;
+ }
+
+ app = d3d11_application_create();
+ if(!app->init(dev, argc, argv))
+ return 1;
+
+ double start_time = get_time();
+
+ MSG msg;
+ for(;;)
+ {
+ XEvent event;
+ if(XPending(dpy))
+ {
+ XNextEvent(dpy, &event);
+ if(event.type == DestroyNotify)
+ break;
+ switch(event.type)
+ {
+ case ConfigureNotify:
+ width = event.xconfigure.width;
+ height = event.xconfigure.height;
+ swap_chain->ResizeBuffers(3, width, height, format, 0);
+ break;
+ }
+ }
+ else if(width && height)
+ {
+ ID3D11Texture2D* tex;
+ ID3D11RenderTargetView* rtv;
+ ensure(swap_chain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&tex));
+ ensure(dev->CreateRenderTargetView(tex, NULL, &rtv));
+
+ double ctime = get_time() - start_time;
+
+ app->draw(ctx, rtv, width, height, ctime);
+ ctx->OMSetRenderTargets(0, 0, 0);
+
+ tex->Release();
+ rtv->Release();
+ swap_chain->Present(0, 0);
+ }
+ else
+ XPeekEvent(dpy, &event);
+ }
+ return (int) msg.wParam;
+}