feat(windows-client): WinUI 3 (windows-reactor) UI — host list, settings, pairing, SwapChainPanel present
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Replaces the winit + raw-HWND-D3D11 shell with a native WinUI 3 UI via windows-reactor (a declarative React-like framework backed by WinUI). The earlier "Reactor can't host a swapchain" read was wrong — PR #4499 (merged 2026-06-01) added a SwapChainPanel widget with `set_swap_chain` over `CreateSwapChainForComposition`. Builds + clippy + fmt green on x86_64-pc-windows-msvc. - Cargo: drop winit/raw-window-handle; add windows-reactor + the `windows` crate, both pinned to the SAME windows-rs commit (b4129fcc) so the `IDXGISwapChain1` handed to `set_swap_chain` satisfies reactor's `windows_core::Interface`. Reactor's build.rs downloads the Windows App SDK NuGets + stages the bootstrap DLL/resources.pri — it requires `CARGO_WORKSPACE_DIR` set (now in the VM build env); /temp + /winmd gitignored. - present.rs: composition swapchain (B8G8R8A8 FLIP_SEQUENTIAL premultiplied) bound to the SwapChainPanel; WARP fallback, runtime D3DCompile shaders, dynamic RGBA texture, Contain-fit letterbox; driven by reactor's per-frame `on_rendering`. - app.rs: the WinUI 3 shell — host list (live mDNS + saved + manual), settings (resolution/ refresh/mic combos+toggle), in-app SPAKE2 PIN pairing screen, and the stream page. Trust gate mirrors the GTK client (pinned → silent, pair=optional → TOFU, else PIN); a pinned-fp mismatch routes to re-pair. The session pump + decoded-frame handoff cross to the UI thread via a Mutex side-channel + thread-locals (the SwapChainPanel sample's pattern). - gamepad: `ctl` sender now `Arc<Mutex<…>>` so GamepadService is `Sync` (shared across the UI and session-pump threads). main.rs: windowed = in-app UI; `--headless`/`--discover` keep the CLI paths. Not yet wired: raw stream keyboard/mouse input (next commit — reactor exposes no raw key/ pointer events, so it needs Win32 low-level hooks or Microsoft.UI.Xaml bindings). On-glass validation pending a display (the dev VM is headless/GPU-less). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
@@ -1,17 +1,19 @@
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//! Direct3D11 presenter: upload a decoded `CpuFrame` (RGBA) into a dynamic texture and draw
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//! it Contain-fit into a flip-model swapchain bound to the window's HWND, then present.
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//! Direct3D11 presenter for a WinUI 3 `SwapChainPanel`: upload a decoded `CpuFrame` (RGBA)
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//! into a dynamic texture and draw it Contain-fit into a **composition** flip-model swapchain,
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//! which the reactor stream page binds to the panel via `SwapChainPanelHandle::set_swap_chain`.
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//!
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//! The device prefers a hardware adapter and falls back to **WARP** (the GPU-less dev box
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//! runs the whole present path in software). The draw is a single full-screen triangle
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//! sampling the video texture; a letterbox is produced by clearing the back buffer black and
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//! setting the viewport to the Contain-fit rect (no per-frame vertex buffer). This is the
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//! SDR 8-bit path; the 10-bit/HDR present (`R10G10B10A2` + `SetColorSpace1(...G2084_P2020)`)
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//! is a follow-up alongside the P010 D3D11VA decode.
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//! The device prefers a hardware adapter and falls back to **WARP** (the GPU-less dev box runs
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//! the whole present path in software). The draw is a single full-screen triangle sampling the
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//! video texture; a letterbox is produced by clearing the back buffer black and setting the
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//! viewport to the Contain-fit rect (no per-frame vertex buffer). SDR 8-bit path; the
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//! 10-bit/HDR present (`R10G10B10A2` + `SetColorSpace1`) is a follow-up alongside P010 decode.
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//!
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//! All `windows` types here come from the same windows-rs commit as `windows-reactor`, so the
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//! `IDXGISwapChain1` handed to `set_swap_chain` satisfies reactor's `windows_core::Interface`.
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use crate::video::CpuFrame;
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use anyhow::{anyhow, Context, Result};
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use windows::core::{Interface, PCSTR};
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use windows::Win32::Foundation::{HMODULE, HWND};
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use windows::Win32::Graphics::Direct3D::Fxc::{D3DCompile, D3DCOMPILE_OPTIMIZATION_LEVEL3};
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use windows::Win32::Graphics::Direct3D::{
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ID3DBlob, D3D_DRIVER_TYPE_HARDWARE, D3D_DRIVER_TYPE_WARP, D3D_FEATURE_LEVEL_11_0,
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@@ -35,63 +37,114 @@ SamplerState smp : register(s0);
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float4 ps_main(VSOut i) : SV_Target { return tex.Sample(smp, i.uv); }
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"#;
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pub struct Renderer {
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pub struct Presenter {
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device: ID3D11Device,
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context: ID3D11DeviceContext,
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vs: ID3D11VertexShader,
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ps: ID3D11PixelShader,
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sampler: ID3D11SamplerState,
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/// Video texture + its SRV + dimensions; recreated when the decoded size changes.
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swap: IDXGISwapChain1,
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rtv: Option<ID3D11RenderTargetView>,
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/// Video texture + SRV + dimensions; recreated when the decoded size changes.
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tex: Option<(ID3D11Texture2D, ID3D11ShaderResourceView, u32, u32)>,
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/// Panel (swapchain) size in pixels, updated on resize.
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panel_w: u32,
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panel_h: u32,
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}
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impl Renderer {
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pub fn new() -> Result<Renderer> {
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impl Presenter {
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/// Create the D3D11 device + composition swapchain + shaders, sized to the panel.
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pub fn new(width: u32, height: u32) -> Result<Presenter> {
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let (device, context) = create_device()?;
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let vs_blob = compile(SHADER_HLSL, "vs_main", "vs_5_0")?;
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let ps_blob = compile(SHADER_HLSL, "ps_main", "ps_5_0")?;
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let (vs, ps) = unsafe {
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let mut vs = None;
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device
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.CreateVertexShader(blob_bytes(&vs_blob), None, Some(&mut vs))
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.context("CreateVertexShader")?;
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let mut ps = None;
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device
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.CreatePixelShader(blob_bytes(&ps_blob), None, Some(&mut ps))
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.context("CreatePixelShader")?;
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(vs.unwrap(), ps.unwrap())
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};
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let sampler = unsafe {
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let desc = D3D11_SAMPLER_DESC {
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Filter: D3D11_FILTER_MIN_MAG_MIP_LINEAR,
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AddressU: D3D11_TEXTURE_ADDRESS_CLAMP,
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AddressV: D3D11_TEXTURE_ADDRESS_CLAMP,
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AddressW: D3D11_TEXTURE_ADDRESS_CLAMP,
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MaxLOD: D3D11_FLOAT32_MAX,
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..Default::default()
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};
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let mut s = None;
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device
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.CreateSamplerState(&desc, Some(&mut s))
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.context("CreateSamplerState")?;
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s.unwrap()
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};
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Ok(Renderer {
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let (vs, ps, sampler) = build_pipeline(&device)?;
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let swap = create_composition_swapchain(&device, width.max(1), height.max(1))?;
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Ok(Presenter {
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device,
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context,
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vs,
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ps,
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sampler,
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swap,
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rtv: None,
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tex: None,
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panel_w: width.max(1),
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panel_h: height.max(1),
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})
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}
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pub fn device(&self) -> &ID3D11Device {
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&self.device
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/// The DXGI swapchain to hand to `SwapChainPanelHandle::set_swap_chain`.
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pub fn swap_chain(&self) -> &IDXGISwapChain1 {
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&self.swap
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}
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/// Upload one decoded RGBA frame, recreating the GPU texture if the size changed.
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pub fn upload(&mut self, frame: &CpuFrame) -> Result<()> {
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/// Resize the back buffers to the panel's new size (drops the stale RTV).
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pub fn resize(&mut self, width: u32, height: u32) {
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if width == 0 || height == 0 || (width == self.panel_w && height == self.panel_h) {
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return;
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}
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self.rtv = None; // release all back-buffer refs before ResizeBuffers
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unsafe {
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let _ = self.swap.ResizeBuffers(
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0,
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width,
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height,
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DXGI_FORMAT_UNKNOWN,
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DXGI_SWAP_CHAIN_FLAG(0),
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);
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}
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self.panel_w = width;
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self.panel_h = height;
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}
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/// Present one decoded frame (Contain-fit) — or, when `frame` is `None`, just re-present the
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/// last texture (or black). Called from the reactor `on_rendering` per-frame callback.
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pub fn present(&mut self, frame: Option<&CpuFrame>) {
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if let Some(f) = frame {
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if let Err(e) = self.upload(f) {
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tracing::warn!(error = %e, "frame upload failed");
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}
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}
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let Ok(rtv) = self.rtv() else {
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return;
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};
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let (pw, ph) = (self.panel_w, self.panel_h);
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unsafe {
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let c = &self.context;
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c.ClearRenderTargetView(&rtv, &[0.0, 0.0, 0.0, 1.0]);
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if let Some((_, srv, vw, vh)) = &self.tex {
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// Contain-fit viewport: scale to the smaller axis, centre, letterbox the rest.
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let (ww, wh, vfw, vfh) = (
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pw as f32,
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ph as f32,
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(*vw).max(1) as f32,
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(*vh).max(1) as f32,
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);
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let scale = (ww / vfw).min(wh / vfh);
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let (dw, dh) = (vfw * scale, vfh * scale);
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let (ox, oy) = ((ww - dw) / 2.0, (wh - dh) / 2.0);
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c.OMSetRenderTargets(Some(&[Some(rtv.clone())]), None);
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let vp = D3D11_VIEWPORT {
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TopLeftX: ox,
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TopLeftY: oy,
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Width: dw,
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Height: dh,
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MinDepth: 0.0,
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MaxDepth: 1.0,
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};
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c.RSSetViewports(Some(&[vp]));
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c.IASetInputLayout(None);
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c.IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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c.VSSetShader(&self.vs, None);
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c.PSSetShader(&self.ps, None);
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c.PSSetShaderResources(0, Some(&[Some(srv.clone())]));
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c.PSSetSamplers(0, Some(&[Some(self.sampler.clone())]));
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c.Draw(3, 0);
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}
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let _ = self.swap.Present(1, DXGI_PRESENT(0));
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}
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}
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fn upload(&mut self, frame: &CpuFrame) -> Result<()> {
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let (w, h) = (frame.width, frame.height);
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let need_new = !matches!(&self.tex, Some((_, _, tw, th)) if *tw == w && *th == h);
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if need_new {
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@@ -148,122 +201,7 @@ impl Renderer {
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Ok(())
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}
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/// Clear the target black and draw the current video texture Contain-fit into the window.
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pub fn draw(
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&self,
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rtv: &ID3D11RenderTargetView,
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win_w: u32,
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win_h: u32,
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vid_w: u32,
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vid_h: u32,
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) {
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let Some((_, srv, _, _)) = &self.tex else {
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return;
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};
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// Contain-fit: scale to the smaller axis, centre, letterbox the rest.
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let (ww, wh, vw, vh) = (
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win_w as f32,
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win_h as f32,
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vid_w.max(1) as f32,
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vid_h.max(1) as f32,
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);
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let scale = (ww / vw).min(wh / vh);
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let (dw, dh) = (vw * scale, vh * scale);
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let (ox, oy) = ((ww - dw) / 2.0, (wh - dh) / 2.0);
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unsafe {
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let c = &self.context;
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c.ClearRenderTargetView(rtv, &[0.0, 0.0, 0.0, 1.0]);
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c.OMSetRenderTargets(Some(&[Some(rtv.clone())]), None);
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let vp = D3D11_VIEWPORT {
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TopLeftX: ox,
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TopLeftY: oy,
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Width: dw,
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Height: dh,
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MinDepth: 0.0,
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MaxDepth: 1.0,
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};
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c.RSSetViewports(Some(&[vp]));
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c.IASetInputLayout(None);
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c.IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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c.VSSetShader(&self.vs, None);
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c.PSSetShader(&self.ps, None);
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c.PSSetShaderResources(0, Some(&[Some(srv.clone())]));
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c.PSSetSamplers(0, Some(&[Some(self.sampler.clone())]));
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c.Draw(3, 0);
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}
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}
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}
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/// A flip-model swapchain bound to a window HWND, with a lazily-(re)built render-target view.
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pub struct SwapChain {
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swap: IDXGISwapChain1,
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device: ID3D11Device,
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rtv: Option<ID3D11RenderTargetView>,
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pub width: u32,
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pub height: u32,
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}
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impl SwapChain {
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pub fn new(device: &ID3D11Device, hwnd: HWND, width: u32, height: u32) -> Result<SwapChain> {
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let dxdev: IDXGIDevice = device.cast().context("IDXGIDevice cast")?;
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let factory: IDXGIFactory2 = unsafe {
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let adapter = dxdev.GetAdapter().context("GetAdapter")?;
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adapter.GetParent().context("GetParent (IDXGIFactory2)")?
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};
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let desc = DXGI_SWAP_CHAIN_DESC1 {
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Width: width.max(1),
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Height: height.max(1),
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Format: DXGI_FORMAT_R8G8B8A8_UNORM,
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Stereo: false.into(),
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SampleDesc: DXGI_SAMPLE_DESC {
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Count: 1,
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Quality: 0,
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},
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BufferUsage: DXGI_USAGE_RENDER_TARGET_OUTPUT,
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BufferCount: 2,
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Scaling: DXGI_SCALING_STRETCH,
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SwapEffect: DXGI_SWAP_EFFECT_FLIP_DISCARD,
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AlphaMode: DXGI_ALPHA_MODE_IGNORE,
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Flags: 0,
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};
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let swap = unsafe {
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factory
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.CreateSwapChainForHwnd(device, hwnd, &desc, None, None)
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.context("CreateSwapChainForHwnd")?
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};
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Ok(SwapChain {
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swap,
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device: device.clone(),
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rtv: None,
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width: width.max(1),
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height: height.max(1),
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})
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}
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/// Resize the back buffers (window resize); drops the stale RTV so it rebuilds lazily.
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pub fn resize(&mut self, width: u32, height: u32) -> Result<()> {
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if width == 0 || height == 0 || (width == self.width && height == self.height) {
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return Ok(());
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}
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self.rtv = None; // must release all back-buffer references before ResizeBuffers
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unsafe {
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self.swap
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.ResizeBuffers(
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0,
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width,
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height,
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DXGI_FORMAT_UNKNOWN,
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DXGI_SWAP_CHAIN_FLAG(0),
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)
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.context("ResizeBuffers")?;
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}
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self.width = width;
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self.height = height;
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Ok(())
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}
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/// The current back-buffer render-target view (built on first use after create/resize).
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pub fn rtv(&mut self) -> Result<ID3D11RenderTargetView> {
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fn rtv(&mut self) -> Result<ID3D11RenderTargetView> {
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if self.rtv.is_none() {
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let back: ID3D11Texture2D = unsafe { self.swap.GetBuffer(0).context("GetBuffer")? };
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let rtv = unsafe {
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@@ -277,13 +215,6 @@ impl SwapChain {
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}
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Ok(self.rtv.clone().unwrap())
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}
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/// Present the back buffer (vsync on — a stream is host-paced, tearing-free wins here).
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pub fn present(&self) {
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unsafe {
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let _ = self.swap.Present(1, DXGI_PRESENT(0));
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}
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}
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}
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fn create_device() -> Result<(ID3D11Device, ID3D11DeviceContext)> {
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@@ -294,7 +225,7 @@ fn create_device() -> Result<(ID3D11Device, ID3D11DeviceContext)> {
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D3D11CreateDevice(
|
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None,
|
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driver,
|
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HMODULE::default(),
|
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None,
|
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D3D11_CREATE_DEVICE_BGRA_SUPPORT,
|
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Some(&[D3D_FEATURE_LEVEL_11_0]),
|
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D3D11_SDK_VERSION,
|
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@@ -304,12 +235,12 @@ fn create_device() -> Result<(ID3D11Device, ID3D11DeviceContext)> {
|
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)
|
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};
|
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if r.is_ok() {
|
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let driver_name = if driver == D3D_DRIVER_TYPE_HARDWARE {
|
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let name = if driver == D3D_DRIVER_TYPE_HARDWARE {
|
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"hardware"
|
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} else {
|
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"WARP (software)"
|
||||
};
|
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tracing::info!(driver = driver_name, "D3D11 device created");
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tracing::info!(driver = name, "D3D11 device created");
|
||||
return Ok((device.unwrap(), context.unwrap()));
|
||||
}
|
||||
}
|
||||
@@ -318,6 +249,70 @@ fn create_device() -> Result<(ID3D11Device, ID3D11DeviceContext)> {
|
||||
))
|
||||
}
|
||||
|
||||
/// A composition flip-model swapchain (no HWND) for binding to a XAML `SwapChainPanel`.
|
||||
fn create_composition_swapchain(
|
||||
device: &ID3D11Device,
|
||||
width: u32,
|
||||
height: u32,
|
||||
) -> Result<IDXGISwapChain1> {
|
||||
let dxdev: IDXGIDevice = device.cast().context("IDXGIDevice cast")?;
|
||||
let factory: IDXGIFactory2 = unsafe {
|
||||
let adapter = dxdev.GetAdapter().context("GetAdapter")?;
|
||||
adapter.GetParent().context("GetParent (IDXGIFactory2)")?
|
||||
};
|
||||
let desc = DXGI_SWAP_CHAIN_DESC1 {
|
||||
Width: width,
|
||||
Height: height,
|
||||
Format: DXGI_FORMAT_B8G8R8A8_UNORM,
|
||||
Stereo: false.into(),
|
||||
SampleDesc: DXGI_SAMPLE_DESC {
|
||||
Count: 1,
|
||||
Quality: 0,
|
||||
},
|
||||
BufferUsage: DXGI_USAGE_RENDER_TARGET_OUTPUT,
|
||||
BufferCount: 2,
|
||||
Scaling: DXGI_SCALING_STRETCH,
|
||||
SwapEffect: DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL,
|
||||
AlphaMode: DXGI_ALPHA_MODE_PREMULTIPLIED,
|
||||
Flags: 0,
|
||||
};
|
||||
unsafe {
|
||||
factory
|
||||
.CreateSwapChainForComposition(device, &desc, None)
|
||||
.context("CreateSwapChainForComposition")
|
||||
}
|
||||
}
|
||||
|
||||
fn build_pipeline(
|
||||
device: &ID3D11Device,
|
||||
) -> Result<(ID3D11VertexShader, ID3D11PixelShader, ID3D11SamplerState)> {
|
||||
let vs_blob = compile(SHADER_HLSL, "vs_main", "vs_5_0")?;
|
||||
let ps_blob = compile(SHADER_HLSL, "ps_main", "ps_5_0")?;
|
||||
unsafe {
|
||||
let mut vs = None;
|
||||
device
|
||||
.CreateVertexShader(blob_bytes(&vs_blob), None, Some(&mut vs))
|
||||
.context("CreateVertexShader")?;
|
||||
let mut ps = None;
|
||||
device
|
||||
.CreatePixelShader(blob_bytes(&ps_blob), None, Some(&mut ps))
|
||||
.context("CreatePixelShader")?;
|
||||
let sdesc = D3D11_SAMPLER_DESC {
|
||||
Filter: D3D11_FILTER_MIN_MAG_MIP_LINEAR,
|
||||
AddressU: D3D11_TEXTURE_ADDRESS_CLAMP,
|
||||
AddressV: D3D11_TEXTURE_ADDRESS_CLAMP,
|
||||
AddressW: D3D11_TEXTURE_ADDRESS_CLAMP,
|
||||
MaxLOD: D3D11_FLOAT32_MAX,
|
||||
..Default::default()
|
||||
};
|
||||
let mut sampler = None;
|
||||
device
|
||||
.CreateSamplerState(&sdesc, Some(&mut sampler))
|
||||
.context("CreateSamplerState")?;
|
||||
Ok((vs.unwrap(), ps.unwrap(), sampler.unwrap()))
|
||||
}
|
||||
}
|
||||
|
||||
fn compile(src: &str, entry: &str, target: &str) -> Result<ID3DBlob> {
|
||||
let entry_c = std::ffi::CString::new(entry).unwrap();
|
||||
let target_c = std::ffi::CString::new(target).unwrap();
|
||||
|
||||
Reference in New Issue
Block a user