create device

gui
qtkite 3 years ago
parent e7862bf253
commit 7dd30d5c0e

@ -2,11 +2,51 @@
namespace gui::dx11
{
static ID3D11Device* g_device = NULL;
static ID3D11DeviceContext* g_context = NULL;
static IDXGISwapChain* g_swapchain = NULL;
static ID3D11RenderTargetView* g_render_target = NULL;
bool create_device(HWND hwnd)
{
// Setup a swapchain
// create swapchain
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory(&sd, sizeof(sd));
sd.BufferCount = 2;
sd.BufferDesc.Width = 0;
sd.BufferDesc.Height = 0;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.OutputWindow = hwnd;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.Windowed = TRUE;
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
D3D_FEATURE_LEVEL featureLevel;
const D3D_FEATURE_LEVEL featureLevelArray[2] = {
D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0,
};
if (D3D11CreateDeviceAndSwapChain(
NULL, D3D_DRIVER_TYPE_HARDWARE, NULL,0, featureLevelArray,
2, D3D11_SDK_VERSION, &sd, &g_swapchain, &g_device, &featureLevel, &g_context) != S_OK)
return false;
// create render target
ID3D11Texture2D* pBackBuffer = nullptr;
g_swapchain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
if (!pBackBuffer)
return false;
g_device->CreateRenderTargetView(pBackBuffer, NULL, &g_render_target);
pBackBuffer->Release();
return false;
return true;
}
void cleanup()

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