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// --------------------------------------------------------------------------------
// Direct3D 11 demo comparing various methods of drawing while resizing
//
// ref: https://gist.github.com/d7samurai/261c69490cce0620d0bfc93003cd1052
//
// SPDX-License-Identifier: 0BSD
// --------------------------------------------------------------------------------
#define ACTIVE_METHOD 3
// --------------------------------------------------------------------------------
// Method 1: Don't do anything special. This is just to highlight the problem.
// --------------------------------------------------------------------------------
// --------------------------------------------------------------------------------
// Method 2: Set CS_VREDRAW | CS_HREDRAW and render in WM_PAINT.
//
// This is visually perfect, but some functions can't be called from inside
// WM_PAINT. For example, creating a modal dialog box with MessageBoxW() or
// assert() will block the message loop. When this happens, the app will hang or
// crash.
// --------------------------------------------------------------------------------
// --------------------------------------------------------------------------------
// Method 3: Render during resize with WM_TIMER.
//
// This is a well-known workaround that has been generally proven safe. This is
// what sokol_app.h does.
//
// If you use WM_TIMER alone, there is a small gap at the side of the window when
// resizing, but it's barely visible.
//
// If you draw on WM_TIMER and WM_SIZE, there is no gap, but there may be redundant
// draw calls.
//
// Creating dialogs in WM_TIMER and WM_SIZE doesn't seem to be an issue.
// --------------------------------------------------------------------------------
#if !defined(ACTIVE_METHOD) || ACTIVE_METHOD < 1 || ACTIVE_METHOD > 3
# error ACTIVE_METHOD not set
#endif
#include <cmath>
#include <cstdio>
#include <d3d11.h>
#include <d3dcompiler.h>
#pragma comment(lib, "d3d11.lib")
#pragma comment(lib, "d3dcompiler.lib")
// --------------------------------------------------------------------------------
// Shared code
// --------------------------------------------------------------------------------
#define Assert(expr) do { if (!(expr)) { __debugbreak(); } } while (0);
#define HR(hr) do { HRESULT hr_ = (hr); Assert(SUCCEEDED(hr_)); } while (0);
struct CBuffer
{
FLOAT color[4];
FLOAT rot[16];
};
static struct
{
HWND hwnd;
IDXGISwapChain* d3dswp;
ID3D11Device* d3ddev;
ID3D11DeviceContext* d3dctx;
ID3D11RenderTargetView* d3drtv;
UINT vstride;
UINT voffset;
ID3D11Buffer* vbuf_quad;
ID3D11Buffer* ibuf_quad;
UINT ibuf_quad_count;
ID3D11VertexShader* vs;
ID3D11PixelShader* ps;
ID3D11InputLayout* vlayout;
ID3D11Buffer* cbuf;
FLOAT vp_w;
FLOAT vp_h;
} G = { 0 };
static void CreateDemoWindow(UINT class_style, WNDPROC wndproc)
{
WNDCLASSW wcl = { .style = class_style, .lpfnWndProc = wndproc, .hInstance = GetModuleHandleW(0), .lpszClassName = L"d3d11-resize-draw"};
RegisterClassW(&wcl);
G.hwnd = CreateWindowExW(0, wcl.lpszClassName, wcl.lpszClassName, WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, 512, 512, 0, 0, 0, 0);
Assert(G.hwnd);
}
static void DestroyRenderTarget()
{
if (G.d3drtv) {
G.d3drtv->Release();
G.d3drtv = 0;
}
}
static void CreateRenderTarget()
{
Assert(!G.d3drtv);
ID3D11Texture2D* tex;
HR(G.d3dswp->GetBuffer(0, IID_PPV_ARGS(&tex)));
HR(G.d3ddev->CreateRenderTargetView(tex, 0, &G.d3drtv));
tex->Release();
}
static void SetupD3D11()
{
DXGI_SWAP_CHAIN_DESC swap_chain_desc = {
.BufferDesc = { .Format = DXGI_FORMAT_R8G8B8A8_UNORM, },
.SampleDesc = { .Count = 1, },
.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT,
.BufferCount = 2,
.OutputWindow = G.hwnd,
.Windowed = TRUE,
.SwapEffect = DXGI_SWAP_EFFECT_DISCARD,
};
D3D_FEATURE_LEVEL feature_levels[] = { D3D_FEATURE_LEVEL_11_0 };
HR(D3D11CreateDeviceAndSwapChain(0, D3D_DRIVER_TYPE_HARDWARE, 0, D3D11_CREATE_DEVICE_DEBUG, feature_levels, ARRAYSIZE(feature_levels), D3D11_SDK_VERSION, &swap_chain_desc, &G.d3dswp, &G.d3ddev, 0, &G.d3dctx));
// Vertex shader
{
ID3DBlob* blob;
HR(D3DCompileFromFile(L"shader.hlsl", 0, 0, "VsMain", "vs_5_0", 0, 0, &blob, nullptr));
HR(G.d3ddev->CreateVertexShader(blob->GetBufferPointer(), blob->GetBufferSize(), 0, &G.vs));
D3D11_INPUT_ELEMENT_DESC idesc[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
HR(G.d3ddev->CreateInputLayout(idesc, ARRAYSIZE(idesc), blob->GetBufferPointer(), blob->GetBufferSize(), &G.vlayout));
blob->Release();
}
// Pixel shader
{
ID3DBlob* blob;
HR(D3DCompileFromFile(L"shader.hlsl", 0, 0, "PsMain", "ps_5_0", 0, 0, &blob, nullptr));
HR(G.d3ddev->CreatePixelShader(blob->GetBufferPointer(), blob->GetBufferSize(), 0, &G.ps));
blob->Release();
}
struct Vertex { FLOAT p[2]; FLOAT t[2]; };
G.vstride = sizeof(Vertex);
G.voffset = 0;
// Quad vertex buffer
{
Vertex vdata[] = {
{ { -1.0f, +1.0f }, { 0.0f, 0.0f } },
{ { +1.0f, +1.0f }, { 1.0f, 0.0f } },
{ { +1.0f, -1.0f }, { 1.0f, 1.0f } },
{ { -1.0f, -1.0f }, { 0.0f, 1.0f } },
};
D3D11_BUFFER_DESC bdesc = { .ByteWidth = sizeof(vdata), .Usage = D3D11_USAGE_IMMUTABLE, .BindFlags = D3D11_BIND_VERTEX_BUFFER };
D3D11_SUBRESOURCE_DATA sdata = { .pSysMem = vdata };
HR(G.d3ddev->CreateBuffer(&bdesc, &sdata, &G.vbuf_quad));
}
// Quad index buffer
{
UINT16 idata[] = {
0, 1, 2,
0, 2, 3,
};
D3D11_BUFFER_DESC bdesc = { .ByteWidth = sizeof(idata), .Usage = D3D11_USAGE_IMMUTABLE, .BindFlags = D3D11_BIND_INDEX_BUFFER };
D3D11_SUBRESOURCE_DATA sdata = { .pSysMem = idata };
HR(G.d3ddev->CreateBuffer(&bdesc, &sdata, &G.ibuf_quad));
G.ibuf_quad_count = ARRAYSIZE(idata);
}
// Constant buffer
{
D3D11_BUFFER_DESC bdesc = { .ByteWidth = sizeof(CBuffer), .Usage = D3D11_USAGE_DYNAMIC, .BindFlags = D3D11_BIND_CONSTANT_BUFFER , .CPUAccessFlags = D3D11_CPU_ACCESS_WRITE };
HR(G.d3ddev->CreateBuffer(&bdesc, 0, &G.cbuf));
}
}
static void MakeRotationZ(FLOAT angle, FLOAT* out)
{
FLOAT c = cosf(angle);
FLOAT s = sinf(angle);
out[ 0] = c; out[ 1] = -s; out[ 2] = 0; out[ 3] = 0;
out[ 4] = s; out[ 5] = c; out[ 6] = 0; out[ 7] = 0;
out[ 8] = 0; out[ 9] = 0; out[10] = 1; out[11] = 0;
out[12] = 0; out[13] = 0; out[14] = 0; out[15] = 1;
}
static void MakeScale(FLOAT s, FLOAT* out)
{
ZeroMemory(out, sizeof(FLOAT) * 16);
out[ 0] = s;
out[ 5] = s;
out[10] = 1.0f;
out[15] = 1.0f;
}
static void MulMat4(const FLOAT* A, const FLOAT* B, FLOAT* out)
{
FLOAT r[16];
for (UINT row = 0; row < 4; row++) {
for (UINT col = 0; col < 4; col++) {
r[row * 4 + col] = A[row * 4 + 0] * B[0 * 4 + col] + A[row * 4 + 1] * B[1 * 4 + col] + A[row * 4 + 2] * B[2 * 4 + col] + A[row * 4 + 3] * B[3 * 4 + col];
}
}
memcpy(out, r, sizeof(r));
}
static void MakeTransform(FLOAT r, FLOAT s, FLOAT* out)
{
FLOAT ms[16];
FLOAT mr[16];
MakeScale(s, ms);
MakeRotationZ(r, mr);
MulMat4(mr, ms, out);
}
static void DrawD3D11()
{
RECT rc; GetClientRect(G.hwnd, &rc);
D3D11_VIEWPORT vp = { .Width = (FLOAT)(rc.right - rc.left), .Height = (FLOAT)(rc.bottom - rc.top), .MaxDepth = 1.0f };
G.d3dctx->RSSetViewports(1, &vp);
FLOAT clear[4] = { 0.1f, 0.1f, 0.1f, 1.0f };
G.d3dctx->OMSetRenderTargets(1, &G.d3drtv, 0);
G.d3dctx->ClearRenderTargetView(G.d3drtv, clear);
G.d3dctx->VSSetShader(G.vs, 0, 0);
G.d3dctx->PSSetShader(G.ps, 0, 0);
G.d3dctx->VSSetConstantBuffers(0, 1, &G.cbuf);
G.d3dctx->PSSetConstantBuffers(0, 1, &G.cbuf);
G.d3dctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
G.d3dctx->IASetInputLayout(G.vlayout);
G.d3dctx->IASetVertexBuffers(0, 1, &G.vbuf_quad, &G.vstride, &G.voffset);
G.d3dctx->IASetIndexBuffer(G.ibuf_quad, DXGI_FORMAT_R16_UINT, 0);
// Quad 1
{
D3D11_MAPPED_SUBRESOURCE mapped;
HR(G.d3dctx->Map(G.cbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped));
CBuffer* cb = (CBuffer*)mapped.pData;
cb->color[0] = 1.0f;
cb->color[1] = 0.0f;
cb->color[2] = 0.0f;
cb->color[3] = 1.0f;
MakeTransform(0.0f, 1.0f, cb->rot);
G.d3dctx->Unmap(G.cbuf, 0);
G.d3dctx->DrawIndexed(G.ibuf_quad_count, 0, 0);
}
// Quad 2
{
D3D11_MAPPED_SUBRESOURCE mapped;
HR(G.d3dctx->Map(G.cbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped));
CBuffer* cb = (CBuffer*)mapped.pData;
cb->color[0] = 0.0f;
cb->color[1] = 1.0f;
cb->color[2] = 0.0f;
cb->color[3] = 1.0f;
MakeTransform((FLOAT)GetTickCount64() / 1e3f, 0.5f, cb->rot);
G.d3dctx->Unmap(G.cbuf, 0);
G.d3dctx->DrawIndexed(G.ibuf_quad_count, 0, 0);
}
HR(G.d3dswp->Present(1, 0));
SHORT key = GetAsyncKeyState('A');
if ((key & 0x8000) && (key & 0x1)) {
MessageBoxW(G.hwnd, L"This is an example dialog", L"d3d11-resize-draw", MB_OK);
}
}
static void ResizeD3D11(LPARAM lparam)
{
DestroyRenderTarget();
HR(G.d3dswp->ResizeBuffers(0, LOWORD(lparam), HIWORD(lparam), DXGI_FORMAT_UNKNOWN, 0));
CreateRenderTarget();
}
static void SpewMsg(const char* fmt, ...)
{
char buf[512];
va_list va;
va_start(va, fmt);
vsnprintf(buf, sizeof(buf), fmt, va);
va_end(va);
OutputDebugStringA(buf); OutputDebugStringA("\n");
}
static void SpewWndProc(HWND hwnd, UINT msg, WPARAM, LPARAM)
{
switch (msg) {
case WM_SIZE: {
SpewMsg("WM_SIZE hwnd=%p", hwnd);
} break;
case WM_PAINT: {
SpewMsg("WM_PAINT hwnd=%p", hwnd);
} break;
}
}
#define SPEW_WNDPROC() SpewWndProc(hwnd, msg, wparam, lparam);
// --------------------------------------------------------------------------------
// Method 1: Don't do anything special. This is just to highlight the problem.
// --------------------------------------------------------------------------------
#if ACTIVE_METHOD == 1
static LRESULT WINAPI Method1_WndProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam)
{
SPEW_WNDPROC();
switch (msg) {
case WM_SIZE: {
if (wparam != SIZE_MINIMIZED) {
ResizeD3D11(lparam);
}
DrawD3D11();
return 0;
} break;
case WM_DESTROY: {
PostQuitMessage(0);
return 0;
} break;
}
return DefWindowProcW(hwnd, msg, wparam, lparam);
}
int WINAPI WinMain(_In_ HINSTANCE, _In_opt_ HINSTANCE, _In_ LPSTR, _In_ int)
{
CreateDemoWindow(CS_CLASSDC, Method1_WndProc);
SetupD3D11();
CreateRenderTarget();
ShowWindow(G.hwnd, SW_SHOW);
BOOL running = TRUE;
while (running) {
MSG msg;
while (PeekMessageW(&msg, 0, 0, 0, PM_REMOVE)) {
TranslateMessage(&msg);
DispatchMessageW(&msg);
if (msg.message == WM_QUIT) {
running = FALSE;
}
}
DrawD3D11();
}
}
#endif // ACTIVE_METHOD == 1
// --------------------------------------------------------------------------------
// Method 2: Set CS_VREDRAW | CS_HREDRAW and render in WM_PAINT.
// --------------------------------------------------------------------------------
#if ACTIVE_METHOD == 2
static LRESULT WINAPI Method1_WndProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam)
{
SPEW_WNDPROC();
switch (msg) {
case WM_SIZE: {
if (wparam != SIZE_MINIMIZED) {
ResizeD3D11(lparam);
}
return 0;
} break;
case WM_DESTROY: {
PostQuitMessage(0);
return 0;
} break;
case WM_PAINT: {
DrawD3D11();
return 0;
} break;
}
return DefWindowProcW(hwnd, msg, wparam, lparam);
}
int WINAPI WinMain(_In_ HINSTANCE, _In_opt_ HINSTANCE, _In_ LPSTR, _In_ int)
{
CreateDemoWindow(CS_CLASSDC | CS_HREDRAW | CS_VREDRAW, Method1_WndProc);
SetupD3D11();
CreateRenderTarget();
ShowWindow(G.hwnd, SW_SHOW);
BOOL running = TRUE;
while (running) {
MSG msg;
while (PeekMessageW(&msg, 0, 0, 0, PM_REMOVE)) {
TranslateMessage(&msg);
DispatchMessageW(&msg);
if (msg.message == WM_QUIT) {
running = FALSE;
}
}
}
}
#endif // ACTIVE_METHOD == 2
// --------------------------------------------------------------------------------
// Method 3: Render during resize with WM_TIMER.
// --------------------------------------------------------------------------------
#if ACTIVE_METHOD == 3
static LRESULT WINAPI Method1_WndProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam)
{
SPEW_WNDPROC();
switch (msg) {
case WM_SIZE: {
if (wparam != SIZE_MINIMIZED) {
ResizeD3D11(lparam);
}
#if 1
DrawD3D11();
#endif
return 0;
} break;
case WM_DESTROY: {
PostQuitMessage(0);
return 0;
} break;
case WM_ENTERSIZEMOVE: {
SetTimer(hwnd, 1, USER_TIMER_MINIMUM, 0);
} break;
case WM_EXITSIZEMOVE: {
KillTimer(hwnd, 1);
} break;
case WM_TIMER: {
DrawD3D11();
} break;
}
return DefWindowProcW(hwnd, msg, wparam, lparam);
}
int WINAPI WinMain(_In_ HINSTANCE, _In_opt_ HINSTANCE, _In_ LPSTR, _In_ int)
{
CreateDemoWindow(CS_CLASSDC, Method1_WndProc);
SetupD3D11();
CreateRenderTarget();
ShowWindow(G.hwnd, SW_SHOW);
BOOL running = TRUE;
while (running) {
MSG msg;
while (PeekMessageW(&msg, 0, 0, 0, PM_REMOVE)) {
TranslateMessage(&msg);
DispatchMessageW(&msg);
if (msg.message == WM_QUIT) {
running = FALSE;
}
}
DrawD3D11();
}
}
#endif // ACTIVE_METHOD == 3
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