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Texture 샘플 추가.

Hongtae Kim 5 anni fa
parent
commit
193b10fde3

+ 10
- 0
Samples.sln Vedi File

@@ -7,6 +7,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Triangle", "Samples\Triangl
7 7
 EndProject
8 8
 Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DK_static", "..\DKGL2\DK\DK_static.vcxproj", "{C7312831-A3F6-4E7D-962B-6786972F0A6A}"
9 9
 EndProject
10
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Texture", "Samples\Texture\Texture.vcxproj", "{4E5AF9B5-BE2E-4A64-B3FC-FC1A8351ED11}"
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+EndProject
10 12
 Global
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 	GlobalSection(SolutionConfigurationPlatforms) = preSolution
12 14
 		Debug|x64 = Debug|x64
@@ -31,6 +33,14 @@ Global
31 33
 		{C7312831-A3F6-4E7D-962B-6786972F0A6A}.Release|x64.Build.0 = Release|x64
32 34
 		{C7312831-A3F6-4E7D-962B-6786972F0A6A}.Release|x86.ActiveCfg = Release|Win32
33 35
 		{C7312831-A3F6-4E7D-962B-6786972F0A6A}.Release|x86.Build.0 = Release|Win32
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+		{4E5AF9B5-BE2E-4A64-B3FC-FC1A8351ED11}.Debug|x64.ActiveCfg = Debug|x64
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+		{4E5AF9B5-BE2E-4A64-B3FC-FC1A8351ED11}.Debug|x64.Build.0 = Debug|x64
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+		{4E5AF9B5-BE2E-4A64-B3FC-FC1A8351ED11}.Debug|x86.ActiveCfg = Debug|Win32
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+		{4E5AF9B5-BE2E-4A64-B3FC-FC1A8351ED11}.Debug|x86.Build.0 = Debug|Win32
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+		{4E5AF9B5-BE2E-4A64-B3FC-FC1A8351ED11}.Release|x64.ActiveCfg = Release|x64
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+		{4E5AF9B5-BE2E-4A64-B3FC-FC1A8351ED11}.Release|x64.Build.0 = Release|x64
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+		{4E5AF9B5-BE2E-4A64-B3FC-FC1A8351ED11}.Release|x86.ActiveCfg = Release|Win32
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+		{4E5AF9B5-BE2E-4A64-B3FC-FC1A8351ED11}.Release|x86.Build.0 = Release|Win32
34 44
 	EndGlobalSection
35 45
 	GlobalSection(SolutionProperties) = preSolution
36 46
 		HideSolutionNode = FALSE

+ 210
- 0
Samples/Texture/Texture.cpp Vedi File

@@ -0,0 +1,210 @@
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+
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+#include "app.h"
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+#include "util.h"
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+
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+
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+class TextureDemo : public SampleApp
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+{
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+    DKObject<DKWindow> window;
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+	DKObject<DKThread> renderThread;
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+	DKAtomicNumber32 runningRenderThread;
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+
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+public:
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+	void RenderThread(void)
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+	{
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+		DKObject<DKData> vertData = resourcePool.LoadResourceData("triangle.vert.spv");
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+		DKObject<DKData> fragData = resourcePool.LoadResourceData("triangle.frag.spv");
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+		DKShader vertShader(vertData);
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+		DKShader fragShader(fragData);
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+
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+		DKObject<DKGraphicsDevice> device = DKGraphicsDevice::SharedInstance();
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+		DKObject<DKShaderModule> vertShaderModule = device->CreateShaderModule(&vertShader);
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+		DKObject<DKShaderModule> fragShaderModule = device->CreateShaderModule(&fragShader);
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+
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+		DKObject<DKShaderFunction> vertShaderFunction = vertShaderModule->CreateFunction(vertShaderModule->FunctionNames().Value(0));
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+		DKObject<DKShaderFunction> fragShaderFunction = fragShaderModule->CreateFunction(fragShaderModule->FunctionNames().Value(0));
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+
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+		DKObject<DKCommandQueue> queue = device->CreateCommandQueue(DKCommandQueue::Graphics);
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+		DKObject<DKSwapChain> swapChain = queue->CreateSwapChain(window);
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+
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+		DKLog("VertexFunction.VertexAttributes: %d", vertShaderFunction->StageInputAttributes().Count());
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+		for (int i = 0; i < vertShaderFunction->StageInputAttributes().Count(); ++i)
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+		{
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+			const DKShaderAttribute& attr = vertShaderFunction->StageInputAttributes().Value(i);
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+			DKLog("  --> VertexAttribute[%d]: \"%ls\" (location:%u)", i, (const wchar_t*)attr.name, attr.location);
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+		}
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+
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+		struct Vertex
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+		{
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+			DKVector3 position;
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+			DKVector3 color;
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+		};
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+		DKArray<Vertex> vertexData =
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+		{
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+			{ {  0.0f, -0.5f, 0.0f },{ 1.0f, 1.0f, 1.0f } },
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+			{ {  0.5f,  0.5f, 0.0f },{ 0.0f, 1.0f, 0.0f } },
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+			{ { -0.5f,  0.5f, 0.0f },{ 0.0f, 0.0f, 1.0f } }
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+		};
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+		uint32_t vertexBufferSize = static_cast<uint32_t>(vertexData.Count()) * sizeof(Vertex);
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+		DKArray<uint32_t> indexData = { 0, 1, 2 };
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+		uint32_t indexBufferSize = indexData.Count() * sizeof(uint32_t);
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+
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+		DKObject<DKGpuBuffer> vertexBuffer = device->CreateBuffer(vertexBufferSize, DKGpuBuffer::StorageModeShared, DKCpuCacheModeDefault);
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+		memcpy(vertexBuffer->Lock(), vertexData, vertexBufferSize);
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+		vertexBuffer->Unlock();
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+
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+		DKObject<DKGpuBuffer> indexBuffer = device->CreateBuffer(indexBufferSize, DKGpuBuffer::StorageModeShared, DKCpuCacheModeDefault);
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+		memcpy(indexBuffer->Lock(), indexData, indexBufferSize);
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+		indexBuffer->Unlock();
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+
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+		DKRenderPipelineDescriptor pipelineDescriptor;
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+		pipelineDescriptor.vertexFunction = vertShaderFunction;
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+		pipelineDescriptor.fragmentFunction = fragShaderFunction;
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+		pipelineDescriptor.colorAttachments.Resize(1);
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+		pipelineDescriptor.colorAttachments.Value(0).pixelFormat = swapChain->ColorPixelFormat();
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+		pipelineDescriptor.depthStencilAttachmentPixelFormat = DKPixelFormat::Invalid; // no depth buffer
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+		pipelineDescriptor.vertexDescriptor.attributes = {
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+			{ DKVertexFormat::Float3, 0, 0, 0 },
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+			{ DKVertexFormat::Float3, sizeof(DKVector3), 0, 1 },
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+		};
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+		pipelineDescriptor.vertexDescriptor.layouts = {
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+			{ DKVertexStepRate::Vertex, sizeof(Vertex), 0 },
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+		};
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+		pipelineDescriptor.primitiveTopology = DKPrimitiveType::Triangle;
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+		pipelineDescriptor.frontFace = DKFrontFace::CCW;
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+		pipelineDescriptor.triangleFillMode = DKTriangleFillMode::Fill;
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+		pipelineDescriptor.depthClipMode = DKDepthClipMode::Clip;
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+		pipelineDescriptor.cullMode = DKCullMode::None;
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+		pipelineDescriptor.rasterizationEnabled = true;
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+
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+		DKPipelineReflection reflection;
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+		DKObject<DKRenderPipelineState> pipelineState = device->CreateRenderPipeline(pipelineDescriptor, &reflection);
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+		if (pipelineState)
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+		{
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+            PrintPipelineReflection(&reflection, DKLogCategory::Verbose);
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+		}
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+
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+        DKShaderBindingSetLayout layout;
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+        if (1)
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+        {
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+            DKShaderBinding binding = {
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+                0,
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+                DKShader::DescriptorTypeUniformBuffer,
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+                1,
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+                nullptr
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+            };
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+            layout.bindings.Add(binding);
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+        }
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+        DKObject<DKShaderBindingSet> bindSet = device->CreateShaderBindingSet(layout);
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+        if (bindSet)
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+        {
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+            struct
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+            {
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+                DKMatrix4 projectionMatrix;
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+                DKMatrix4 modelMatrix;
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+                DKMatrix4 viewMatrix;
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+            } ubo;
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+
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+            DKObject<DKGpuBuffer> uboBuffer = device->CreateBuffer(sizeof(ubo), DKGpuBuffer::StorageModeShared, DKCpuCacheModeDefault);
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+            if (uboBuffer)
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+            {
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+                ubo.projectionMatrix = DKMatrix4::identity;
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+                ubo.modelMatrix = DKMatrix4::identity;
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+                ubo.viewMatrix = DKMatrix4::identity;
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+
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+                void* p = uboBuffer->Lock(0);
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+                if (p)
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+                {
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+                    memcpy(p, &ubo, sizeof(ubo));
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+                    uboBuffer->Unlock();
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+
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+                    bindSet->SetBuffer(0, uboBuffer, 0, sizeof(ubo));
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+                }
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+                else
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+                {
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+                    DKLogE("GpuBuffer Lock failed!");
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+                }
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+            }
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+        }
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+
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+		DKTimer timer;
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+		timer.Reset();
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+
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+		DKLog("Render thread begin");
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+		while (!runningRenderThread.CompareAndSet(0, 0))
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+		{
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+			DKRenderPassDescriptor rpd = swapChain->CurrentRenderPassDescriptor();
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+			double t = timer.Elapsed();
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+			t = (cos(t) + 1.0) * 0.5;
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+			rpd.colorAttachments.Value(0).clearColor = DKColor(t, 0.0, 0.0, 0.0);
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+
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+			DKObject<DKCommandBuffer> buffer = queue->CreateCommandBuffer();
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+			DKObject<DKRenderCommandEncoder> encoder = buffer->CreateRenderCommandEncoder(rpd);
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+			if (encoder)
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+			{
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+				encoder->SetRenderPipelineState(pipelineState);
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+				encoder->SetVertexBuffer(vertexBuffer, 0, 0);
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+				encoder->SetIndexBuffer(indexBuffer, 0, DKIndexType::UInt32);
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+                encoder->SetResources(0, bindSet);
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+				// draw scene!
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+				encoder->DrawIndexed(indexData.Count(), 1, 0, 0, 0);
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+				encoder->EndEncoding();
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+				buffer->Commit();
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+				swapChain->Present();
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+			}
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+			else
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+			{
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+			}
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+			DKThread::Sleep(0.01);
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+		}
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+		DKLog("RenderThread terminating...");
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+	}
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+
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+	void OnInitialize(void) override
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+	{
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+        SampleApp::OnInitialize();
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+		DKLogD("%s", DKGL_FUNCTION_NAME);
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+
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+        // create window
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+        window = DKWindow::Create("DefaultWindow");
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+        window->SetOrigin({ 0, 0 });
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+        window->Resize({ 320, 240 });
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+        window->Activate();
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+
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+        window->AddEventHandler(this, DKFunction([this](const DKWindow::WindowEvent& e)
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+        {
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+            if (e.type == DKWindow::WindowEvent::WindowClosed)
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+                DKApplication::Instance()->Terminate(0);
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+        }), NULL, NULL);
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+
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+		runningRenderThread = 1;
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+		renderThread = DKThread::Create(DKFunction(this, &TextureDemo::RenderThread)->Invocation());
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+	}
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+	void OnTerminate(void) override
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+	{
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+		DKLogD("%s", DKGL_FUNCTION_NAME);
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+
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+		runningRenderThread = 0;
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+		renderThread->WaitTerminate();
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+		renderThread = NULL;
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+        window = NULL;
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+
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+        SampleApp::OnTerminate();
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+	}
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+};
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+
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+
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+#ifdef _WIN32
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+int APIENTRY wWinMain(_In_ HINSTANCE hInstance,
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+					  _In_opt_ HINSTANCE hPrevInstance,
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+					  _In_ LPWSTR    lpCmdLine,
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+					  _In_ int       nCmdShow)
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+#else
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+int main(int argc, const char * argv[])
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+#endif
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+{
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+    TextureDemo app;
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+	DKPropertySet::SystemConfig().SetValue("AppDelegate", "AppDelegate");
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+	DKPropertySet::SystemConfig().SetValue("GraphicsAPI", "Vulkan");
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+	return app.Run();
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+}

+ 195
- 0
Samples/Texture/Texture.vcxproj Vedi File

@@ -0,0 +1,195 @@
1
+<?xml version="1.0" encoding="utf-8"?>
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+<Project DefaultTargets="Build" ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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+  <ItemGroup Label="ProjectConfigurations">
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+    <ProjectConfiguration Include="Debug|Win32">
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+      <Configuration>Debug</Configuration>
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+      <Platform>Win32</Platform>
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+    </ProjectConfiguration>
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+    <ProjectConfiguration Include="Release|Win32">
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+      <Configuration>Release</Configuration>
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+      <Platform>Win32</Platform>
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+    </ProjectConfiguration>
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+    <ProjectConfiguration Include="Debug|x64">
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+      <Configuration>Debug</Configuration>
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+      <Platform>x64</Platform>
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+    </ProjectConfiguration>
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+    <ProjectConfiguration Include="Release|x64">
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+      <Configuration>Release</Configuration>
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+      <Platform>x64</Platform>
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+    </ProjectConfiguration>
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+  </ItemGroup>
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+  <ItemGroup>
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+    <ClInclude Include="..\Common\app.h" />
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+    <ClInclude Include="..\Common\util.h" />
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+    <ClInclude Include="..\Common\Win32\Resource.h" />
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+    <ClInclude Include="..\Common\Win32\stdafx.h" />
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+    <ClInclude Include="..\Common\Win32\targetver.h" />
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+  </ItemGroup>
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+  <ItemGroup>
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+    <Image Include="..\Common\Win32\SampleApp.ico" />
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+    <Image Include="..\Common\Win32\small.ico" />
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+  </ItemGroup>
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+  <ItemGroup>
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+    <ResourceCompile Include="..\Common\Win32\SampleApp.rc" />
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+  </ItemGroup>
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+  <ItemGroup>
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+    <ClCompile Include="..\Common\dkgl_new.cpp" />
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+    <ClCompile Include="Texture.cpp" />
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+  </ItemGroup>
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+  <ItemGroup>
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+    <ProjectReference Include="..\..\..\DKGL2\DK\DK_static.vcxproj">
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+      <Project>{c7312831-a3f6-4e7d-962b-6786972f0a6a}</Project>
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+    </ProjectReference>
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+  </ItemGroup>
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+  <PropertyGroup Label="Globals">
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+    <VCProjectVersion>15.0</VCProjectVersion>
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+    <ProjectGuid>{4E5AF9B5-BE2E-4A64-B3FC-FC1A8351ED11}</ProjectGuid>
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+    <Keyword>Win32Proj</Keyword>
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+    <RootNamespace>Texture</RootNamespace>
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+    <WindowsTargetPlatformVersion>10.0.16299.0</WindowsTargetPlatformVersion>
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+  </PropertyGroup>
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+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
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+    <ConfigurationType>Application</ConfigurationType>
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+    <UseDebugLibraries>true</UseDebugLibraries>
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+    <Import Project="..\..\Samples.props" />
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+  </ImportGroup>
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+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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+ 52
- 0
Samples/Texture/Texture.vcxproj.filters Vedi File

@@ -0,0 +1,52 @@
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