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Add debug interface, factory creation and adapter enumeration
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@ -1,8 +1,8 @@
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[package]
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name = "d3d12-rs"
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name = "d3d12"
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version = "0.1.0"
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authors = ["msiglreith <m.siglreith@gmail.com>"]
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[dependencies]
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bitflags = "1"
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winapi = { version = "0.3", features = ["d3d12","d3dcommon","d3dcompiler","dxgiformat","winerror"] }
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winapi = { version = "0.3", features = ["dxgi1_3","dxgi1_4","d3d12","d3d12sdklayers","d3dcommon","d3dcompiler","dxgiformat","winerror"] }
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21
src/debug.rs
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21
src/debug.rs
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@ -0,0 +1,21 @@
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use com::WeakPtr;
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use winapi::um::{d3d12, d3d12sdklayers};
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use winapi::Interface;
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use D3DResult;
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pub type Debug = WeakPtr<d3d12sdklayers::ID3D12Debug>;
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impl Debug {
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pub fn get_debug_interface() -> D3DResult<Self> {
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let mut debug = Debug::null();
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let hr = unsafe {
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d3d12::D3D12GetDebugInterface(&d3d12sdklayers::ID3D12Debug::uuidof(), debug.mut_void())
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};
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(debug, hr)
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}
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pub fn enable_debug_layer(&self) {
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unsafe { self.EnableDebugLayer() }
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}
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}
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35
src/dxgi.rs
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35
src/dxgi.rs
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@ -0,0 +1,35 @@
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use com::WeakPtr;
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use winapi::shared::{dxgi, dxgi1_3, dxgi1_4};
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use winapi::Interface;
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use D3DResult;
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bitflags! {
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pub struct FactoryCreationFlags: u32 {
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const DEBUG = dxgi1_3::DXGI_CREATE_FACTORY_DEBUG;
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}
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}
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pub type Adapter1 = WeakPtr<dxgi::IDXGIAdapter1>;
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pub type Factory4 = WeakPtr<dxgi1_4::IDXGIFactory4>;
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impl Factory4 {
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pub fn create(flags: FactoryCreationFlags) -> D3DResult<Self> {
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let mut factory = Factory4::null();
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let hr = unsafe {
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dxgi1_3::CreateDXGIFactory2(
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flags.bits(),
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&dxgi1_4::IDXGIFactory4::uuidof(),
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factory.mut_void(),
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)
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};
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(factory, hr)
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}
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pub fn enumerate_adapters(&self, id: u32) -> D3DResult<Adapter1> {
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let mut adapter = Adapter1::null();
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let hr = unsafe { self.EnumAdapters1(id, adapter.mut_void() as *mut *mut _) };
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(adapter, hr)
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}
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}
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@ -9,8 +9,10 @@ use winapi::um::{d3d12, d3dcommon};
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mod com;
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pub mod command_allocator;
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pub mod command_list;
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pub mod debug;
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pub mod descriptor;
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pub mod device;
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pub mod dxgi;
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pub mod pso;
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pub mod query;
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pub mod queue;
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@ -20,6 +22,7 @@ pub mod sync;
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pub use self::com::WeakPtr;
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pub use self::command_allocator::CommandAllocator;
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pub use self::command_list::{CommandSignature, GraphicsCommandList};
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pub use self::debug::Debug;
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pub use self::descriptor::{CpuDescriptor, DescriptorHeap, GpuDescriptor, RootSignature};
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pub use self::device::Device;
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pub use self::pso::{CachedPSO, PipelineState, Shader};
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