port from perforce

This commit is contained in:
2026-04-18 22:31:51 +02:00
commit 8d0ab5b7cc
8409 changed files with 3972376 additions and 0 deletions

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hgplus/particles/data.h Normal file
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#define VC_EXTRALEAN
#define WIN32_LEAN_AND_MEAN
#include <Windows.h>
#include <cstdlib>
#define D3D11_NO_HELPERS
#include <d3d11.h>
#include <dxgi.h>
#include <d3dcompiler.h>
#define ATOM_EDIT 0xC018
#define ATOM_STATIC 0xC019
#define WIDTH 1280
#define HEIGHT 720
#define _FULLSCREEN
typedef struct {
// DXGI_MODE_DESC BufferDesc;
UINT Width;
UINT Height;
//DXGI_RATIONAL RefreshRate;
UINT Numerator;
UINT Denominator;
DXGI_FORMAT Format;
DXGI_MODE_SCANLINE_ORDER ScanlineOrdering;
DXGI_MODE_SCALING Scaling;
// DXGI_SAMPLE_DESC SampleDesc;
UINT Count;
UINT Quality;
DXGI_USAGE BufferUsage;
UINT BufferCount;
HWND OutputWindow;
BOOL Windowed;
DXGI_SWAP_EFFECT SwapEffect;
UINT Flags;
} HG_DXGI_SWAP_CHAIN_DESC;
struct ConstantBufferType
{
float demoTime;
float deltaTime;
float dummy1;
float dummy2;
};
#pragma bss_seg(".bss")
static HWND hWnd;
static ID3D11Device* device;
static ID3D11DeviceContext* context;
static IDXGISwapChain* swapChain;
static ID3D11Texture2D* backBufferTexture;
static ID3D11RenderTargetView* renderTargetView;
static ID3D11UnorderedAccessView* particleBuffer1UAV;
static ID3D11ShaderResourceView* particleBuffer1SRV;
static ID3D11UnorderedAccessView* particleBuffer2UAV;
static ID3D11ShaderResourceView* particleBuffer2SRV;
static ID3D11Buffer* particleBuffer1;
static ID3D11Buffer* particleBuffer2;
static ID3D11Texture2D* depthBuffer;
static ID3D11Buffer* constantBuffer;
static ID3D11ComputeShader* initShader;
static ID3D11ComputeShader* updateShader;
static ID3D11ComputeShader* drawShader;
static ID3D11VertexShader* particleVertexShader;
static ID3D11GeometryShader* particleGeometryShader;
static ID3D11PixelShader* particlePixelShader;
static ID3D11InputLayout* particleInputLayout;
static ID3D11RenderTargetView* backBufferRtv;
static ID3D11DepthStencilState* depthStencilState;
static ID3D11DepthStencilView* depthStencilView;
static ID3D11BlendState* alphaBlendState;
static pD3DCompile d3dCompile;
static ID3DBlob* shaderBlob;
static void* shaderCode;
static SIZE_T shaderSize;
static D3D11_MAPPED_SUBRESOURCE mappedResource;
static float zero[4];
#pragma data_seg(".d3dcompiler")
static char* d3dcompiler = "d3dcompiler_47.dll";
#pragma data_seg(".swapChainDesc")
#ifdef FULLSCREEN
HG_DXGI_SWAP_CHAIN_DESC swapChainDesc = {
WIDTH, HEIGHT, 0, 1, DXGI_FORMAT_R16G16B16A16_FLOAT,
DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED, DXGI_MODE_SCALING_UNSPECIFIED,
4, 0, DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_SHADER_INPUT, 1, 0, 0, DXGI_SWAP_EFFECT_DISCARD, 0
};
#else
HG_DXGI_SWAP_CHAIN_DESC swapChainDesc = {
WIDTH, HEIGHT, 0, 1, DXGI_FORMAT_R16G16B16A16_FLOAT,
DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED, DXGI_MODE_SCALING_UNSPECIFIED,
4, 0, DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_SHADER_INPUT, 1, 0, -1, DXGI_SWAP_EFFECT_DISCARD, 0
};
#endif
#pragma data_seg(".depthBufferDesc")
static D3D11_TEXTURE2D_DESC depthBufferDesc =
{
WIDTH,
HEIGHT,
1,
1,
DXGI_FORMAT_D32_FLOAT,
{
1, 0
},
D3D11_USAGE_DEFAULT,
D3D11_BIND_DEPTH_STENCIL,
0,
0
};
#pragma data_seg(".constantBufferDesc")
static D3D11_BUFFER_DESC constantBufferDesc =
{
16,
D3D11_USAGE_DYNAMIC,
D3D11_BIND_CONSTANT_BUFFER,
D3D11_CPU_ACCESS_WRITE,
0,
0
};
#pragma data_seg(".particleBufferDesc")
static D3D11_BUFFER_DESC particleBufferDesc =
{
1024 * 1024 * 48,
D3D11_USAGE_DEFAULT,
D3D11_BIND_UNORDERED_ACCESS | D3D11_BIND_SHADER_RESOURCE,
0,
D3D11_RESOURCE_MISC_BUFFER_STRUCTURED,
48
};
#pragma data_seg(".particleBufferDesc")
static D3D11_SHADER_RESOURCE_VIEW_DESC particleSrvDesc =
{
DXGI_FORMAT_UNKNOWN,
D3D11_SRV_DIMENSION_BUFFER,
{
0,
1024 * 1024
}
};
#pragma data_seg(".particleUavDesc")
static D3D11_UNORDERED_ACCESS_VIEW_DESC particleUavDesc =
{
DXGI_FORMAT_UNKNOWN,
D3D11_UAV_DIMENSION_BUFFER,
0,
1024 * 1024,
D3D11_BUFFER_UAV_FLAG_APPEND
};
#pragma data_seg(".vertexUavDesc")
static D3D11_UNORDERED_ACCESS_VIEW_DESC vertexUavDesc =
{
DXGI_FORMAT_UNKNOWN,
D3D11_UAV_DIMENSION_BUFFER,
0,
1024 * 1024,
0
};
#pragma data_seg(".particleInputElementDescs")
static D3D11_INPUT_ELEMENT_DESC particleInputElementDescs[] =
{
{
"SV_POSITION",
0,
DXGI_FORMAT_R32G32B32A32_FLOAT,
0,
0,
D3D11_INPUT_PER_VERTEX_DATA,
0
},
{
"LENGTH",
0,
DXGI_FORMAT_R32_FLOAT,
0,
16,
D3D11_INPUT_PER_VERTEX_DATA,
0
},
{
"AGE",
0,
DXGI_FORMAT_R32_FLOAT,
0,
20,
D3D11_INPUT_PER_VERTEX_DATA,
0
},
};
#pragma data_seg(".backBufferRtvDesc")
static D3D11_RENDER_TARGET_VIEW_DESC backBufferRtvDesc =
{
DXGI_FORMAT_R16G16B16A16_FLOAT,
D3D11_RTV_DIMENSION_TEXTURE2DMS,
{
0
}
};
#pragma data_seg(".depthStencilStateDesc")
static D3D11_DEPTH_STENCIL_DESC depthStencilStateDesc =
{
FALSE, // TRUE
D3D11_DEPTH_WRITE_MASK_ALL,
D3D11_COMPARISON_LESS,
FALSE,
0,
0,
{},
{}
};
#pragma data_seg(".swapChainViewport")
static D3D11_VIEWPORT swapChainViewport =
{
0,
0,
WIDTH,
HEIGHT,
0.0f,
1.0f,
};
#pragma data_seg(".depthStencilViewDesc")
static D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc =
{
DXGI_FORMAT_D32_FLOAT,
D3D11_DSV_DIMENSION_TEXTURE2D,
0,
{
0
}
};
#pragma data_seg(".alphaBlendDesc")
static D3D11_BLEND_DESC alphaBlendDesc =
{
FALSE,
FALSE,
{
TRUE,
D3D11_BLEND_SRC_ALPHA,
D3D11_BLEND_INV_SRC_ALPHA,
D3D11_BLEND_OP_ADD,
D3D11_BLEND_ONE,
D3D11_BLEND_ONE,
D3D11_BLEND_OP_ADD,
D3D11_COLOR_WRITE_ENABLE_ALL,
}
};