/* Copyright (c) 2021, NVIDIA CORPORATION. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of NVIDIA CORPORATION nor the names of its * contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ //-------------------------------------------------------------------------------------- // File: dynlink_d3d11.h // // Shortcut macros and functions for using DX objects // // Copyright (c) Microsoft Corporation. All rights reserved //-------------------------------------------------------------------------------------- #ifndef _DYNLINK_D3D11_H_ #define _DYNLINK_D3D11_H_ // Standard Windows includes #include #include #include #include #include #include // for InitCommonControls() #include // for ExtractIcon() #include // for placement new #include #include #include #include // CRT's memory leak detection #if defined(DEBUG) || defined(_DEBUG) #include #endif // Direct3D10 includes #include #include // #include <..\Samples\C++\Effects11\Inc\d3dx11effect.h> // XInput includes #include // strsafe.h deprecates old unsecure string functions. If you // really do not want to it to (not recommended), then uncomment the next line //#define STRSAFE_NO_DEPRECATE #ifndef STRSAFE_NO_DEPRECATE #pragma deprecated("strncpy") #pragma deprecated("wcsncpy") #pragma deprecated("_tcsncpy") #pragma deprecated("wcsncat") #pragma deprecated("strncat") #pragma deprecated("_tcsncat") #endif #pragma warning( disable : 4996 ) // disable deprecated warning #include #pragma warning( default : 4996 ) typedef HRESULT(WINAPI *LPCREATEDXGIFACTORY)(REFIID, void **); typedef HRESULT(WINAPI *LPD3D11CREATEDEVICEANDSWAPCHAIN)(__in_opt IDXGIAdapter *pAdapter, D3D_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, __in_ecount_opt(FeatureLevels) CONST D3D_FEATURE_LEVEL *pFeatureLevels, UINT FeatureLevels, UINT SDKVersion, __in_opt CONST DXGI_SWAP_CHAIN_DESC *pSwapChainDesc, __out_opt IDXGISwapChain **ppSwapChain, __out_opt ID3D11Device **ppDevice, __out_opt D3D_FEATURE_LEVEL *pFeatureLevel, __out_opt ID3D11DeviceContext **ppImmediateContext); typedef HRESULT(WINAPI *LPD3D11CREATEDEVICE)(IDXGIAdapter *, D3D_DRIVER_TYPE, HMODULE, UINT32, D3D_FEATURE_LEVEL *, UINT, UINT32, ID3D11Device **, D3D_FEATURE_LEVEL *, ID3D11DeviceContext **); static HMODULE s_hModDXGI = NULL; static LPCREATEDXGIFACTORY sFnPtr_CreateDXGIFactory = NULL; static HMODULE s_hModD3D11 = NULL; static LPD3D11CREATEDEVICE sFnPtr_D3D11CreateDevice = NULL; static LPD3D11CREATEDEVICEANDSWAPCHAIN sFnPtr_D3D11CreateDeviceAndSwapChain = NULL; // unload the D3D10 DLLs static bool dynlinkUnloadD3D11API(void) { if (s_hModDXGI) { FreeLibrary(s_hModDXGI); s_hModDXGI = NULL; } if (s_hModD3D11) { FreeLibrary(s_hModD3D11); s_hModD3D11 = NULL; } return true; } // Dynamically load the D3D11 DLLs loaded and map the function pointers static bool dynlinkLoadD3D11API(void) { // If both modules are non-NULL, this function has already been called. Note // that this doesn't guarantee that all ProcAddresses were found. if (s_hModD3D11 != NULL && s_hModDXGI != NULL) { return true; } #if 1 // This may fail if Direct3D 11 isn't installed s_hModD3D11 = LoadLibrary("d3d11.dll"); if (s_hModD3D11 != NULL) { sFnPtr_D3D11CreateDevice = (LPD3D11CREATEDEVICE)GetProcAddress(s_hModD3D11, "D3D11CreateDevice"); sFnPtr_D3D11CreateDeviceAndSwapChain = (LPD3D11CREATEDEVICEANDSWAPCHAIN)GetProcAddress(s_hModD3D11, "D3D11CreateDeviceAndSwapChain"); } else { printf("\nLoad d3d11.dll failed\n"); fflush(0); } if (!sFnPtr_CreateDXGIFactory) { s_hModDXGI = LoadLibrary("dxgi.dll"); if (s_hModDXGI) { sFnPtr_CreateDXGIFactory = (LPCREATEDXGIFACTORY)GetProcAddress(s_hModDXGI, "CreateDXGIFactory1"); } return (s_hModDXGI != NULL) && (s_hModD3D11 != NULL); } return (s_hModD3D11 != NULL); #else sFnPtr_D3D11CreateDevice = (LPD3D11CREATEDEVICE)D3D11CreateDeviceAndSwapChain; sFnPtr_D3D11CreateDeviceAndSwapChain = (LPD3D11CREATEDEVICEANDSWAPCHAIN)D3D11CreateDeviceAndSwapChain; //sFnPtr_D3DX11CreateEffectFromMemory = ( LPD3DX11CREATEEFFECTFROMMEMORY )D3DX11CreateEffectFromMemory; sFnPtr_D3DX11CompileFromMemory = (LPD3DX11COMPILEFROMMEMORY)D3DX11CompileFromMemory; sFnPtr_CreateDXGIFactory = (LPCREATEDXGIFACTORY)CreateDXGIFactory; return true; #endif return true; } #endif