核心热路径(数学/内存/字符串/性能分析)用MASM汇编(SSE/AVX2) 外围系统(窗口/渲染/ECS/音频/UI/脚本)用C语言 含自研编辑器、VisualScript积木编程、中文渲染(glyph_atlas)
180 lines
8.3 KiB
C
180 lines
8.3 KiB
C
#include "../Engine/Core/engine.h"
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#include "../Engine/Core/logger.h"
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#include "../Engine/Core/timer.h"
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#include "../Engine/Window/window.h"
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#include "../Engine/Rendering/graphics_device.h"
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#include "../Engine/Rendering/shader.h"
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#include "../Engine/Rendering/mesh.h"
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#include "../Engine/include/engine_api.h"
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#include "../Engine/ASM/math_c_fallback.h"
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#include "../Engine/Editor/glyph_atlas.h"
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#include <d3dcompiler.h>
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static GraphicsDevice* g_dev = NULL;
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static Shader* g_shader = NULL;
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static Mesh* g_tri = NULL;
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static GlyphAtlas g_atlas;
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static ID3D11VertexShader* g_tvs = NULL;
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static ID3D11PixelShader* g_tps = NULL;
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static ID3D11InputLayout* g_tlayout = NULL;
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static ID3D11BlendState* g_tblend = NULL;
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static ID3D11SamplerState* g_tsampler = NULL;
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static ID3D11Buffer* g_tcb = NULL;
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typedef struct { float p[3], n[3], uv[2], c[4]; } V;
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static void draw_quad(ID3D11DeviceContext* ctx, float x, float y, float w, float h, float r, float g, float b, float a) {
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V v[4] = {
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{{x,y,0},{0,0,-1},{0,0},{r,g,b,a}},
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{{x+w,y,0},{0,0,-1},{1,0},{r,g,b,a}},
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{{x+w,y+h,0},{0,0,-1},{1,1},{r,g,b,a}},
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{{x,y+h,0},{0,0,-1},{0,1},{r,g,b,a}},
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};
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uint32_t idx[6] = {0,1,2, 0,2,3};
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ID3D11Buffer *vb = NULL, *ib = NULL;
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D3D11_BUFFER_DESC bd = {0}; D3D11_SUBRESOURCE_DATA sd = {0};
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bd.ByteWidth = sizeof(V)*4; bd.Usage = D3D11_USAGE_DEFAULT; bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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sd.pSysMem = v; g_dev->device->lpVtbl->CreateBuffer(g_dev->device, &bd, &sd, &vb);
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bd.ByteWidth = sizeof(uint32_t)*6; bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
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sd.pSysMem = idx; g_dev->device->lpVtbl->CreateBuffer(g_dev->device, &bd, &sd, &ib);
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UINT stride = sizeof(V), offset = 0;
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ctx->lpVtbl->IASetVertexBuffers(ctx, 0, 1, &vb, &stride, &offset);
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ctx->lpVtbl->IASetIndexBuffer(ctx, ib, DXGI_FORMAT_R32_UINT, 0);
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ctx->lpVtbl->DrawIndexed(ctx, 6, 0, 0);
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ib->lpVtbl->Release(ib); vb->lpVtbl->Release(vb);
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}
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static void on_render(Engine* engine) {
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if (!g_dev) return;
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ID3D11DeviceContext* ctx = g_dev->context;
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float sw = (float)g_dev->width;
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float sh = (float)g_dev->height;
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graphics_device_clear(g_dev, 0.0f, 0.0f, 0.0f, 1.0f);
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float proj[64] = {0};
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proj[0] = 2.0f / sw; proj[5] = -2.0f / sh;
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proj[10] = 1.0f; proj[12] = -1.0f; proj[13] = 1.0f; proj[15] = 1.0f;
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Mat4 proj_m, proj_t;
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memcpy(&proj_m, proj, sizeof(Mat4));
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mat4_transpose(&proj_m, &proj_t);
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D3D11_VIEWPORT vp = {0};
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vp.Width = sw; vp.Height = sh; vp.MaxDepth = 1.0f;
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ctx->lpVtbl->RSSetViewports(ctx, 1, &vp);
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D3D11_RASTERIZER_DESC rdesc = {0};
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rdesc.FillMode = D3D11_FILL_SOLID;
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rdesc.CullMode = D3D11_CULL_NONE;
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ID3D11RasterizerState* rstate = NULL;
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g_dev->device->lpVtbl->CreateRasterizerState(g_dev->device, &rdesc, &rstate);
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ctx->lpVtbl->RSSetState(ctx, rstate);
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ctx->lpVtbl->IASetPrimitiveTopology(ctx, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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shader_bind(g_shader, ctx);
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shader_set_matrix(g_shader, ctx, (float*)&proj_t);
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mesh_draw(g_tri, ctx);
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draw_quad(ctx, sw - 200, 10, 180, 60, 1, 1, 1, 1);
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draw_quad(ctx, sw - 100, 20, 50, 30, 0, 1, 0, 1);
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if (rstate) rstate->lpVtbl->Release(rstate);
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graphics_device_present(g_dev);
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}
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static void on_key(Engine* engine, int key) {
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if (key == VK_ESCAPE) engine_request_quit(engine);
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}
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int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) {
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(void)hInstance; (void)hPrevInstance; (void)lpCmdLine; (void)nCmdShow;
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LOG_INFO("=== Compatibility Test ===");
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EngineConfig config = engine_default_config();
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config.app_name = "Compatibility Test";
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config.vsync = 1;
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config.window_width = 1280;
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config.window_height = 720;
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Engine* engine = engine_create();
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if (!engine_init(engine, &config)) return -1;
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g_dev = graphics_device_create();
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if (!graphics_device_init(g_dev, window_get_handle(engine->window), config.window_width, config.window_height, 1)) {
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LOG_FATAL("D3D11 init failed");
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return -1;
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}
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g_shader = shader_create();
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shader_compile(g_shader, g_dev->device, NULL, NULL, 0, 0);
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glyph_atlas_init(&g_atlas, g_dev->device);
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const char* tvs_src = "cbuffer CB:register(b0){float4x4 WVP;};struct VS_IN{float4 pos:POSITION;float3 n:NORMAL;float2 uv:TEXCOORD;float4 col:COLOR;};struct PS_IN{float4 pos:SV_POSITION;float2 uv:TEXCOORD;float4 col:COLOR;};PS_IN main(VS_IN i){PS_IN o;o.pos=mul(i.pos,WVP);o.uv=i.uv;o.col=i.col;return o;}";
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const char* tps_src = "struct PS_IN{float4 pos:SV_POSITION;float2 uv:TEXCOORD;float4 col:COLOR;};float4 main(PS_IN i):SV_TARGET{return i.col;}";
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ID3DBlob *vsb = NULL, *psb = NULL, *err = NULL;
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D3DCompile(tvs_src, (UINT)strlen(tvs_src), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &vsb, &err);
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if (err) { LOG_ERROR("Text VS error: %s", (const char*)err->lpVtbl->GetBufferPointer(err)); err->lpVtbl->Release(err); err = NULL; }
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D3DCompile(tps_src, (UINT)strlen(tps_src), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &psb, &err);
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if (err) { LOG_ERROR("Text PS error: %s", (const char*)err->lpVtbl->GetBufferPointer(err)); err->lpVtbl->Release(err); err = NULL; }
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LOG_INFO("Text shaders: vsb=%p psb=%p", (void*)vsb, (void*)psb);
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if (vsb && psb) {
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g_dev->device->lpVtbl->CreateVertexShader(g_dev->device, vsb->lpVtbl->GetBufferPointer(vsb), vsb->lpVtbl->GetBufferSize(vsb), NULL, &g_tvs);
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g_dev->device->lpVtbl->CreatePixelShader(g_dev->device, psb->lpVtbl->GetBufferPointer(psb), psb->lpVtbl->GetBufferSize(psb), NULL, &g_tps);
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D3D11_INPUT_ELEMENT_DESC layout[] = {
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{"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT,0,0,D3D11_INPUT_PER_VERTEX_DATA,0},
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{"NORMAL",0,DXGI_FORMAT_R32G32B32_FLOAT,0,12,D3D11_INPUT_PER_VERTEX_DATA,0},
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{"TEXCOORD",0,DXGI_FORMAT_R32G32_FLOAT,0,24,D3D11_INPUT_PER_VERTEX_DATA,0},
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{"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT,0,32,D3D11_INPUT_PER_VERTEX_DATA,0},
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};
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g_dev->device->lpVtbl->CreateInputLayout(g_dev->device, layout, 4, vsb->lpVtbl->GetBufferPointer(vsb), vsb->lpVtbl->GetBufferSize(vsb), &g_tlayout);
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vsb->lpVtbl->Release(vsb); psb->lpVtbl->Release(psb);
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}
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D3D11_SAMPLER_DESC sdesc = {0};
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sdesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
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sdesc.AddressU = sdesc.AddressV = sdesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
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g_dev->device->lpVtbl->CreateSamplerState(g_dev->device, &sdesc, &g_tsampler);
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D3D11_BLEND_DESC bdesc = {0};
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bdesc.RenderTarget[0].BlendEnable = TRUE;
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bdesc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
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bdesc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
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bdesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
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bdesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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bdesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
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bdesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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bdesc.RenderTarget[0].RenderTargetWriteMask = 0x0F;
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HRESULT hr_blend = g_dev->device->lpVtbl->CreateBlendState(g_dev->device, &bdesc, &g_tblend);
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LOG_INFO("CreateBlendState hr=0x%08x blend=%p", (unsigned)hr_blend, (void*)g_tblend);
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D3D11_BUFFER_DESC cbd = {0};
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cbd.ByteWidth = 256; cbd.Usage = D3D11_USAGE_DEFAULT; cbd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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g_dev->device->lpVtbl->CreateBuffer(g_dev->device, &cbd, NULL, &g_tcb);
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V tri[3] = {
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{{640, 300, 0}, {0,0,-1}, {0,0}, {1, 0.2f, 0.2f, 1}},
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{{500, 550, 0}, {0,0,-1}, {0,1}, {0.2f, 1, 0.2f, 1}},
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{{780, 550, 0}, {0,0,-1}, {1,0}, {0.2f, 0.2f, 1, 1}},
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};
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uint32_t idx[3] = {0, 1, 2};
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g_tri = (Mesh*)calloc(1, sizeof(Mesh));
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g_tri->stride = sizeof(V); g_tri->vcount = 3; g_tri->icount = 3;
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D3D11_BUFFER_DESC bd = {0}; D3D11_SUBRESOURCE_DATA sd = {0};
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bd.ByteWidth = sizeof(V)*3; bd.Usage = D3D11_USAGE_DEFAULT; bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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sd.pSysMem = tri; g_dev->device->lpVtbl->CreateBuffer(g_dev->device, &bd, &sd, &g_tri->vb);
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bd.ByteWidth = sizeof(uint32_t)*3; bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
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sd.pSysMem = idx; g_dev->device->lpVtbl->CreateBuffer(g_dev->device, &bd, &sd, &g_tri->ib);
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engine_set_render_callback(engine, on_render);
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engine_set_key_callback(engine, on_key);
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LOG_INFO("Running...");
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engine_run(engine);
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mesh_destroy(g_tri);
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shader_destroy(g_shader);
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glyph_atlas_destroy(&g_atlas);
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graphics_device_destroy(g_dev);
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engine_shutdown(engine);
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return 0;
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}
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