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Diffstat (limited to 'src/libs/dxvk-native-1.9.2a/tests/d3d11/test_d3d11_triangle.cpp')
-rw-r--r--src/libs/dxvk-native-1.9.2a/tests/d3d11/test_d3d11_triangle.cpp606
1 files changed, 606 insertions, 0 deletions
diff --git a/src/libs/dxvk-native-1.9.2a/tests/d3d11/test_d3d11_triangle.cpp b/src/libs/dxvk-native-1.9.2a/tests/d3d11/test_d3d11_triangle.cpp
new file mode 100644
index 00000000..5c2ea78f
--- /dev/null
+++ b/src/libs/dxvk-native-1.9.2a/tests/d3d11/test_d3d11_triangle.cpp
@@ -0,0 +1,606 @@
+#include <d3dcompiler.h>
+#include <d3d11_1.h>
+#include <dxgi1_3.h>
+
+#include <windows.h>
+#include <windowsx.h>
+
+#include <cstring>
+#include <string>
+#include <sstream>
+
+#include "../test_utils.h"
+
+using namespace dxvk;
+
+struct Vertex {
+ float x, y;
+};
+
+struct VsConstants {
+ float x, y;
+ float w, h;
+};
+
+struct VsConstantsPad {
+ VsConstants data;
+ uint32_t pad[60];
+};
+
+struct PsConstants {
+ float r, g, b, a;
+};
+
+struct DrawOptions {
+ bool mapDiscardOnce;
+ bool sortByTexture;
+ bool drawIndexed;
+};
+
+const std::string g_vertexShaderCode =
+ "cbuffer vs_cb : register(b0) {\n"
+ " float2 v_offset;\n"
+ " float2 v_scale;\n"
+ "};\n"
+ "float4 main(float4 v_pos : IN_POSITION) : SV_POSITION {\n"
+ " float2 coord = 2.0f * (v_pos * v_scale + v_offset) - 1.0f;\n"
+ " return float4(coord, 0.0f, 1.0f);\n"
+ "}\n";
+
+const std::string g_pixelShaderCode =
+ "Texture2D<float4> tex0 : register(t0);"
+ "cbuffer ps_cb : register(b0) {\n"
+ " float4 color;\n"
+ "};\n"
+ "float4 main() : SV_TARGET {\n"
+ " return color * tex0.Load(int3(0, 0, 0));\n"
+ "}\n";
+
+class TriangleApp {
+
+public:
+
+ TriangleApp(HINSTANCE instance, HWND window)
+ : m_window(window) {
+ Com<ID3D11Device> device;
+
+ D3D_FEATURE_LEVEL fl = D3D_FEATURE_LEVEL_11_1;
+
+ HRESULT status = D3D11CreateDevice(
+ nullptr, D3D_DRIVER_TYPE_HARDWARE,
+ nullptr, 0, &fl, 1, D3D11_SDK_VERSION,
+ &device, nullptr, nullptr);
+
+ if (FAILED(status)) {
+ std::cerr << "Failed to create D3D11 device" << std::endl;
+ return;
+ }
+
+ if (FAILED(device->QueryInterface(IID_PPV_ARGS(&m_device)))) {
+ std::cerr << "Failed to query ID3D11DeviceContext1" << std::endl;
+ return;
+ }
+
+ Com<IDXGIDevice> dxgiDevice;
+
+ if (FAILED(m_device->QueryInterface(IID_PPV_ARGS(&dxgiDevice)))) {
+ std::cerr << "Failed to query DXGI device" << std::endl;
+ return;
+ }
+
+ if (FAILED(dxgiDevice->GetAdapter(&m_adapter))) {
+ std::cerr << "Failed to query DXGI adapter" << std::endl;
+ return;
+ }
+
+ if (FAILED(m_adapter->GetParent(IID_PPV_ARGS(&m_factory)))) {
+ std::cerr << "Failed to query DXGI factory" << std::endl;
+ return;
+ }
+
+ m_device->GetImmediateContext1(&m_context);
+
+ DXGI_SWAP_CHAIN_DESC1 swapDesc;
+ swapDesc.Width = m_windowSizeW;
+ swapDesc.Height = m_windowSizeH;
+ swapDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ swapDesc.Stereo = FALSE;
+ swapDesc.SampleDesc = { 1, 0 };
+ swapDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ swapDesc.BufferCount = 3;
+ swapDesc.Scaling = DXGI_SCALING_STRETCH;
+ swapDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
+ swapDesc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
+ swapDesc.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT
+ | DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING;
+
+ DXGI_SWAP_CHAIN_FULLSCREEN_DESC fsDesc;
+ fsDesc.RefreshRate = { 0, 0 };
+ fsDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
+ fsDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
+ fsDesc.Windowed = TRUE;
+
+ Com<IDXGISwapChain1> swapChain;
+ if (FAILED(m_factory->CreateSwapChainForHwnd(m_device.ptr(), m_window, &swapDesc, &fsDesc, nullptr, &swapChain))) {
+ std::cerr << "Failed to create DXGI swap chain" << std::endl;
+ return;
+ }
+
+ if (FAILED(swapChain->QueryInterface(IID_PPV_ARGS(&m_swapChain)))) {
+ std::cerr << "Failed to query DXGI swap chain interface" << std::endl;
+ return;
+ }
+
+ m_factory->MakeWindowAssociation(m_window, 0);
+
+ Com<ID3DBlob> vertexShaderBlob;
+ Com<ID3DBlob> pixelShaderBlob;
+
+ if (FAILED(D3DCompile(g_vertexShaderCode.data(), g_vertexShaderCode.size(),
+ "Vertex shader", nullptr, nullptr, "main", "vs_5_0", 0, 0, &vertexShaderBlob, nullptr))) {
+ std::cerr << "Failed to compile vertex shader" << std::endl;
+ return;
+ }
+
+ if (FAILED(D3DCompile(g_pixelShaderCode.data(), g_pixelShaderCode.size(),
+ "Pixel shader", nullptr, nullptr, "main", "ps_5_0", 0, 0, &pixelShaderBlob, nullptr))) {
+ std::cerr << "Failed to compile pixel shader" << std::endl;
+ return;
+ }
+
+ if (FAILED(m_device->CreateVertexShader(
+ vertexShaderBlob->GetBufferPointer(),
+ vertexShaderBlob->GetBufferSize(),
+ nullptr, &m_vs))) {
+ std::cerr << "Failed to create vertex shader" << std::endl;
+ return;
+ }
+
+ if (FAILED(m_device->CreatePixelShader(
+ pixelShaderBlob->GetBufferPointer(),
+ pixelShaderBlob->GetBufferSize(),
+ nullptr, &m_ps))) {
+ std::cerr << "Failed to create pixel shader" << std::endl;
+ return;
+ }
+
+ std::array<D3D11_INPUT_ELEMENT_DESC, 1> vertexFormatDesc = {{
+ { "IN_POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ }};
+
+ if (FAILED(m_device->CreateInputLayout(
+ vertexFormatDesc.data(),
+ vertexFormatDesc.size(),
+ vertexShaderBlob->GetBufferPointer(),
+ vertexShaderBlob->GetBufferSize(),
+ &m_vertexFormat))) {
+ std::cerr << "Failed to create input layout" << std::endl;
+ return;
+ }
+
+ std::array<Vertex, 6> vertexData = {{
+ Vertex { -0.3f, 0.1f },
+ Vertex { 0.5f, 0.9f },
+ Vertex { 1.3f, 0.1f },
+ Vertex { -0.3f, 0.9f },
+ Vertex { 1.3f, 0.9f },
+ Vertex { 0.5f, 0.1f },
+ }};
+
+ D3D11_BUFFER_DESC vboDesc;
+ vboDesc.ByteWidth = sizeof(vertexData);
+ vboDesc.Usage = D3D11_USAGE_IMMUTABLE;
+ vboDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ vboDesc.CPUAccessFlags = 0;
+ vboDesc.MiscFlags = 0;
+ vboDesc.StructureByteStride = 0;
+
+ D3D11_SUBRESOURCE_DATA vboData;
+ vboData.pSysMem = vertexData.data();
+ vboData.SysMemPitch = vboDesc.ByteWidth;
+ vboData.SysMemSlicePitch = vboDesc.ByteWidth;
+
+ if (FAILED(m_device->CreateBuffer(&vboDesc, &vboData, &m_vbo))) {
+ std::cerr << "Failed to create index buffer" << std::endl;
+ return;
+ }
+
+ std::array<uint32_t, 6> indexData = {{ 0, 1, 2, 3, 4, 5 }};
+
+ D3D11_BUFFER_DESC iboDesc;
+ iboDesc.ByteWidth = sizeof(indexData);
+ iboDesc.Usage = D3D11_USAGE_IMMUTABLE;
+ iboDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
+ iboDesc.CPUAccessFlags = 0;
+ iboDesc.MiscFlags = 0;
+ iboDesc.StructureByteStride = 0;
+
+ D3D11_SUBRESOURCE_DATA iboData;
+ iboData.pSysMem = indexData.data();
+ iboData.SysMemPitch = iboDesc.ByteWidth;
+ iboData.SysMemSlicePitch = iboDesc.ByteWidth;
+
+ if (FAILED(m_device->CreateBuffer(&iboDesc, &iboData, &m_ibo))) {
+ std::cerr << "Failed to create index buffer" << std::endl;
+ return;
+ }
+
+ D3D11_BUFFER_DESC cbDesc;
+ cbDesc.ByteWidth = sizeof(PsConstants);
+ cbDesc.Usage = D3D11_USAGE_DYNAMIC;
+ cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ cbDesc.MiscFlags = 0;
+ cbDesc.StructureByteStride = 0;
+
+ if (FAILED(m_device->CreateBuffer(&cbDesc, nullptr, &m_cbPs))) {
+ std::cerr << "Failed to create constant buffer" << std::endl;
+ return;
+ }
+
+ cbDesc.ByteWidth = sizeof(VsConstantsPad) * 128 * 8;
+
+ if (FAILED(m_device->CreateBuffer(&cbDesc, nullptr, &m_cbVs))) {
+ std::cerr << "Failed to create constant buffer" << std::endl;
+ return;
+ }
+
+ std::array<uint32_t, 2> colors = { 0xFFFFFFFF, 0xFFC0C0C0 };
+
+ D3D11_SUBRESOURCE_DATA texData;
+ texData.pSysMem = &colors[0];
+ texData.SysMemPitch = sizeof(colors[0]);
+ texData.SysMemSlicePitch = sizeof(colors[0]);
+
+ D3D11_TEXTURE2D_DESC texDesc;
+ texDesc.Width = 1;
+ texDesc.Height = 1;
+ texDesc.MipLevels = 1;
+ texDesc.ArraySize = 1;
+ texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ texDesc.SampleDesc = { 1, 0 };
+ texDesc.Usage = D3D11_USAGE_IMMUTABLE;
+ texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+ texDesc.CPUAccessFlags = 0;
+ texDesc.MiscFlags = 0;
+
+ if (FAILED(m_device->CreateTexture2D(&texDesc, &texData, &m_tex0))) {
+ std::cerr << "Failed to create texture" << std::endl;
+ return;
+ }
+
+ texData.pSysMem = &colors[1];
+
+ if (FAILED(m_device->CreateTexture2D(&texDesc, &texData, &m_tex1))) {
+ std::cerr << "Failed to create texture" << std::endl;
+ return;
+ }
+
+ if (FAILED(m_device->CreateShaderResourceView(m_tex0.ptr(), nullptr, &m_srv0))
+ || FAILED(m_device->CreateShaderResourceView(m_tex1.ptr(), nullptr, &m_srv1))) {
+ std::cerr << "Failed to create SRV" << std::endl;
+ return;
+ }
+
+ m_initialized = true;
+ }
+
+
+ ~TriangleApp() {
+ m_context->ClearState();
+ }
+
+
+ bool run() {
+ if (!m_initialized)
+ return false;
+
+ if (m_occluded && (m_occluded = isOccluded()))
+ return true;
+
+ if (!beginFrame())
+ return true;
+
+ std::array<PsConstants, 2> colors = {{
+ PsConstants { 0.25f, 0.25f, 0.25f, 1.0f },
+ PsConstants { 0.40f, 0.40f, 0.40f, 1.0f },
+ }};
+
+ for (uint32_t i = 0; i < 8; i++) {
+ DrawOptions options;
+ options.sortByTexture = i & 1;
+ options.drawIndexed = i & 2;
+ options.mapDiscardOnce = i & 4;
+ drawLines(colors[i & 1], options, i);
+ }
+
+ if (!endFrame())
+ return false;
+
+ updateFps();
+ return true;
+ }
+
+
+ void drawLines(const PsConstants& psData, const DrawOptions& options, uint32_t baseY) {
+ D3D11_MAPPED_SUBRESOURCE sr;
+
+ // Update color for the row
+ m_context->PSSetConstantBuffers(0, 1, &m_cbPs);
+ m_context->Map(m_cbPs.ptr(), 0, D3D11_MAP_WRITE_DISCARD, 0, &sr);
+ std::memcpy(sr.pData, &psData, sizeof(psData));
+ m_context->Unmap(m_cbPs.ptr(), 0);
+
+ baseY *= 8;
+
+ if (options.mapDiscardOnce) {
+ uint32_t drawIndex = 0;
+
+ // Discard and map the entire vertex constant buffer
+ // once, then bind sub-ranges while emitting draw calls
+ m_context->Map(m_cbVs.ptr(), 0, D3D11_MAP_WRITE_DISCARD, 0, &sr);
+ auto vsData = reinterpret_cast<VsConstantsPad*>(sr.pData);
+
+ for (uint32_t y = 0; y < 8; y++) {
+ for (uint32_t x = 0; x < 128; x++)
+ vsData[drawIndex++].data = getVsConstants(x, baseY + y);
+ }
+
+ m_context->Unmap(m_cbVs.ptr(), 0);
+ }
+
+ if (options.drawIndexed)
+ m_context->IASetIndexBuffer(m_ibo.ptr(), DXGI_FORMAT_R32_UINT, 0);
+
+ uint32_t vsStride = sizeof(Vertex);
+ uint32_t vsOffset = 0;
+ m_context->IASetVertexBuffers(0, 1, &m_vbo, &vsStride, &vsOffset);
+
+ uint32_t maxZ = options.sortByTexture ? 2 : 1;
+
+ for (uint32_t z = 0; z < maxZ; z++) {
+ uint32_t drawIndex = z;
+
+ if (options.sortByTexture) {
+ ID3D11ShaderResourceView* view = z ? m_srv1.ptr() : m_srv0.ptr();
+ m_context->PSSetShaderResources(0, 1, &view);
+ }
+
+ for (uint32_t y = 0; y < 8; y++) {
+ for (uint32_t x = z; x < 128; x += maxZ) {
+ uint32_t triIndex = (x ^ y) & 1;
+
+ if (!options.mapDiscardOnce) {
+ D3D11_MAP mapMode = drawIndex ? D3D11_MAP_WRITE_NO_OVERWRITE : D3D11_MAP_WRITE_DISCARD;
+ m_context->Map(m_cbVs.ptr(), 0, mapMode, 0, &sr);
+ auto vsData = reinterpret_cast<VsConstantsPad*>(sr.pData);
+ vsData[drawIndex].data = getVsConstants(x, baseY + y);
+ m_context->Unmap(m_cbVs.ptr(), 0);
+ }
+
+ uint32_t constantOffset = 16 * drawIndex;
+ uint32_t constantCount = 16;
+ m_context->VSSetConstantBuffers1(0, 1, &m_cbVs, &constantOffset, &constantCount);
+
+ if (!options.sortByTexture) {
+ ID3D11ShaderResourceView* view = triIndex ? m_srv1.ptr() : m_srv0.ptr();
+ m_context->PSSetShaderResources(0, 1, &view);
+ }
+
+ // Submit draw call
+ uint32_t baseIndex = 3 * triIndex;
+
+ if (options.drawIndexed)
+ m_context->DrawIndexed(3, baseIndex, 0);
+ else
+ m_context->Draw(3, baseIndex);
+
+ drawIndex += maxZ;
+ }
+ }
+ }
+ }
+
+
+ static VsConstants getVsConstants(uint32_t x, uint32_t y) {
+ VsConstants result;
+ result.x = float(x) / 128.0f;
+ result.y = float(y) / 64.0f;
+ result.w = 1.0f / 128.0f;
+ result.h = 1.0f / 64.0f;
+ return result;
+ }
+
+
+ bool beginFrame() {
+ // Make sure we can actually render to the window
+ RECT windowRect = { 0, 0, 1024, 600 };
+ GetClientRect(m_window, &windowRect);
+
+ uint32_t newWindowSizeW = uint32_t(windowRect.right - windowRect.left);
+ uint32_t newWindowSizeH = uint32_t(windowRect.bottom - windowRect.top);
+
+ if (m_windowSizeW != newWindowSizeW || m_windowSizeH != newWindowSizeH) {
+ m_rtv = nullptr;
+ m_context->ClearState();
+
+ DXGI_SWAP_CHAIN_DESC1 desc;
+ m_swapChain->GetDesc1(&desc);
+
+ if (FAILED(m_swapChain->ResizeBuffers(desc.BufferCount,
+ newWindowSizeW, newWindowSizeH, desc.Format, desc.Flags))) {
+ std::cerr << "Failed to resize back buffers" << std::endl;
+ return false;
+ }
+
+ Com<ID3D11Texture2D> backBuffer;
+ if (FAILED(m_swapChain->GetBuffer(0, IID_PPV_ARGS(&backBuffer)))) {
+ std::cerr << "Failed to get swap chain back buffer" << std::endl;
+ return false;
+ }
+
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ rtvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
+ rtvDesc.Texture2D = { 0u };
+
+ if (FAILED(m_device->CreateRenderTargetView(backBuffer.ptr(), &rtvDesc, &m_rtv))) {
+ std::cerr << "Failed to create render target view" << std::endl;
+ return false;
+ }
+
+ m_windowSizeW = newWindowSizeW;
+ m_windowSizeH = newWindowSizeH;
+ }
+
+ // Set up render state
+ FLOAT color[4] = { 0.5f, 0.5f, 0.5f, 1.0f };
+ m_context->OMSetRenderTargets(1, &m_rtv, nullptr);
+ m_context->ClearRenderTargetView(m_rtv.ptr(), color);
+
+ m_context->VSSetShader(m_vs.ptr(), nullptr, 0);
+ m_context->PSSetShader(m_ps.ptr(), nullptr, 0);
+
+ m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+ m_context->IASetInputLayout(m_vertexFormat.ptr());
+
+ D3D11_VIEWPORT viewport;
+ viewport.TopLeftX = 0.0f;
+ viewport.TopLeftY = 0.0f;
+ viewport.Width = float(m_windowSizeW);
+ viewport.Height = float(m_windowSizeH);
+ viewport.MinDepth = 0.0f;
+ viewport.MaxDepth = 1.0f;
+ m_context->RSSetViewports(1, &viewport);
+ return true;
+ }
+
+
+ bool endFrame() {
+ HRESULT hr = m_swapChain->Present(0, DXGI_PRESENT_TEST);
+
+ if (hr == S_OK)
+ hr = m_swapChain->Present(0, 0);
+
+ m_occluded = hr == DXGI_STATUS_OCCLUDED;
+ return true;
+ }
+
+ void updateFps() {
+ if (!m_qpcFrequency.QuadPart)
+ QueryPerformanceFrequency(&m_qpcFrequency);
+
+ if (!m_qpcLastUpdate.QuadPart)
+ QueryPerformanceCounter(&m_qpcLastUpdate);
+
+ LARGE_INTEGER now;
+ QueryPerformanceCounter(&now);
+
+ m_frameCount++;
+
+ if (now.QuadPart - m_qpcLastUpdate.QuadPart < m_qpcFrequency.QuadPart)
+ return;
+
+ double seconds = double(now.QuadPart - m_qpcLastUpdate.QuadPart) / double(m_qpcFrequency.QuadPart);
+ double fps = double(m_frameCount) / seconds;
+
+ std::wstringstream str;
+ str << L"D3D11 triangle (" << fps << L" FPS)";
+
+ SetWindowTextW(m_window, str.str().c_str());
+
+ m_qpcLastUpdate = now;
+ m_frameCount = 0;
+ }
+
+ bool isOccluded() {
+ return m_swapChain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED;
+ }
+
+private:
+
+ HWND m_window;
+ uint32_t m_windowSizeW = 1024;
+ uint32_t m_windowSizeH = 600;
+ bool m_initialized = false;
+ bool m_occluded = false;
+
+ Com<IDXGIFactory3> m_factory;
+ Com<IDXGIAdapter> m_adapter;
+ Com<ID3D11Device1> m_device;
+ Com<ID3D11DeviceContext1> m_context;
+ Com<IDXGISwapChain2> m_swapChain;
+
+ Com<ID3D11RenderTargetView> m_rtv;
+ Com<ID3D11Buffer> m_ibo;
+ Com<ID3D11Buffer> m_vbo;
+ Com<ID3D11InputLayout> m_vertexFormat;
+
+ Com<ID3D11Texture2D> m_tex0;
+ Com<ID3D11Texture2D> m_tex1;
+ Com<ID3D11ShaderResourceView> m_srv0;
+ Com<ID3D11ShaderResourceView> m_srv1;
+
+ Com<ID3D11Buffer> m_cbPs;
+ Com<ID3D11Buffer> m_cbVs;
+
+ Com<ID3D11VertexShader> m_vs;
+ Com<ID3D11PixelShader> m_ps;
+
+ LARGE_INTEGER m_qpcLastUpdate = { };
+ LARGE_INTEGER m_qpcFrequency = { };
+
+ uint32_t m_frameCount = 0;
+
+};
+
+LRESULT CALLBACK WindowProc(HWND hWnd,
+ UINT message,
+ WPARAM wParam,
+ LPARAM lParam);
+
+int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) {
+ WNDCLASSEXW wc = { };
+ wc.cbSize = sizeof(wc);
+ wc.style = CS_HREDRAW | CS_VREDRAW;
+ wc.lpfnWndProc = WindowProc;
+ wc.hInstance = hInstance;
+ wc.hCursor = LoadCursor(nullptr, IDC_ARROW);
+ wc.hbrBackground = HBRUSH(COLOR_WINDOW);
+ wc.lpszClassName = L"WindowClass";
+ RegisterClassExW(&wc);
+
+ HWND hWnd = CreateWindowExW(0, L"WindowClass", L"D3D11 triangle",
+ WS_OVERLAPPEDWINDOW, 300, 300, 1024, 600,
+ nullptr, nullptr, hInstance, nullptr);
+ ShowWindow(hWnd, nCmdShow);
+
+ TriangleApp app(hInstance, hWnd);
+
+ MSG msg;
+
+ while (true) {
+ if (PeekMessageW(&msg, nullptr, 0, 0, PM_REMOVE)) {
+ TranslateMessage(&msg);
+ DispatchMessageW(&msg);
+
+ if (msg.message == WM_QUIT)
+ return msg.wParam;
+ } else {
+ if (!app.run())
+ break;
+ }
+ }
+
+ return msg.wParam;
+}
+
+LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) {
+ switch (message) {
+ case WM_CLOSE:
+ PostQuitMessage(0);
+ return 0;
+ }
+
+ return DefWindowProcW(hWnd, message, wParam, lParam);
+}