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1 /*
2 * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
3 * Copyright (C) 2009-2010 Luca Barbieri All Rights Reserved.
4 *
5 * Permission is hereby granted, free of charge, to any person obtaining a
6 * copy of this software and associated documentation files (the "Software"),
7 * to deal in the Software without restriction, including without limitation
8 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
9 * and/or sell copies of the Software, and to permit persons to whom the
10 * Software is furnished to do so, subject to the following conditions:
11 *.
12 * The above copyright notice and this permission notice shall be included
13 * in all copies or substantial portions of the Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
16 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
19 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
20 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
21 */
22 
23 /*
24 * This is a port of the infamous "glxgears" demo to straight EGL
25 * Port by Dane Rushton 10 July 2005
26 *
27 * This a rewrite of the 'eglgears' demo in straight Gallium
28 * Port by Luca Barbieri
29 *
30 * This a port of the 'galliumgears' demo to Direct3D 11
31 * Port by Luca Barbieri
32 */
33 
34 #define _USE_MATH_DEFINES
35 #include "d3d11app.h"
36 #include "d3d11u.h"
37 #include "d3d11gears.hlsl.ps.h"
38 #include "d3d11gears.hlsl.vs.h"
39 
40 #include <stdlib.h>
41 #include <stdio.h>
42 #include <math.h>
43 #include <float.h>
44 
45 struct gear
46 {
47 	struct mesh* mesh;
48 	float x;
49 	float y;
50 	float t0;
51 	float wmul;
52 	float4 color;
53 };
54 
55 struct cbuf_t
56 {
57 	float4x4 projection;
58 	float4x4 modelview;
59 	float4 light;
60 	float4 diffuse;
61 	float4 specular;
62 	float specular_power;
63 	float padding[3];
64 };
65 
66 struct gear gears[3];
67 
68 struct vertex
69 {
70 	float position[3];
71 	float normal[3];
72 
vertexvertex73 	vertex(float x, float y, float z, float nx, float ny, float nz)
74 	{
75 		position[0] = x;
76 		position[1] = y;
77 		position[2] = z;
78 		normal[0] = nx;
79 		normal[1] = ny;
80 		normal[2] = nz;
81 	}
82 };
83 
84 #define VERT(x, y, z) vertices.push_back(vertex((x), (y), (z), (nx), (ny), (nz)))
85 
build_gear(ID3D11Device * dev,int triangle_budget,float inner_radius,float outer_radius,float width,int teeth,float tooth_depth)86 static mesh* build_gear(ID3D11Device* dev, int triangle_budget, float inner_radius, float outer_radius, float width, int teeth, float tooth_depth)
87 {
88 	int i, j, k;
89 	float r0, r1, r2;
90 	float da;
91 	float nx, ny, nz;
92 	int face;
93 	int segs = 4;
94 	int base_triangles = teeth * segs * 2 * 2;
95 	int divs0 = (triangle_budget / base_triangles) - 1;
96 	int divs = (divs0 > 0) ? divs0 : 1;
97 	float* c = (float*)malloc(teeth * segs * sizeof(float));
98 	float* s = (float*)malloc(teeth * segs * sizeof(float));
99 	float* dc = (float*)malloc(teeth * segs * divs * sizeof(float));
100 	float* ds = (float*)malloc(teeth * segs * divs * sizeof(float));
101 	int num_vertices = teeth * segs * 2 * (3 + 2 * divs);
102 	int num_triangles = base_triangles * (1 + divs);
103 	printf("Creating gear with %i teeth using %i vertices used in %i triangles\n", teeth, num_vertices, num_triangles);
104 	triangle_list_indices<> indices;
105 	std::vector<vertex> vertices;
106 
107 	r0 = inner_radius;
108 	r1 = outer_radius - tooth_depth / 2.0f;
109 	r2 = outer_radius + tooth_depth / 2.0f;
110 
111 	da = (float)(2.0 * M_PI / (teeth * segs * divs));
112 	for(i = 0; i < teeth * segs * divs; ++i) {
113 		float angle = da * i;
114 		ds[i] = sin(angle);
115 		dc[i] = cos(angle);
116 	}
117 
118 	for(i = 0; i < teeth * segs; ++i) {
119 		s[i] = ds[i * divs];
120 		c[i] = dc[i * divs];
121 	}
122 
123 	/* faces */
124 	for(face = -1; face <= 1; face += 2) {
125 		float z = width * face * 0.5f;
126 		nx = 0.0f;
127 		ny = 0.0f;
128 		nz = (float)face;
129 
130 		indices.flip = face > 0;
131 
132 		assert(segs == 4);
133 		for(i = 0; i < teeth; ++i) {
134 			VERT(r1 * c[segs * i], r1 * s[segs * i], z);
135 			VERT(r2 * c[segs * i + 1], r2 * s[segs * i + 1], z);
136 			VERT(r2 * c[segs * i + 2], r2 * s[segs * i + 2], z);
137 			VERT(r1 * c[segs * i + 3], r1 * s[segs * i + 3], z);
138 		}
139 
140 		for(i = 0; i < teeth * segs * divs; ++i) {
141 			VERT(r0 * dc[i], r0 * ds[i], z);
142 		}
143 
144 		for(i = 0; i < teeth; ++i) {
145 			for(j = i * segs; j < (i + 1) * segs; ++j) {
146 				int nextj = j + 1;
147 				if(nextj == teeth * segs)
148 					nextj = 0;
149 
150 				for(k = j * divs; k < (j + 1) * divs; ++k) {
151 					int nextk = k + 1;
152 					if(nextk == teeth * segs * divs)
153 						nextk = 0;
154 					indices.poly(teeth * segs + k, j, teeth * segs + nextk);
155 				}
156 
157 				indices.poly(teeth * segs + nextj * divs, j, nextj);
158 			}
159 		}
160 
161 		indices.base += teeth * segs * (1 + divs);
162 	}
163 
164 	/* teeth faces */
165 	indices.flip = true;
166 	float z = width * 0.5f;
167 
168 	float* coords = (float*)malloc((segs + 1) * 2 * sizeof(float));
169 	nz = 0;
170 	for(i = 0; i < teeth; i++) {
171 		int next = i + 1;
172 		if(next == teeth)
173 			next = 0;
174 
175 		coords[0] = r1 * c[segs * i];
176 		coords[1] = r1 * s[segs * i];
177 		coords[2] = r2 * c[segs * i + 1];
178 		coords[3] = r2 * s[segs * i + 1];
179 		coords[4] = r2 * c[segs * i + 2];
180 		coords[5] = r2 * s[segs * i + 2];
181 		coords[6] = r1 * c[segs * i + 3];
182 		coords[7] = r1 * s[segs * i + 3];
183 		coords[8] = r1 * c[segs * next];
184 		coords[9] = r1 * s[segs * next];
185 
186 		for(int j = 0; j < segs; ++j) {
187 			float dx = coords[j * 2] - coords[j * 2 + 2];
188 			float dy = coords[j * 2 + 1] - coords[j * 2 + 3];
189 			float len = hypotf(dx, dy);
190 			nx = -dy / len;
191 			ny = dx / len;
192 			VERT(coords[j * 2], coords[j * 2 + 1], z);
193 			VERT(coords[j * 2], coords[j * 2 + 1], -z);
194 			VERT(coords[j * 2 + 2], coords[j * 2 + 3], z);
195 			VERT(coords[j * 2 + 2], coords[j * 2 + 3], -z);
196 
197 			indices.poly(0, 1, 3, 2);
198 			indices.base += 4;
199 		}
200 	}
201 	free(coords);
202 
203 	/* inner part - simulate a cylinder */
204 	indices.flip = true;
205 	for(i = 0; i < teeth * segs * divs; i++) {
206 		int next = i + 1;
207 		if(next == teeth * segs * divs)
208 			next = 0;
209 
210 		nx = -dc[i];
211 		ny = -ds[i];
212 		VERT(r0 * dc[i], r0 * ds[i], -width * 0.5f);
213 		VERT(r0 * dc[i], r0 * ds[i], width * 0.5f);
214 
215 		indices.poly(i * 2, i * 2 + 1, next * 2 + 1, next * 2);
216 	}
217 
218 	indices.base += teeth * segs * divs * 2;
219 	free(c);
220 	free(s);
221 	free(dc);
222 	free(ds);
223 
224 	D3D11_INPUT_ELEMENT_DESC elements[2] =
225 	{
226 		{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
227 		{"NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
228 	};
229 
230 	return new mesh(dev, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
231 		elements, 2,
232 		g_vs, sizeof(g_vs),
233 		&vertices[0], sizeof(vertices[0]), vertices.size(),
234 		&indices[0], sizeof(indices[0]), indices.size());
235 }
236 
237 struct d3d11gears : public d3d11_application
238 {
239 	float view_rotx;
240 	float view_roty;
241 	float view_rotz;
242 	int wireframe;
243 	int triangles;
244 	float speed;
245 	float period;
246 	unsigned impressions;
247 	bool blue_only;
248 
249 	float last_time;
250 
251 	int cur_width;
252 	int cur_height;
253 
254 	ID3D11DepthStencilView* zsv;
255 	ID3D11RenderTargetView* offscreen_rtv;
256 	ID3D11ShaderResourceView* offscreen_srv;
257 
258 	ID3D11Device* dev;
259 	ID3D11BlendState* blend;
260 	ID3D11DepthStencilState* zsa;
261 
262 	ID3D11PixelShader* ps;
263 	ID3D11VertexShader* vs;
264 	ID3D11Buffer* cb;
265 
266 	d3d11_blitter* blitter;
267 
d3d11gearsd3d11gears268 	d3d11gears()
269 		: cur_width(-1), cur_height(-1), zsv(0), offscreen_rtv(0), offscreen_srv(0)
270 	{
271 		view_rotx = (float)(M_PI / 9.0);
272 		view_roty = (float)(M_PI / 6.0);
273 		view_rotz = 0.0f;
274 		wireframe = 0;
275 		triangles = 3200;
276 		speed = 1.0f;
277 		period = -1.0f;
278 		impressions = 1;
279 		blue_only = false;
280 	}
281 
draw_oned3d11gears282 	void draw_one(ID3D11DeviceContext* ctx, cbuf_t& cbd, const float4x4& modelview, float angle)
283 	{
284 		for(unsigned i = blue_only ? 2 : 0; i < 3; ++i)
285 		{
286 			float4x4 m2 = modelview;
287 			m2 = mat_push_translate(m2, gears[i].x, gears[i].y, 0.0f);
288 			m2 = mat_push_rotate(m2, 2, angle * gears[i].wmul + gears[i].t0);
289 
290 			cbd.modelview = m2;
291 			cbd.diffuse = gears[i].color;
292 			cbd.specular = gears[i].color;
293 			cbd.specular_power = 5.0f;
294 
295 			ctx->UpdateSubresource(cb, 0, 0, &cbd, 0, 0);
296 
297 			gears[i].mesh->bind_and_draw(ctx);
298 		}
299 	}
300 
get_angled3d11gears301 	float get_angle(double time)
302 	{
303 		// designed so that 1 = original glxgears speed
304 		float mod_speed = M_PI * 70.0f / 180.0f * speed;
305 		if(period < 0)
306 			return (float)(time * mod_speed);
307 		else
308 			return (float)(cos(time / period) * period * mod_speed);
309 	}
310 
init_for_dimensionsd3d11gears311 	void init_for_dimensions(unsigned width, unsigned height)
312 	{
313 		if(zsv)
314 			zsv->Release();
315 		ID3D11Texture2D* zsbuf;
316 		D3D11_TEXTURE2D_DESC zsbufd;
317 		memset(&zsbufd, 0, sizeof(zsbufd));
318 		zsbufd.Width = width;
319 		zsbufd.Height = height;
320 		zsbufd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
321 		zsbufd.ArraySize = 1;
322 		zsbufd.MipLevels = 1;
323 		zsbufd.SampleDesc.Count = 1;
324 		zsbufd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
325 		ensure(dev->CreateTexture2D(&zsbufd, 0, &zsbuf));
326 		ensure(dev->CreateDepthStencilView(zsbuf, 0, &zsv));
327 		zsbuf->Release();
328 
329 		ID3D11Texture2D* offscreen;
330 		if(offscreen_rtv)
331 		{
332 			offscreen_rtv->Release();
333 			offscreen_srv->Release();
334 			offscreen_rtv = 0;
335 			offscreen_srv = 0;
336 		}
337 
338 		if(impressions > 1)
339 		{
340 			DXGI_FORMAT formats[] = {
341 				DXGI_FORMAT_R32G32B32A32_FLOAT,
342 				DXGI_FORMAT_R16G16B16A16_UNORM,
343 				DXGI_FORMAT_R16G16B16A16_FLOAT,
344 				DXGI_FORMAT_R10G10B10A2_UNORM,
345 			};
346 			DXGI_FORMAT format = DXGI_FORMAT_R8G8B8A8_UNORM; // this won't work well at all
347 			unsigned needed_support = D3D11_FORMAT_SUPPORT_RENDER_TARGET | D3D11_FORMAT_SUPPORT_BLENDABLE | D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
348 			for(unsigned i = 0; i < sizeof(formats); ++i)
349 			{
350 				unsigned support;
351 				dev->CheckFormatSupport(DXGI_FORMAT_R32G32B32A32_FLOAT, &support);
352 				if((support & needed_support) == needed_support)
353 				{
354 					format = formats[i];
355 					break;
356 				}
357 			}
358 
359 
360 			D3D11_TEXTURE2D_DESC offscreend;
361 			memset(&offscreend, 0, sizeof(offscreend));
362 			offscreend.Width = width;
363 			offscreend.Height = height;
364 
365 			offscreend.Format = format;
366 			offscreend.MipLevels = 1;
367 			offscreend.ArraySize = 1;
368 			offscreend.SampleDesc.Count = 1;
369 			offscreend.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
370 			ensure(dev->CreateTexture2D(&offscreend, 0, &offscreen));
371 			ensure(dev->CreateRenderTargetView(offscreen, 0, &offscreen_rtv));
372 			ensure(dev->CreateShaderResourceView(offscreen, 0, &offscreen_srv));
373 			offscreen->Release();
374 		}
375 
376 		cur_width = width;
377 		cur_height = height;
378 	}
379 
drawd3d11gears380 	void draw(ID3D11DeviceContext* ctx, ID3D11RenderTargetView* rtv, unsigned width, unsigned height, double time)
381 	{
382 		D3D11_VIEWPORT vp;
383 		memset(&vp, 0, sizeof(vp));
384 		vp.Width = (float)width;
385 		vp.Height = (float)height;
386 		vp.MaxDepth = 1.0f;
387 
388 		if((int)width != cur_width || (int)height != cur_height)
389 			init_for_dimensions(width, height);
390 
391 		float4 lightpos = vec(5.0f, 5.0f, 10.0f, 0.0f);
392 		float black[4] = {0.0, 0.0, 0.0, 0};
393 
394 		float4x4 proj;
395 		float4x4 m;
396 
397 		float xr = (float)width / (float)height;
398 		float yr = 1.0f;
399 		if(xr < 1.0f) {
400 			yr /= xr;
401 			xr = 1.0f;
402 		}
403 		proj = mat4x4_frustum(-xr, xr, -yr, yr, 5.0f, 60.0f);
404 
405 		m = mat4x4_diag(1.0f);
406 		m = mat_push_translate(m, 0.0f, 0.0f, -40.0f);
407 		m = mat_push_rotate(m, 0, view_rotx);
408 		m = mat_push_rotate(m, 1, view_roty);
409 		m = mat_push_rotate(m, 2, view_rotz);
410 
411 		cbuf_t cbd;
412 
413 		cbd.projection = proj;
414 		cbd.light = lightpos;
415 
416 		float blend_factor[4] = {1.0f / (float)impressions, 1.0f / (float)impressions, 1.0f / (float)impressions, 1.0f / (float)impressions};
417 
418 		ID3D11RenderTargetView* render_rtv;
419 		if(impressions == 1)
420 			render_rtv = rtv;
421 		else
422 			render_rtv = offscreen_rtv;
423 
424 		ctx->RSSetViewports(1, &vp);
425 		ctx->ClearRenderTargetView(render_rtv, black);
426 
427 		ctx->PSSetShader(ps, 0, 0);
428 		ctx->VSSetShader(vs, 0, 0);
429 
430 		ctx->PSSetConstantBuffers(0, 1, &cb);
431 		ctx->VSSetConstantBuffers(0, 1, &cb);
432 
433 		if(impressions == 1)
434 		{
435 			ctx->OMSetBlendState(0, 0, ~0);
436 			ctx->OMSetDepthStencilState(0, 0);
437 			ctx->OMSetRenderTargets(1, &rtv, zsv);
438 			ctx->ClearDepthStencilView(zsv, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0, 0);
439 			draw_one(ctx, cbd, m, get_angle(time));
440 		}
441 		else
442 		{
443 			ctx->OMSetBlendState(blend, blend_factor, ~0);
444 
445 			float time_delta = (float)time - last_time;
446 			float time_delta_per_impression = time_delta / impressions;
447 			float base_time = last_time + time_delta_per_impression / 2;
448 			for(unsigned impression = 0; impression < impressions; ++impression)
449 			{
450 				float impression_time = base_time + time_delta_per_impression * impression;
451 
452 				ctx->ClearDepthStencilView(zsv, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0, 0);
453 
454 				// do early z-pass since we must not write any pixel more than once due to blending
455 				for(unsigned pass = 0; pass < 2; ++pass)
456 				{
457 					if(pass == 0)
458 					{
459 						ctx->OMSetRenderTargets(0, 0, zsv);
460 						ctx->OMSetDepthStencilState(0, 0);
461 					}
462 					else
463 					{
464 						ctx->OMSetRenderTargets(1, &render_rtv, zsv);
465 						ctx->OMSetDepthStencilState(zsa, 0);
466 					}
467 
468 					draw_one(ctx, cbd, m, get_angle(impression_time));
469 				}
470 			}
471 
472 			blitter->bind_draw_and_unbind(ctx, offscreen_srv, rtv, 0, 0, (float)width, (float)height, false);
473 		}
474 		last_time = (float)time;
475 	}
476 
initd3d11gears477 	bool init(ID3D11Device* dev, int argc, char** argv)
478 	{
479 		this->dev = dev;
480 
481 		for(char** p = argv + 1; *p; ++p) {
482 			if(!strcmp(*p, "-w"))
483 				wireframe = 1;
484 			else if(!strcmp(*p, "-b"))
485 				blue_only = true;
486 			else if(!strcmp(*p, "-t"))
487 				triangles = atoi(*++p);
488 			else if(!strcmp(*p, "-m"))
489 				impressions = (float)atof(*++p);
490 			else if(!strcmp(*p, "-p"))
491 				period = (float)atof(*++p);
492 			else if(!strcmp(*p, "-s"))
493 				speed = (float)atof(*++p);
494 			else {
495 				fprintf(stderr, "Usage: d3d11gears [-v|-w] [-t TRIANGLES]\n");
496 				fprintf(stderr, "d3d11gears is an enhanced port of glxgears to Direct3D 11\n");
497 				fprintf(stderr, "\n");
498 				//fprintf(stderr, "-v\t\tuse per-vertex diffuse-only lighting (classic glxgears look)\n");
499 				fprintf(stderr, "-w\t\twireframe mode\n");
500 				fprintf(stderr, "-t TRIANGLES\ttriangle budget (default is 3200)\n");
501 				fprintf(stderr, "-m IMPRESSIONS\tmotion blur impressions (default is 1)\n");
502 				fprintf(stderr, "-p PERIOD\tspeed reversal period (default is infinite)\n");
503 				fprintf(stderr, "-s SPEED\tgear speed (default is 1.0)\n");
504 				fprintf(stderr, "-b\tonly show blue gear (for faster motion blur)\n");
505 				return false;
506 			}
507 		}
508 
509 		ensure(dev->CreatePixelShader(g_ps, sizeof(g_ps), NULL, &ps));
510 		ensure(dev->CreateVertexShader(g_vs, sizeof(g_vs), NULL, &vs));
511 
512 		gears[0].color = vec(0.8f, 0.1f, 0.0f, 1.0f);
513 		gears[1].color = vec(0.0f, 0.8f, 0.2f, 1.0f);
514 		gears[2].color = vec(0.2f, 0.2f, 1.0f, 1.0f);
515 
516 		gears[0].mesh = build_gear(dev, triangles / 2, 1.0f, 4.0f, 1.0f, 20, 0.7f);
517 		gears[1].mesh = build_gear(dev, triangles / 4, 0.5f, 2.0f, 2.0f, 10, 0.7f);
518 		gears[2].mesh = build_gear(dev, triangles / 4, 1.3f, 2.0f, 0.5f, 10, 0.7f);
519 
520 		gears[0].x = -3.0f;
521 		gears[0].y = -2.0f;
522 		gears[0].wmul = 1.0f;
523 		gears[0].t0 = 0.0 * M_PI / 180.0f;
524 
525 		gears[1].x = 3.1f;
526 		gears[1].y = -2.0f;
527 		gears[1].wmul = -2.0f;
528 		gears[1].t0 = -9.0f * (float)M_PI / 180.0f;
529 
530 		gears[2].x = -3.1f;
531 		gears[2].y = 4.2f;
532 		gears[2].wmul = -2.0f;
533 		gears[2].t0 = -25.0f * (float)M_PI / 180.0f;
534 
535 		D3D11_BUFFER_DESC bufferd;
536 		memset(&bufferd, 0, sizeof(bufferd));
537 		bufferd.ByteWidth = sizeof(cbuf_t);
538 		bufferd.Usage = D3D11_USAGE_DEFAULT;
539 		bufferd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
540 		ensure(dev->CreateBuffer(&bufferd, 0, &cb));
541 
542 		if(impressions > 1)
543 		{
544 			D3D11_BLEND_DESC blendd;
545 			memset(&blendd, 0, sizeof(blendd));
546 			blendd.RenderTarget[0].BlendEnable = TRUE;
547 			blendd.RenderTarget[0].BlendOp = blendd.RenderTarget[0].BlendOpAlpha
548 				= D3D11_BLEND_OP_ADD;
549 			blendd.RenderTarget[0].SrcBlend = blendd.RenderTarget[0].SrcBlendAlpha
550 				= D3D11_BLEND_BLEND_FACTOR;
551 			blendd.RenderTarget[0].DestBlend = blendd.RenderTarget[0].DestBlendAlpha
552 				= D3D11_BLEND_ONE;
553 			blendd.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
554 			ensure(dev->CreateBlendState(&blendd, &blend));
555 
556 			D3D11_DEPTH_STENCIL_DESC zsad;
557 			memset(&zsad, 0, sizeof(zsad));
558 			zsad.DepthEnable = TRUE;
559 			zsad.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
560 			zsad.DepthFunc = D3D11_COMPARISON_EQUAL;
561 			ensure(dev->CreateDepthStencilState(&zsad, &zsa));
562 
563 			blitter = new d3d11_blitter(dev);
564 		}
565 
566 		return true;
567 	}
568 };
569 
d3d11_application_create()570 d3d11_application* d3d11_application_create()
571 {
572 	return new d3d11gears();
573 }
574