Hi Guys,
I am in the process of creating a blank DX11 render canvas just for learning purposes.
I have been recreating the DXGI_SWAP_CHAIN_DESC structure and the internal structures that are also depended upon, but then it occurred to me that it wouldn't really matter how I put the data into the 60 bytes that are required. Which means I could ditch the struct's altogether.
As long as what is in memory is correct, I could just pass this to D3D11CreateDeviceAndSwapChain(), right?
If my logic is correct, then initialising DirectX 11 could potentially be far easier in MASM than it is in C++.
Is my thinking correct? Love to hear your thoughts :)
[edit]
To reserve a 60 byte chunk of RAM, how do I go about this?
.data
swapChainDesc BYTE ??? how do I reserve 60 bytes ???
I am thinking something like above, but aren't quite sure on how to make it 60 bytes long in MASM.
swapChainDesc db 60 dup(0)
But it's generally a bad idea not to use structures. You gain nothing, you lose readability. Try to translate the appropriate C header file (or wait until somebody pops up here who has it already :biggrin:).
For translating the occasional C/C++ structure to Masm syntax, see Convert MSDN structures to MASM format (http://masm32.com/board/index.php?topic=2935.0).
Attached a raw version of DXGI.inc
Yeah, makes sense not to cut corners and do the job right the first time.