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sample.cpp.txt
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246 lines (216 loc) · 8.6 KB
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#include "pch.h"
#include "Direct3DBase.h"
using namespace Microsoft::WRL;
using namespace Windows::UI::Core;
using namespace Windows::Foundation;
// Constructor.
Direct3DBase::Direct3DBase()
{
}
// Initialize the Direct3D resources required to run.
void Direct3DBase::Initialize(CoreWindow^ window)
{
m_window = window;
CreateDeviceResources();
CreateWindowSizeDependentResources();
}
// These are the resources that depend on the device.
void Direct3DBase::CreateDeviceResources()
{
// This flag adds support for surfaces with a different color channel ordering than the API default.
// It is recommended usage, and is required for compatibility with Direct2D.
UINT creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
#if defined(_DEBUG)
// If the project is in a debug build, enable debugging via SDK Layers with this flag.
creationFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
// This array defines the set of DirectX hardware feature levels this app will support.
// Note the ordering should be preserved.
// Don't forget to declare your application's minimum required feature level in its
// description. All applications are assumed to support 9.1 unless otherwise stated.
D3D_FEATURE_LEVEL featureLevels[] =
{
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
D3D_FEATURE_LEVEL_9_3,
D3D_FEATURE_LEVEL_9_2,
D3D_FEATURE_LEVEL_9_1
};
// Create the DX11 API device object, and get a corresponding context.
ComPtr<ID3D11Device> device;
ComPtr<ID3D11DeviceContext> context;
DX::ThrowIfFailed(
D3D11CreateDevice(
nullptr, // specify null to use the default adapter
D3D_DRIVER_TYPE_HARDWARE,
nullptr, // leave as nullptr unless software device
creationFlags, // optionally set debug and Direct2D compatibility flags
featureLevels, // list of feature levels this app can support
ARRAYSIZE(featureLevels), // number of entries in above list
D3D11_SDK_VERSION, // always set this to D3D11_SDK_VERSION
&device, // returns the Direct3D device created
&m_featureLevel, // returns feature level of device created
&context // returns the device immediate context
)
);
// Get the DirectX11.1 device by QI off the DirectX11 one.
DX::ThrowIfFailed(
device.As(&m_d3dDevice)
);
// And get the corresponding device context in the same way.
DX::ThrowIfFailed(
context.As(&m_d3dContext)
);
}
// Allocate all memory resources that change on a window SizeChanged event.
void Direct3DBase::CreateWindowSizeDependentResources()
{
// Store the window bounds so the next time we get a SizeChanged event we can
// avoid rebuilding everything if the size is identical.
m_windowBounds = m_window->Bounds;
// If the swap chain already exists, resize it.
if(m_swapChain != nullptr)
{
DX::ThrowIfFailed(
m_swapChain->ResizeBuffers(2, 0, 0, DXGI_FORMAT_B8G8R8A8_UNORM, 0)
);
}
// Otherwise, create a new one.
else
{
// Create a descriptor for the swap chain.
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {0};
swapChainDesc.Width = 0; // use automatic sizing
swapChainDesc.Height = 0;
swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; // this is the most common swapchain format
swapChainDesc.Stereo = false;
swapChainDesc.SampleDesc.Count = 1; // don't use multi-sampling
swapChainDesc.SampleDesc.Quality = 0;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.BufferCount = 2; // use two buffers to enable flip effect
swapChainDesc.Scaling = DXGI_SCALING_NONE;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; // we recommend using this swap effect for all applications
swapChainDesc.Flags = 0;
// Once the desired swap chain description is configured, it must be created on the same adapter as our D3D Device
// First, retrieve the underlying DXGI Device from the D3D Device
ComPtr<IDXGIDevice1> dxgiDevice;
DX::ThrowIfFailed(
m_d3dDevice.As(&dxgiDevice)
);
// Identify the physical adapter (GPU or card) this device is running on.
ComPtr<IDXGIAdapter> dxgiAdapter;
DX::ThrowIfFailed(
dxgiDevice->GetAdapter(&dxgiAdapter)
);
// And obtain the factory object that created it.
ComPtr<IDXGIFactory2> dxgiFactory;
DX::ThrowIfFailed(
dxgiAdapter->GetParent(
__uuidof(IDXGIFactory2),
&dxgiFactory
)
);
Windows::UI::Core::CoreWindow^ p = m_window.Get();
// Create a swap chain for this window from the DXGI factory.
DX::ThrowIfFailed(
dxgiFactory->CreateSwapChainForCoreWindow(
m_d3dDevice.Get(),
reinterpret_cast<IUnknown*>(p),
&swapChainDesc,
nullptr, // allow on all displays
&m_swapChain
)
);
// Ensure that DXGI does not queue more than one frame at a time. This both reduces
// latency and ensures that the application will only render after each VSync, minimizing
// power consumption.
DX::ThrowIfFailed(
dxgiDevice->SetMaximumFrameLatency(1)
);
}
// Obtain the backbuffer for this window which will be the final 3D rendertarget.
ComPtr<ID3D11Texture2D> backBuffer;
DX::ThrowIfFailed(
m_swapChain->GetBuffer(
0,
__uuidof(ID3D11Texture2D),
&backBuffer
)
);
// Create a view interface on the rendertarget to use on bind.
DX::ThrowIfFailed(
m_d3dDevice->CreateRenderTargetView(
backBuffer.Get(),
nullptr,
&m_renderTargetView
)
);
// Cache the rendertarget dimensions in our helper class for convenient use.
D3D11_TEXTURE2D_DESC backBufferDesc;
backBuffer->GetDesc(&backBufferDesc);
m_renderTargetSize.Width = static_cast<float>(backBufferDesc.Width);
m_renderTargetSize.Height = static_cast<float>(backBufferDesc.Height);
// Create a descriptor for the depth/stencil buffer.
CD3D11_TEXTURE2D_DESC depthStencilDesc(
DXGI_FORMAT_D24_UNORM_S8_UINT,
backBufferDesc.Width,
backBufferDesc.Height,
1,
1,
D3D11_BIND_DEPTH_STENCIL);
// Allocate a 2-D surface as the depth/stencil buffer.
ComPtr<ID3D11Texture2D> depthStencil;
DX::ThrowIfFailed(
m_d3dDevice->CreateTexture2D(
&depthStencilDesc,
nullptr,
&depthStencil
)
);
// Create a DepthStencil view on this surface to use on bind.
DX::ThrowIfFailed(
m_d3dDevice->CreateDepthStencilView(
depthStencil.Get(),
&CD3D11_DEPTH_STENCIL_VIEW_DESC(D3D11_DSV_DIMENSION_TEXTURE2D),
&m_depthStencilView
)
);
// Create a viewport descriptor of the full window size.
CD3D11_VIEWPORT viewPort(
0.0f,
0.0f,
static_cast<float>(backBufferDesc.Width),
static_cast<float>(backBufferDesc.Height)
);
// Set the current viewport using the descriptor.
m_d3dContext->RSSetViewports(1, &viewPort);
}
void Direct3DBase::UpdateForWindowSizeChange()
{
if (m_window->Bounds.Width != m_windowBounds.Width ||
m_window->Bounds.Height != m_windowBounds.Height)
{
m_renderTargetView = nullptr;
m_depthStencilView = nullptr;
CreateWindowSizeDependentResources();
}
}
void Direct3DBase::Present()
{
// The first argument instructs DXGI to block until VSync, putting the application
// to sleep until the next VSync. This ensures we don't waste any cycles rendering
// frames that will never be displayed to the screen.
HRESULT hr = m_swapChain->Present(1, 0);
// If the device was removed either by a disconnect or a driver upgrade, we
// must completely reinitialize the renderer.
if (hr == DXGI_ERROR_DEVICE_REMOVED || hr == DXGI_ERROR_DEVICE_RESET)
{
Initialize(m_window.Get());
}
else
{
DX::ThrowIfFailed(hr);
}
}