385 lines
12 KiB
C++
385 lines
12 KiB
C++
#include "pch.h"
|
|
#include "Direct3DBase.h"
|
|
|
|
using namespace DirectX;
|
|
using namespace Microsoft::WRL;
|
|
using namespace Windows::UI::Core;
|
|
using namespace Windows::Foundation;
|
|
using namespace Windows::Graphics::Display;
|
|
|
|
// Constructor.
|
|
Direct3DBase::Direct3DBase()
|
|
{
|
|
}
|
|
|
|
// Initialize the Direct3D resources required to run.
|
|
void Direct3DBase::Initialize(CoreWindow^ window)
|
|
{
|
|
m_window = window;
|
|
|
|
CreateDeviceResources();
|
|
CreateWindowSizeDependentResources();
|
|
}
|
|
|
|
// Recreate all device resources and set them back to the current state.
|
|
void Direct3DBase::HandleDeviceLost()
|
|
{
|
|
// Reset these member variables to ensure that UpdateForWindowSizeChange recreates all resources.
|
|
m_windowBounds.Width = 0;
|
|
m_windowBounds.Height = 0;
|
|
m_swapChain = nullptr;
|
|
|
|
CreateDeviceResources();
|
|
UpdateForWindowSizeChange();
|
|
}
|
|
|
|
// 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 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 Direct3D 11 API device object and a corresponding context.
|
|
ComPtr<ID3D11Device> device;
|
|
ComPtr<ID3D11DeviceContext> context;
|
|
DX::ThrowIfFailed(
|
|
D3D11CreateDevice(
|
|
nullptr, // Specify nullptr to use the default adapter.
|
|
D3D_DRIVER_TYPE_HARDWARE,
|
|
nullptr,
|
|
creationFlags, // Set set debug and Direct2D compatibility flags.
|
|
featureLevels, // List of feature levels this app can support.
|
|
ARRAYSIZE(featureLevels),
|
|
D3D11_SDK_VERSION, // Always set this to D3D11_SDK_VERSION for Windows Store apps.
|
|
&device, // Returns the Direct3D device created.
|
|
&m_featureLevel, // Returns feature level of device created.
|
|
&context // Returns the device immediate context.
|
|
)
|
|
);
|
|
|
|
// Get the Direct3D 11.1 API device and context interfaces.
|
|
DX::ThrowIfFailed(
|
|
device.As(&m_d3dDevice)
|
|
);
|
|
|
|
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;
|
|
|
|
// Calculate the necessary swap chain and render target size in pixels.
|
|
float windowWidth = ConvertDipsToPixels(m_windowBounds.Width);
|
|
float windowHeight = ConvertDipsToPixels(m_windowBounds.Height);
|
|
|
|
// The width and height of the swap chain must be based on the window's
|
|
// landscape-oriented width and height. If the window is in a portrait
|
|
// orientation, the dimensions must be reversed.
|
|
#if WINVER > 0x0602
|
|
m_orientation = DisplayInformation::GetForCurrentView()->CurrentOrientation;
|
|
#else
|
|
#if PHONE
|
|
// WP8 doesn't support rotations so always make it landscape
|
|
m_orientation = DisplayOrientations::Landscape;
|
|
#else
|
|
m_orientation = DisplayProperties::CurrentOrientation;
|
|
#endif
|
|
#endif
|
|
bool swapDimensions =
|
|
m_orientation == DisplayOrientations::Portrait ||
|
|
m_orientation == DisplayOrientations::PortraitFlipped;
|
|
m_renderTargetSize.Width = swapDimensions ? windowHeight : windowWidth;
|
|
m_renderTargetSize.Height = swapDimensions ? windowWidth : windowHeight;
|
|
|
|
if(m_swapChain != nullptr)
|
|
{
|
|
// If the swap chain already exists, resize it.
|
|
DX::ThrowIfFailed(
|
|
m_swapChain->ResizeBuffers(
|
|
2, // Double-buffered swap chain.
|
|
static_cast<UINT>(m_renderTargetSize.Width),
|
|
static_cast<UINT>(m_renderTargetSize.Height),
|
|
DXGI_FORMAT_B8G8R8A8_UNORM,
|
|
0
|
|
)
|
|
);
|
|
}
|
|
else
|
|
{
|
|
// Otherwise, create a new one using the same adapter as the existing Direct3D device.
|
|
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {0};
|
|
swapChainDesc.Width = static_cast<UINT>(m_renderTargetSize.Width); // Match the size of the window.
|
|
swapChainDesc.Height = static_cast<UINT>(m_renderTargetSize.Height);
|
|
swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; // This is the most common swap chain format.
|
|
swapChainDesc.Stereo = false;
|
|
swapChainDesc.SampleDesc.Count = 1; // Don't use multi-sampling.
|
|
swapChainDesc.SampleDesc.Quality = 0;
|
|
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
|
#if PHONE && WINVER <= 0x0602
|
|
swapChainDesc.BufferCount = 1; // Use double-buffering to minimize latency.
|
|
swapChainDesc.Scaling = DXGI_SCALING_STRETCH; // On phone, only stretch and aspect-ratio stretch scaling are allowed.
|
|
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; // On phone, no swap effects are supported.
|
|
#else
|
|
swapChainDesc.BufferCount = 2; // Use double-buffering to minimize latency.
|
|
swapChainDesc.Scaling = DXGI_SCALING_NONE;
|
|
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; // All Windows Store apps must use this SwapEffect.
|
|
#endif
|
|
swapChainDesc.Flags = 0;
|
|
|
|
ComPtr<IDXGIDevice1> dxgiDevice;
|
|
DX::ThrowIfFailed(
|
|
m_d3dDevice.As(&dxgiDevice)
|
|
);
|
|
|
|
ComPtr<IDXGIAdapter> dxgiAdapter;
|
|
DX::ThrowIfFailed(
|
|
dxgiDevice->GetAdapter(&dxgiAdapter)
|
|
);
|
|
|
|
ComPtr<IDXGIFactory2> dxgiFactory;
|
|
DX::ThrowIfFailed(
|
|
dxgiAdapter->GetParent(
|
|
__uuidof(IDXGIFactory2),
|
|
&dxgiFactory
|
|
)
|
|
);
|
|
|
|
Windows::UI::Core::CoreWindow^ window = m_window.Get();
|
|
DX::ThrowIfFailed(
|
|
dxgiFactory->CreateSwapChainForCoreWindow(
|
|
m_d3dDevice.Get(),
|
|
reinterpret_cast<IUnknown*>(window),
|
|
&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)
|
|
);
|
|
}
|
|
|
|
// Set the proper orientation for the swap chain, and generate the
|
|
// 3D matrix transformation for rendering to the rotated swap chain.
|
|
DXGI_MODE_ROTATION rotation = DXGI_MODE_ROTATION_UNSPECIFIED;
|
|
switch (m_orientation)
|
|
{
|
|
case DisplayOrientations::Landscape:
|
|
rotation = DXGI_MODE_ROTATION_IDENTITY;
|
|
m_orientationTransform3D = XMFLOAT4X4( // 0-degree Z-rotation
|
|
1.0f, 0.0f, 0.0f, 0.0f,
|
|
0.0f, 1.0f, 0.0f, 0.0f,
|
|
0.0f, 0.0f, 1.0f, 0.0f,
|
|
0.0f, 0.0f, 0.0f, 1.0f
|
|
);
|
|
break;
|
|
|
|
case DisplayOrientations::Portrait:
|
|
rotation = DXGI_MODE_ROTATION_ROTATE270;
|
|
m_orientationTransform3D = XMFLOAT4X4( // 90-degree Z-rotation
|
|
0.0f, 1.0f, 0.0f, 0.0f,
|
|
-1.0f, 0.0f, 0.0f, 0.0f,
|
|
0.0f, 0.0f, 1.0f, 0.0f,
|
|
0.0f, 0.0f, 0.0f, 1.0f
|
|
);
|
|
break;
|
|
|
|
case DisplayOrientations::LandscapeFlipped:
|
|
rotation = DXGI_MODE_ROTATION_ROTATE180;
|
|
m_orientationTransform3D = XMFLOAT4X4( // 180-degree Z-rotation
|
|
-1.0f, 0.0f, 0.0f, 0.0f,
|
|
0.0f, -1.0f, 0.0f, 0.0f,
|
|
0.0f, 0.0f, 1.0f, 0.0f,
|
|
0.0f, 0.0f, 0.0f, 1.0f
|
|
);
|
|
break;
|
|
|
|
case DisplayOrientations::PortraitFlipped:
|
|
rotation = DXGI_MODE_ROTATION_ROTATE90;
|
|
m_orientationTransform3D = XMFLOAT4X4( // 270-degree Z-rotation
|
|
0.0f, -1.0f, 0.0f, 0.0f,
|
|
1.0f, 0.0f, 0.0f, 0.0f,
|
|
0.0f, 0.0f, 1.0f, 0.0f,
|
|
0.0f, 0.0f, 0.0f, 1.0f
|
|
);
|
|
break;
|
|
|
|
default:
|
|
throw ref new Platform::FailureException();
|
|
}
|
|
|
|
#if !PHONE || WINVER > 0x0602
|
|
DX::ThrowIfFailed(
|
|
m_swapChain->SetRotation(rotation)
|
|
);
|
|
#endif // !PHONE
|
|
|
|
// Create a render target view of the swap chain back buffer.
|
|
ComPtr<ID3D11Texture2D> backBuffer;
|
|
DX::ThrowIfFailed(
|
|
m_swapChain->GetBuffer(
|
|
0,
|
|
__uuidof(ID3D11Texture2D),
|
|
&backBuffer
|
|
)
|
|
);
|
|
|
|
DX::ThrowIfFailed(
|
|
m_d3dDevice->CreateRenderTargetView(
|
|
backBuffer.Get(),
|
|
nullptr,
|
|
&m_renderTargetView
|
|
)
|
|
);
|
|
|
|
// Create a depth stencil view.
|
|
CD3D11_TEXTURE2D_DESC depthStencilDesc(
|
|
DXGI_FORMAT_D24_UNORM_S8_UINT,
|
|
static_cast<UINT>(m_renderTargetSize.Width),
|
|
static_cast<UINT>(m_renderTargetSize.Height),
|
|
1,
|
|
1,
|
|
D3D11_BIND_DEPTH_STENCIL
|
|
);
|
|
|
|
ComPtr<ID3D11Texture2D> depthStencil;
|
|
DX::ThrowIfFailed(
|
|
m_d3dDevice->CreateTexture2D(
|
|
&depthStencilDesc,
|
|
nullptr,
|
|
&depthStencil
|
|
)
|
|
);
|
|
|
|
CD3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc(D3D11_DSV_DIMENSION_TEXTURE2D);
|
|
DX::ThrowIfFailed(
|
|
m_d3dDevice->CreateDepthStencilView(
|
|
depthStencil.Get(),
|
|
&depthStencilViewDesc,
|
|
&m_depthStencilView
|
|
)
|
|
);
|
|
|
|
// Set the rendering viewport to target the entire window.
|
|
CD3D11_VIEWPORT viewport(
|
|
0.0f,
|
|
0.0f,
|
|
m_renderTargetSize.Width,
|
|
m_renderTargetSize.Height
|
|
);
|
|
|
|
m_d3dContext->RSSetViewports(1, &viewport);
|
|
}
|
|
|
|
// This method is called in the event handler for the SizeChanged event.
|
|
void Direct3DBase::UpdateForWindowSizeChange()
|
|
{
|
|
if (m_window->Bounds.Width != m_windowBounds.Width ||
|
|
m_window->Bounds.Height != m_windowBounds.Height ||
|
|
#if WINVER > 0x0602
|
|
m_orientation != DisplayInformation::GetForCurrentView()->CurrentOrientation)
|
|
#else
|
|
m_orientation != DisplayProperties::CurrentOrientation)
|
|
#endif
|
|
{
|
|
ID3D11RenderTargetView* nullViews[] = {nullptr};
|
|
m_d3dContext->OMSetRenderTargets(ARRAYSIZE(nullViews), nullViews, nullptr);
|
|
m_renderTargetView = nullptr;
|
|
m_depthStencilView = nullptr;
|
|
m_d3dContext->Flush();
|
|
CreateWindowSizeDependentResources();
|
|
}
|
|
}
|
|
|
|
void Direct3DBase::ReleaseResourcesForSuspending()
|
|
{
|
|
// Phone applications operate in a memory-constrained environment, so when entering
|
|
// the background it is a good idea to free memory-intensive objects that will be
|
|
// easy to restore upon reactivation. The swapchain and backbuffer are good candidates
|
|
// here, as they consume a large amount of memory and can be reinitialized quickly.
|
|
m_swapChain = nullptr;
|
|
m_renderTargetView = nullptr;
|
|
m_depthStencilView = nullptr;
|
|
}
|
|
|
|
// Method to deliver the final image to the display.
|
|
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.
|
|
#if PHONE && WINVER <= 0x0602
|
|
HRESULT hr = m_swapChain->Present(1, 0);
|
|
#else
|
|
// The application may optionally specify "dirty" or "scroll"
|
|
// rects to improve efficiency in certain scenarios.
|
|
DXGI_PRESENT_PARAMETERS parameters = { 0 };
|
|
parameters.DirtyRectsCount = 0;
|
|
parameters.pDirtyRects = nullptr;
|
|
parameters.pScrollRect = nullptr;
|
|
parameters.pScrollOffset = nullptr;
|
|
|
|
HRESULT hr = m_swapChain->Present1(1, 0 , ¶meters);
|
|
#endif
|
|
|
|
// Discard the contents of the render target.
|
|
// This is a valid operation only when the existing contents will be entirely
|
|
// overwritten. If dirty or scroll rects are used, this call should be removed.
|
|
m_d3dContext->DiscardView(m_renderTargetView.Get());
|
|
|
|
// Discard the contents of the depth stencil.
|
|
m_d3dContext->DiscardView(m_depthStencilView.Get());
|
|
|
|
// If the device was removed either by a disconnect or a driver upgrade, we
|
|
// must recreate all device resources.
|
|
if (hr == DXGI_ERROR_DEVICE_REMOVED)
|
|
{
|
|
HandleDeviceLost();
|
|
}
|
|
else
|
|
{
|
|
DX::ThrowIfFailed(hr);
|
|
}
|
|
}
|
|
|
|
// Method to convert a length in device-independent pixels (DIPs) to a length in physical pixels.
|
|
float Direct3DBase::ConvertDipsToPixels(float dips)
|
|
{
|
|
static const float dipsPerInch = 96.0f;
|
|
#if WINVER > 0x0602
|
|
return floor(dips * DisplayInformation::GetForCurrentView()->LogicalDpi / dipsPerInch + 0.5f); // Round to nearest integer.
|
|
#else
|
|
return floor(dips * DisplayProperties::LogicalDpi / dipsPerInch + 0.5f); // Round to nearest integer.
|
|
#endif
|
|
}
|