// XXX: For some reason, this file must not be compiled // XXX: Ask MS why #if 0 #include #include #include "DirectXBase.h" using namespace Microsoft::WRL; using namespace Windows::UI::Core; using namespace Windows::Foundation; using namespace Windows::Graphics::Display; // Constructor. DirectXBase::DirectXBase() { } // Initialize the Direct3D resources required to run. void DirectXBase::Initialize(CoreWindow^ window, float dpi) { m_window = window; CreateDeviceResources(); CreateWindowSizeDependentResources(); SetDpi(dpi); } // Recreate all device resources and set them back to the current state. void DirectXBase::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 DirectXBase::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 }; // Create the Direct3D 11 API device object and a corresponding context. ComPtr device; ComPtr 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. &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 depend on the window size. void DirectXBase::CreateWindowSizeDependentResources() { m_windowBounds = m_window->Bounds; // Calculate the necessary swap chain and render target size in pixels. m_renderTargetSize.Width = ConvertDipsToPixels(m_windowBounds.Width); m_renderTargetSize.Height = ConvertDipsToPixels(m_windowBounds.Height); DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {0}; swapChainDesc.Width = static_cast(m_renderTargetSize.Width); // Match the size of the window. swapChainDesc.Height = static_cast(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; swapChainDesc.BufferCount = 1; // On phone, only single buffering is supported. 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. swapChainDesc.Flags = 0; ComPtr dxgiDevice; DX::ThrowIfFailed( m_d3dDevice.As(&dxgiDevice) ); ComPtr dxgiAdapter; DX::ThrowIfFailed( dxgiDevice->GetAdapter(&dxgiAdapter) ); ComPtr 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(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) ); // Create a render target view of the swap chain back buffer. ComPtr 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(m_renderTargetSize.Width), static_cast(m_renderTargetSize.Height), 1, 1, D3D11_BIND_DEPTH_STENCIL ); ComPtr 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 DirectXBase::UpdateForWindowSizeChange() { if (m_window->Bounds.Width != m_windowBounds.Width || m_window->Bounds.Height != m_windowBounds.Height) { ID3D11RenderTargetView* nullViews[] = {nullptr}; m_d3dContext->OMSetRenderTargets(ARRAYSIZE(nullViews), nullViews, nullptr); m_renderTargetView = nullptr; m_depthStencilView = nullptr; m_d3dContext->Flush(); CreateWindowSizeDependentResources(); } } void DirectXBase::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 DirectXBase::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); // 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 DirectXBase::ConvertDipsToPixels(float dips) { static const float dipsPerInch = 96.0f; return floor(dips * DisplayProperties::LogicalDpi / dipsPerInch + 0.5f); // Round to nearest integer. } // Helps track the DPI in the helper class. // This is called in the dpiChanged event handler in the view class. void DirectXBase::SetDpi(float dpi) { if (dpi != m_dpi) { // Save the DPI of this display in our class. m_dpi = dpi; // Often a DPI change implies a window size change. In some cases Windows will issues // both a size changed event and a DPI changed event. In this case, the resulting bounds // will not change, and the window resize code will only be executed once. UpdateForWindowSizeChange(); } } #endif //0