axmol/cocos/platform/wp8/DirectXBase.cpp

285 lines
8.6 KiB
C++

// XXX: For some reason, this file must not be compiled
// XXX: Ask MS why
#if 0
#include <wrl/client.h>
#include <d3d11_1.h>
#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<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.
&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<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;
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<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)
);
// 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 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