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DirectXBase.cpp
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DirectXBase.cpp
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#include "pch.h"
#include "DirectXBase.h"
#include <windows.ui.xaml.media.dxinterop.h>
#include <math.h>
using namespace D2D1;
using namespace DirectX;
using namespace Microsoft::WRL;
using namespace Windows::Foundation;
using namespace Windows::Graphics::Display;
using namespace Windows::UI::Core;
using namespace Windows::UI::Xaml::Controls;
// Constructor.
DirectXBase::DirectXBase() :
m_dpi(-1.0f)
{
}
// Initialize the DirectX resources required to run.
void DirectXBase::Initialize(CoreWindow^ window, SwapChainBackgroundPanel^ panel, float dpi)
{
m_window = window;
m_panel = panel;
CreateDeviceIndependentResources();
CreateDeviceResources();
SetDpi(dpi);
}
// Recreate all device resources and set them back to the current state.
void DirectXBase::HandleDeviceLost()
{
// Reset these member variables to ensure that SetDpi recreates all resources.
float dpi = m_dpi;
m_dpi = -1.0f;
m_windowBounds.Width = 0;
m_windowBounds.Height = 0;
m_swapChain = nullptr;
CreateDeviceResources();
SetDpi(dpi);
}
// These are the resources required independent of the device.
void DirectXBase::CreateDeviceIndependentResources()
{
D2D1_FACTORY_OPTIONS options;
ZeroMemory(&options, sizeof(D2D1_FACTORY_OPTIONS));
#if defined(_DEBUG)
// If the project is in a debug build, enable Direct2D debugging via SDK Layers.
options.debugLevel = D2D1_DEBUG_LEVEL_INFORMATION;
#endif
DX::ThrowIfFailed(
D2D1CreateFactory(
D2D1_FACTORY_TYPE_SINGLE_THREADED,
__uuidof(ID2D1Factory1),
&options,
&m_d2dFactory
)
);
DX::ThrowIfFailed(
DWriteCreateFactory(
DWRITE_FACTORY_TYPE_SHARED,
__uuidof(IDWriteFactory),
&m_dwriteFactory
)
);
DX::ThrowIfFailed(
CoCreateInstance(
CLSID_WICImagingFactory,
nullptr,
CLSCTX_INPROC_SERVER,
IID_PPV_ARGS(&m_wicFactory)
)
);
}
// 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;
ComPtr<IDXGIDevice> dxgiDevice;
#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> d3dDevice;
ComPtr<ID3D11DeviceContext> d3dContext;
DX::ThrowIfFailed(
D3D11CreateDevice(
nullptr, // Specify nullptr to use the default adapter.
D3D_DRIVER_TYPE_HARDWARE,
0,
creationFlags, // 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.
&d3dDevice, // Returns the Direct3D device created.
&m_d3dFeatureLevel, // Returns feature level of device created.
&d3dContext // Returns the device immediate context.
)
);
// Get the Direct3D 11.1 API device and context interfaces.
DX::ThrowIfFailed(
d3dDevice.As(&m_d3dDevice)
);
DX::ThrowIfFailed(
d3dContext.As(&m_d3dContext)
);
// Get the underlying DXGI device of the Direct3D device.
DX::ThrowIfFailed(
m_d3dDevice.As(&dxgiDevice)
);
// Create the Direct2D device object and a corresponding context.
DX::ThrowIfFailed(
m_d2dFactory->CreateDevice(dxgiDevice.Get(), &m_d2dDevice)
);
DX::ThrowIfFailed(
m_d2dDevice->CreateDeviceContext(
D2D1_DEVICE_CONTEXT_OPTIONS_NONE,
&m_d2dContext
)
);
}
// This method is called in the event handler for the LogicalDpiChanged event.
void DirectXBase::SetDpi(float dpi)
{
if (dpi != m_dpi)
{
// Save the updated DPI value.
m_dpi = dpi;
// Update Direct2D's stored DPI.
m_d2dContext->SetDpi(m_dpi, m_dpi);
// Often a DPI change implies a window size change. In some cases Windows will issue
// 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();
}
}
// This method is called in the event handler for the SizeChanged event.
void DirectXBase::UpdateForWindowSizeChange()
{
// Only handle window size changed if there is no pending DPI change.
if (m_dpi != DisplayProperties::LogicalDpi)
{
return;
}
if (m_window->Bounds.Width != m_windowBounds.Width ||
m_window->Bounds.Height != m_windowBounds.Height ||
m_orientation != DisplayProperties::CurrentOrientation)
{
ID3D11RenderTargetView* nullViews[] = {nullptr};
m_d3dContext->OMSetRenderTargets(ARRAYSIZE(nullViews), nullViews, nullptr);
m_d2dContext->SetTarget(nullptr);
m_d2dTargetBitmap = nullptr;
m_d3dRenderTargetView = nullptr;
m_d3dDepthStencilView = nullptr;
m_d3dContext->Flush();
CreateWindowSizeDependentResources();
}
}
// Allocate all memory resources that change on a window SizeChanged event.
void DirectXBase::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.
m_orientation = DisplayProperties::CurrentOrientation;
bool swapDimensions =
m_orientation == DisplayOrientations::Portrait ||
m_orientation == DisplayOrientations::PortraitFlipped;
m_d3dRenderTargetSize.Width = swapDimensions ? windowHeight : windowWidth;
m_d3dRenderTargetSize.Height = swapDimensions ? windowWidth : windowHeight;
if (m_swapChain != nullptr)
{
// If the swap chain already exists, resize it.
HRESULT hr = m_swapChain->ResizeBuffers(
2, // Double-buffered swap chain.
static_cast<UINT>(m_d3dRenderTargetSize.Width),
static_cast<UINT>(m_d3dRenderTargetSize.Height),
DXGI_FORMAT_B8G8R8A8_UNORM,
0
);
if (hr == DXGI_ERROR_DEVICE_REMOVED)
{
HandleDeviceLost();
return;
}
else
{
DX::ThrowIfFailed(hr);
}
}
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_d3dRenderTargetSize.Width); // Match the size of the window.
swapChainDesc.Height = static_cast<UINT>(m_d3dRenderTargetSize.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 = 2; // Use double-buffering to minimize latency.
swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; // All Windows Store apps must use this SwapEffect.
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(IID_PPV_ARGS(&dxgiFactory))
);
DX::ThrowIfFailed(
dxgiFactory->CreateSwapChainForComposition(
m_d3dDevice.Get(),
&swapChainDesc,
nullptr,
&m_swapChain
)
);
// Associate the new swap chain with the SwapChainBackgroundPanel element.
ComPtr<ISwapChainBackgroundPanelNative> panelNative;
DX::ThrowIfFailed(
reinterpret_cast<IUnknown*>(m_panel)->QueryInterface(IID_PPV_ARGS(&panelNative))
);
DX::ThrowIfFailed(
panelNative->SetSwapChain(m_swapChain.Get())
);
// 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 2D and
// 3D matrix transformations for rendering to the rotated swap chain.
// Note the rotation angle for the 2D and 3D transforms are different.
// This is due to the difference in coordinate spaces. Additionally,
// the 3D matrix is specified explicitly to avoid rounding errors.
DXGI_MODE_ROTATION rotation = DXGI_MODE_ROTATION_UNSPECIFIED;
switch (m_orientation)
{
case DisplayOrientations::Landscape:
rotation = DXGI_MODE_ROTATION_IDENTITY;
m_orientationTransform2D = Matrix3x2F::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_orientationTransform2D =
Matrix3x2F::Rotation(270.0f) *
Matrix3x2F::Translation(0.0f, m_windowBounds.Width);
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_orientationTransform2D =
Matrix3x2F::Rotation(180.0f) *
Matrix3x2F::Translation(m_windowBounds.Width, m_windowBounds.Height);
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_orientationTransform2D =
Matrix3x2F::Rotation(90.0f) *
Matrix3x2F::Translation(m_windowBounds.Height, 0.0f);
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();
}
DX::ThrowIfFailed(
m_swapChain->SetRotation(rotation)
);
// Create a Direct3D render target view of the swap chain back buffer.
ComPtr<ID3D11Texture2D> backBuffer;
DX::ThrowIfFailed(
m_swapChain->GetBuffer(0, IID_PPV_ARGS(&backBuffer))
);
DX::ThrowIfFailed(
m_d3dDevice->CreateRenderTargetView(
backBuffer.Get(),
nullptr,
&m_d3dRenderTargetView
)
);
// Create a depth stencil view for use with 3D rendering if needed.
CD3D11_TEXTURE2D_DESC depthStencilDesc(
DXGI_FORMAT_D24_UNORM_S8_UINT,
static_cast<UINT>(m_d3dRenderTargetSize.Width),
static_cast<UINT>(m_d3dRenderTargetSize.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_d3dDepthStencilView
)
);
// Set the 3D rendering viewport to target the entire window.
CD3D11_VIEWPORT viewport(
0.0f,
0.0f,
m_d3dRenderTargetSize.Width,
m_d3dRenderTargetSize.Height
);
m_d3dContext->RSSetViewports(1, &viewport);
// Create a Direct2D target bitmap associated with the
// swap chain back buffer and set it as the current target.
D2D1_BITMAP_PROPERTIES1 bitmapProperties =
BitmapProperties1(
D2D1_BITMAP_OPTIONS_TARGET | D2D1_BITMAP_OPTIONS_CANNOT_DRAW,
PixelFormat(DXGI_FORMAT_B8G8R8A8_UNORM, D2D1_ALPHA_MODE_PREMULTIPLIED),
m_dpi,
m_dpi
);
ComPtr<IDXGISurface> dxgiBackBuffer;
DX::ThrowIfFailed(
m_swapChain->GetBuffer(0, IID_PPV_ARGS(&dxgiBackBuffer))
);
DX::ThrowIfFailed(
m_d2dContext->CreateBitmapFromDxgiSurface(
dxgiBackBuffer.Get(),
&bitmapProperties,
&m_d2dTargetBitmap
)
);
m_d2dContext->SetTarget(m_d2dTargetBitmap.Get());
// Grayscale text anti-aliasing is recommended for all Windows Store apps.
m_d2dContext->SetTextAntialiasMode(D2D1_TEXT_ANTIALIAS_MODE_GRAYSCALE);
}
// Method to deliver the final image to the display.
void DirectXBase::Present()
{
// 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;
// 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->Present1(1, 0, ¶meters);
// 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_d3dRenderTargetView.Get());
// Discard the contents of the depth stencil.
m_d3dContext->DiscardView(m_d3dDepthStencilView.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 * m_dpi / dipsPerInch + 0.5f); // Round to nearest integer.
}
void DirectXBase::ValidateDevice()
{
ComPtr<IDXGIDevice1> dxgiDevice;
ComPtr<IDXGIAdapter> deviceAdapter;
DXGI_ADAPTER_DESC deviceDesc;
DX::ThrowIfFailed(m_d3dDevice.As(&dxgiDevice));
DX::ThrowIfFailed(dxgiDevice->GetAdapter(&deviceAdapter));
DX::ThrowIfFailed(deviceAdapter->GetDesc(&deviceDesc));
ComPtr<IDXGIFactory2> dxgiFactory;
ComPtr<IDXGIAdapter1> currentAdapter;
DXGI_ADAPTER_DESC currentDesc;
DX::ThrowIfFailed(CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)));
DX::ThrowIfFailed(dxgiFactory->EnumAdapters1(0, ¤tAdapter));
DX::ThrowIfFailed(currentAdapter->GetDesc(¤tDesc));
if (deviceDesc.AdapterLuid.LowPart != currentDesc.AdapterLuid.LowPart ||
deviceDesc.AdapterLuid.HighPart != currentDesc.AdapterLuid.HighPart ||
FAILED(m_d3dDevice->GetDeviceRemovedReason()))
{
dxgiDevice = nullptr;
deviceAdapter = nullptr;
HandleDeviceLost();
}
}