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authorKitware Robot <kwrobot@kitware.com>2016-05-16 14:34:04 (GMT)
committerBrad King <brad.king@kitware.com>2016-05-16 20:05:19 (GMT)
commitd9fd2f5402eeaa345691313658e02b51038f570b (patch)
treedca71b9a7e267f4c6300da3eb770415381726785 /Tests/VSWinStorePhone/Direct3DApp1/Direct3DBase.cpp
parent82df6deaafb36cbbfd450202bb20b320f637751a (diff)
downloadCMake-d9fd2f5402eeaa345691313658e02b51038f570b.zip
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Revise C++ coding style using clang-format
Run the `Utilities/Scripts/clang-format.bash` script to update all our C++ code to a new style defined by `.clang-format`. Use `clang-format` version 3.8. * If you reached this commit for a line in `git blame`, re-run the blame operation starting at the parent of this commit to see older history for the content. * See the parent commit for instructions to rebase a change across this style transition commit.
Diffstat (limited to 'Tests/VSWinStorePhone/Direct3DApp1/Direct3DBase.cpp')
-rw-r--r--Tests/VSWinStorePhone/Direct3DApp1/Direct3DBase.cpp301
1 files changed, 125 insertions, 176 deletions
diff --git a/Tests/VSWinStorePhone/Direct3DApp1/Direct3DBase.cpp b/Tests/VSWinStorePhone/Direct3DApp1/Direct3DBase.cpp
index f09c8da..8f3452c 100644
--- a/Tests/VSWinStorePhone/Direct3DApp1/Direct3DBase.cpp
+++ b/Tests/VSWinStorePhone/Direct3DApp1/Direct3DBase.cpp
@@ -14,7 +14,7 @@ Direct3DBase::Direct3DBase()
}
// Initialize the Direct3D resources required to run.
-void Direct3DBase::Initialize(CoreWindow^ window)
+void Direct3DBase::Initialize(CoreWindow ^ window)
{
m_window = window;
@@ -25,7 +25,8 @@ void Direct3DBase::Initialize(CoreWindow^ window)
// 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.
+ // Reset these member variables to ensure that UpdateForWindowSizeChange
+ // recreates all resources.
m_windowBounds.Width = 0;
m_windowBounds.Height = 0;
m_swapChain = nullptr;
@@ -37,56 +38,50 @@ void Direct3DBase::HandleDeviceLost()
// These are the resources that depend on the device.
void Direct3DBase::CreateDeviceResources()
{
- // This flag adds support for surfaces with a different color channel ordering
+ // 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.
+ // 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.
+ // 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,
+ // 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.
- )
- );
+ 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(device.As(&m_d3dDevice));
- DX::ThrowIfFailed(
- context.As(&m_d3dContext)
- );
+ DX::ThrowIfFailed(context.As(&m_d3dContext));
}
// Allocate all memory resources that change on a window SizeChanged event.
@@ -100,9 +95,9 @@ void Direct3DBase::CreateWindowSizeDependentResources()
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.
+// 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
@@ -113,126 +108,100 @@ void Direct3DBase::CreateWindowSizeDependentResources()
m_orientation = DisplayProperties::CurrentOrientation;
#endif
#endif
- bool swapDimensions =
- m_orientation == DisplayOrientations::Portrait ||
+ 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 (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.
+ 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.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.
+ 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.
+ 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<IDXGIDevice1> dxgiDevice;
+ DX::ThrowIfFailed(m_d3dDevice.As(&dxgiDevice));
ComPtr<IDXGIAdapter> dxgiAdapter;
- DX::ThrowIfFailed(
- dxgiDevice->GetAdapter(&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)
- );
+ 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)
- {
+ 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
- );
+ 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
- );
+ 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
- );
+ -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
- );
+ 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:
@@ -240,64 +209,35 @@ void Direct3DBase::CreateWindowSizeDependentResources()
}
#if !PHONE || WINVER > 0x0602
- DX::ThrowIfFailed(
- m_swapChain->SetRotation(rotation)
- );
+ 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
- )
- );
+ m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), &backBuffer));
- DX::ThrowIfFailed(
- m_d3dDevice->CreateRenderTargetView(
- backBuffer.Get(),
- nullptr,
- &m_renderTargetView
- )
- );
+ 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
- );
+ 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
- )
- );
+ 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
- );
+ CD3D11_VIEWPORT viewport(0.0f, 0.0f, m_renderTargetSize.Width,
+ m_renderTargetSize.Height);
m_d3dContext->RSSetViewports(1, &viewport);
}
@@ -306,14 +246,15 @@ void Direct3DBase::CreateWindowSizeDependentResources()
void Direct3DBase::UpdateForWindowSizeChange()
{
if (m_window->Bounds.Width != m_windowBounds.Width ||
- m_window->Bounds.Height != m_windowBounds.Height ||
+ m_window->Bounds.Height != m_windowBounds.Height ||
#if WINVER > 0x0602
- m_orientation != DisplayInformation::GetForCurrentView()->CurrentOrientation)
+ m_orientation !=
+ DisplayInformation::GetForCurrentView()->CurrentOrientation)
#else
- m_orientation != DisplayProperties::CurrentOrientation)
+ m_orientation != DisplayProperties::CurrentOrientation)
#endif
{
- ID3D11RenderTargetView* nullViews[] = {nullptr};
+ ID3D11RenderTargetView* nullViews[] = { nullptr };
m_d3dContext->OMSetRenderTargets(ARRAYSIZE(nullViews), nullViews, nullptr);
m_renderTargetView = nullptr;
m_depthStencilView = nullptr;
@@ -324,10 +265,14 @@ void Direct3DBase::UpdateForWindowSizeChange()
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.
+ // 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;
@@ -336,9 +281,11 @@ void Direct3DBase::ReleaseResourcesForSuspending()
// 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.
+// 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
@@ -350,12 +297,13 @@ void Direct3DBase::Present()
parameters.pScrollRect = nullptr;
parameters.pScrollOffset = nullptr;
- HRESULT hr = m_swapChain->Present1(1, 0 , &parameters);
+ HRESULT hr = m_swapChain->Present1(1, 0, &parameters);
#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.
+ // 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.
@@ -363,23 +311,24 @@ void Direct3DBase::Present()
// 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)
- {
+ if (hr == DXGI_ERROR_DEVICE_REMOVED) {
HandleDeviceLost();
- }
- else
- {
+ } else {
DX::ThrowIfFailed(hr);
}
}
-// Method to convert a length in device-independent pixels (DIPs) to a length in physical pixels.
+// 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.
+ 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.
+ return floor(dips * DisplayProperties::LogicalDpi / dipsPerInch +
+ 0.5f); // Round to nearest integer.
#endif
}