diff options
author | Gilles Khouzam <gillesk@microsoft.com> | 2014-08-28 13:53:24 (GMT) |
---|---|---|
committer | Brad King <brad.king@kitware.com> | 2014-09-02 14:17:03 (GMT) |
commit | 39fefde25d49b92d8b03eaf13c1b39478e053140 (patch) | |
tree | a1925ec988526102f94e97f5f3aecc1f95530a20 /Tests/VSWinStorePhone | |
parent | 89da84657a250b1a1510f49180abc886148facd0 (diff) | |
download | CMake-39fefde25d49b92d8b03eaf13c1b39478e053140.zip CMake-39fefde25d49b92d8b03eaf13c1b39478e053140.tar.gz CMake-39fefde25d49b92d8b03eaf13c1b39478e053140.tar.bz2 |
VS: Add test case for Windows Phone and Windows Store
Add tests to build for each version of each system when the
corresponding tools are available.
Diffstat (limited to 'Tests/VSWinStorePhone')
30 files changed, 1337 insertions, 0 deletions
diff --git a/Tests/VSWinStorePhone/CMakeLists.txt b/Tests/VSWinStorePhone/CMakeLists.txt new file mode 100644 index 0000000..0041c75 --- /dev/null +++ b/Tests/VSWinStorePhone/CMakeLists.txt @@ -0,0 +1,114 @@ +cmake_minimum_required(VERSION 3.0) +project(VSWinStorePhone) + +if(MSVC_VERSION GREATER 1700) + set(COMPILER_VERSION "12") +elseif(MSVC_VERSION GREATER 1600) + set(COMPILER_VERSION "11") +endif() + +set (APP_MANIFEST_NAME Package.appxmanifest) +if("${CMAKE_SYSTEM_NAME}" STREQUAL "WindowsPhone") + set(PLATFORM WP) + add_definitions("-DPHONE") + if("${CMAKE_SYSTEM_VERSION}" STREQUAL "8.0") + set(APP_MANIFEST_NAME WMAppManifest.xml) + set(WINDOWS_PHONE8 1) + endif() +elseif("${CMAKE_SYSTEM_NAME}" STREQUAL "WindowsStore") + set(PLATFORM STORE) +else() + set(PLATFORM DESKTOP) + message(FATAL_ERROR "This app supports Store / Phone only. Please edit the target platform.") +endif() + +set_property(GLOBAL PROPERTY USE_FOLDERS ON) + +set(EXE_NAME Direct3DApp1) +set(SHORT_NAME ${EXE_NAME}) +set(PACKAGE_GUID "6514377e-dfd4-4cdb-80df-4e0366346efc") + +if (NOT "${PLATFORM}" STREQUAL "DESKTOP") + configure_file( + cmake/Package_vc${COMPILER_VERSION}.${PLATFORM}.appxmanifest.in + ${CMAKE_CURRENT_BINARY_DIR}/${APP_MANIFEST_NAME} + @ONLY) +endif() + +set(SOURCE_FILES + Direct3DApp1/CubeRenderer.cpp + Direct3DApp1/Direct3DApp1.cpp + Direct3DApp1/Direct3DBase.cpp + Direct3DApp1/pch.cpp + ) + +set(HEADER_FILES + Direct3DApp1/BasicTimer.h + Direct3DApp1/CubeRenderer.h + Direct3DApp1/Direct3DApp1.h + Direct3DApp1/Direct3DBase.h + Direct3DApp1/DirectXHelper.h + Direct3DApp1/pch.h + ) + +set(PIXELSHADER_FILES + Direct3DApp1/SimplePixelShader.hlsl + ) + +set(VERTEXSHADER_FILES + Direct3DApp1/SimpleVertexShader.hlsl + ) + +set(CONTENT_FILES ${PIXELSHADER_FILES} ${VERTEXSHADER_FILES}) + +if (WINDOWS_PHONE8) + set(CONTENT_FILES ${CONTENT_FILES} + ${CMAKE_CURRENT_BINARY_DIR}/${APP_MANIFEST_NAME} + Direct3DApp1/Assets/Tiles/FlipCycleTileLarge.png + Direct3DApp1/Assets/Tiles/FlipCycleTileMedium.png + Direct3DApp1/Assets/Tiles/FlipCycleTileSmall.png + Direct3DApp1/Assets/Tiles/IconicTileMediumLarge.png + Direct3DApp1/Assets/Tiles/IconicTileSmall.png + Direct3DApp1/Assets/ApplicationIcon.png + ) + # Windows Phone 8.0 needs to copy all the images. + # It doesn't know to use relative paths. + file(COPY + Direct3DApp1/Assets/Tiles/FlipCycleTileLarge.png + Direct3DApp1/Assets/Tiles/FlipCycleTileMedium.png + Direct3DApp1/Assets/Tiles/FlipCycleTileSmall.png + Direct3DApp1/Assets/Tiles/IconicTileMediumLarge.png + Direct3DApp1/Assets/Tiles/IconicTileSmall.png + Direct3DApp1/Assets/ApplicationIcon.png + DESTINATION ${CMAKE_CURRENT_BINARY_DIR} + ) + +elseif (NOT "${PLATFORM}" STREQUAL "DESKTOP") + set(CONTENT_FILES ${CONTENT_FILES} + ${CMAKE_CURRENT_BINARY_DIR}/${APP_MANIFEST_NAME} + Direct3DApp1/Assets/Logo.png + Direct3DApp1/Assets/SmallLogo.png + Direct3DApp1/Assets/SplashScreen.png + Direct3DApp1/Assets/StoreLogo.png + ) +endif() + +set(RESOURCE_FILES + ${CONTENT_FILES} ${DEBUG_CONTENT_FILES} ${RELEASE_CONTENT_FILES} + Direct3DApp1/Direct3DApp1_TemporaryKey.pfx) + +set_property(SOURCE ${CONTENT_FILES} PROPERTY VS_DEPLOYMENT_CONTENT 1) +set_property(SOURCE ${DEBUG_CONTENT_FILES} PROPERTY VS_DEPLOYMENT_CONTENT $<CONFIG:Debug>) +set_property(SOURCE ${RELEASE_CONTENT_FILES} PROPERTY + VS_DEPLOYMENT_CONTENT $<OR:$<CONFIG:Release>,$<CONFIG:RelWithDebInfo>,$<CONFIG:MinSizeRel>>) + +set_property(SOURCE ${PIXELSHADER_FILES} PROPERTY VS_SHADER_TYPE Pixel) +set_property(SOURCE ${VERTEXSHADER_FILES} PROPERTY VS_SHADER_TYPE Vertex) + +source_group("Source Files" FILES ${SOURCE_FILES}) +source_group("Header Files" FILES ${HEADER_FILES}) +source_group("Resource Files" FILES ${RESOURCE_FILES}) + +add_executable(${EXE_NAME} WIN32 ${SOURCE_FILES} ${HEADER_FILES} ${RESOURCE_FILES}) +set_property(TARGET ${EXE_NAME} PROPERTY VS_WINRT_COMPONENT TRUE) +target_link_libraries(${EXE_NAME} d3d11) diff --git a/Tests/VSWinStorePhone/Direct3DApp1/Assets/ApplicationIcon.png b/Tests/VSWinStorePhone/Direct3DApp1/Assets/ApplicationIcon.png Binary files differnew file mode 100644 index 0000000..7d95d4e --- /dev/null +++ b/Tests/VSWinStorePhone/Direct3DApp1/Assets/ApplicationIcon.png diff --git a/Tests/VSWinStorePhone/Direct3DApp1/Assets/Logo.png b/Tests/VSWinStorePhone/Direct3DApp1/Assets/Logo.png Binary files differnew file mode 100644 index 0000000..e26771c --- /dev/null +++ b/Tests/VSWinStorePhone/Direct3DApp1/Assets/Logo.png diff --git a/Tests/VSWinStorePhone/Direct3DApp1/Assets/SmallLogo.png b/Tests/VSWinStorePhone/Direct3DApp1/Assets/SmallLogo.png Binary files differnew file mode 100644 index 0000000..1eb0d9d --- /dev/null +++ b/Tests/VSWinStorePhone/Direct3DApp1/Assets/SmallLogo.png diff --git a/Tests/VSWinStorePhone/Direct3DApp1/Assets/SplashScreen.png b/Tests/VSWinStorePhone/Direct3DApp1/Assets/SplashScreen.png Binary files differnew file mode 100644 index 0000000..c951e03 --- /dev/null +++ b/Tests/VSWinStorePhone/Direct3DApp1/Assets/SplashScreen.png diff --git a/Tests/VSWinStorePhone/Direct3DApp1/Assets/StoreLogo.png b/Tests/VSWinStorePhone/Direct3DApp1/Assets/StoreLogo.png Binary files differnew file mode 100644 index 0000000..dcb6727 --- /dev/null +++ b/Tests/VSWinStorePhone/Direct3DApp1/Assets/StoreLogo.png diff --git a/Tests/VSWinStorePhone/Direct3DApp1/Assets/Tiles/FlipCycleTileLarge.png b/Tests/VSWinStorePhone/Direct3DApp1/Assets/Tiles/FlipCycleTileLarge.png Binary files differnew file mode 100644 index 0000000..e0c59ac --- /dev/null +++ b/Tests/VSWinStorePhone/Direct3DApp1/Assets/Tiles/FlipCycleTileLarge.png diff --git a/Tests/VSWinStorePhone/Direct3DApp1/Assets/Tiles/FlipCycleTileMedium.png b/Tests/VSWinStorePhone/Direct3DApp1/Assets/Tiles/FlipCycleTileMedium.png Binary files differnew file mode 100644 index 0000000..e93b89d --- /dev/null +++ b/Tests/VSWinStorePhone/Direct3DApp1/Assets/Tiles/FlipCycleTileMedium.png diff --git a/Tests/VSWinStorePhone/Direct3DApp1/Assets/Tiles/FlipCycleTileSmall.png b/Tests/VSWinStorePhone/Direct3DApp1/Assets/Tiles/FlipCycleTileSmall.png Binary files differnew file mode 100644 index 0000000..550b1b5 --- /dev/null +++ b/Tests/VSWinStorePhone/Direct3DApp1/Assets/Tiles/FlipCycleTileSmall.png diff --git a/Tests/VSWinStorePhone/Direct3DApp1/Assets/Tiles/IconicTileMediumLarge.png b/Tests/VSWinStorePhone/Direct3DApp1/Assets/Tiles/IconicTileMediumLarge.png Binary files differnew file mode 100644 index 0000000..686e6b5 --- /dev/null +++ b/Tests/VSWinStorePhone/Direct3DApp1/Assets/Tiles/IconicTileMediumLarge.png diff --git a/Tests/VSWinStorePhone/Direct3DApp1/Assets/Tiles/IconicTileSmall.png b/Tests/VSWinStorePhone/Direct3DApp1/Assets/Tiles/IconicTileSmall.png Binary files differnew file mode 100644 index 0000000..d4b5ede --- /dev/null +++ b/Tests/VSWinStorePhone/Direct3DApp1/Assets/Tiles/IconicTileSmall.png diff --git a/Tests/VSWinStorePhone/Direct3DApp1/BasicTimer.h b/Tests/VSWinStorePhone/Direct3DApp1/BasicTimer.h new file mode 100644 index 0000000..b58c77d --- /dev/null +++ b/Tests/VSWinStorePhone/Direct3DApp1/BasicTimer.h @@ -0,0 +1,76 @@ +#pragma once + +#include <wrl.h> + +// Helper class for basic timing. +ref class BasicTimer sealed +{ +public: + // Initializes internal timer values. + BasicTimer() + { + if (!QueryPerformanceFrequency(&m_frequency)) + { + throw ref new Platform::FailureException(); + } + Reset(); + } + + // Reset the timer to initial values. + void Reset() + { + Update(); + m_startTime = m_currentTime; + m_total = 0.0f; + m_delta = 1.0f / 60.0f; + } + + // Update the timer's internal values. + void Update() + { + if (!QueryPerformanceCounter(&m_currentTime)) + { + throw ref new Platform::FailureException(); + } + + m_total = static_cast<float>( + static_cast<double>(m_currentTime.QuadPart - m_startTime.QuadPart) / + static_cast<double>(m_frequency.QuadPart) + ); + + if (m_lastTime.QuadPart == m_startTime.QuadPart) + { + // If the timer was just reset, report a time delta equivalent to 60Hz frame time. + m_delta = 1.0f / 60.0f; + } + else + { + m_delta = static_cast<float>( + static_cast<double>(m_currentTime.QuadPart - m_lastTime.QuadPart) / + static_cast<double>(m_frequency.QuadPart) + ); + } + + m_lastTime = m_currentTime; + } + + // Duration in seconds between the last call to Reset() and the last call to Update(). + property float Total + { + float get() { return m_total; } + } + + // Duration in seconds between the previous two calls to Update(). + property float Delta + { + float get() { return m_delta; } + } + +private: + LARGE_INTEGER m_frequency; + LARGE_INTEGER m_currentTime; + LARGE_INTEGER m_startTime; + LARGE_INTEGER m_lastTime; + float m_total; + float m_delta; +}; diff --git a/Tests/VSWinStorePhone/Direct3DApp1/CubeRenderer.cpp b/Tests/VSWinStorePhone/Direct3DApp1/CubeRenderer.cpp new file mode 100644 index 0000000..f4827f2 --- /dev/null +++ b/Tests/VSWinStorePhone/Direct3DApp1/CubeRenderer.cpp @@ -0,0 +1,260 @@ +#include "pch.h" +#include "CubeRenderer.h" + +using namespace DirectX; +using namespace Microsoft::WRL; +using namespace Windows::Foundation; +using namespace Windows::UI::Core; + +CubeRenderer::CubeRenderer() : + m_loadingComplete(false), + m_indexCount(0) +{ +} + +void CubeRenderer::CreateDeviceResources() +{ + Direct3DBase::CreateDeviceResources(); + + auto loadVSTask = DX::ReadDataAsync("SimpleVertexShader.cso"); + auto loadPSTask = DX::ReadDataAsync("SimplePixelShader.cso"); + + auto createVSTask = loadVSTask.then([this](Platform::Array<byte>^ fileData) { + DX::ThrowIfFailed( + m_d3dDevice->CreateVertexShader( + fileData->Data, + fileData->Length, + nullptr, + &m_vertexShader + ) + ); + + const D3D11_INPUT_ELEMENT_DESC vertexDesc[] = + { + { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }, + }; + + DX::ThrowIfFailed( + m_d3dDevice->CreateInputLayout( + vertexDesc, + ARRAYSIZE(vertexDesc), + fileData->Data, + fileData->Length, + &m_inputLayout + ) + ); + }); + + auto createPSTask = loadPSTask.then([this](Platform::Array<byte>^ fileData) { + DX::ThrowIfFailed( + m_d3dDevice->CreatePixelShader( + fileData->Data, + fileData->Length, + nullptr, + &m_pixelShader + ) + ); + + CD3D11_BUFFER_DESC constantBufferDesc(sizeof(ModelViewProjectionConstantBuffer), D3D11_BIND_CONSTANT_BUFFER); + DX::ThrowIfFailed( + m_d3dDevice->CreateBuffer( + &constantBufferDesc, + nullptr, + &m_constantBuffer + ) + ); + }); + + auto createCubeTask = (createPSTask && createVSTask).then([this] () { + VertexPositionColor cubeVertices[] = + { + {XMFLOAT3(-0.5f, -0.5f, -0.5f), XMFLOAT3(0.0f, 0.0f, 0.0f)}, + {XMFLOAT3(-0.5f, -0.5f, 0.5f), XMFLOAT3(0.0f, 0.0f, 1.0f)}, + {XMFLOAT3(-0.5f, 0.5f, -0.5f), XMFLOAT3(0.0f, 1.0f, 0.0f)}, + {XMFLOAT3(-0.5f, 0.5f, 0.5f), XMFLOAT3(0.0f, 1.0f, 1.0f)}, + {XMFLOAT3( 0.5f, -0.5f, -0.5f), XMFLOAT3(1.0f, 0.0f, 0.0f)}, + {XMFLOAT3( 0.5f, -0.5f, 0.5f), XMFLOAT3(1.0f, 0.0f, 1.0f)}, + {XMFLOAT3( 0.5f, 0.5f, -0.5f), XMFLOAT3(1.0f, 1.0f, 0.0f)}, + {XMFLOAT3( 0.5f, 0.5f, 0.5f), XMFLOAT3(1.0f, 1.0f, 1.0f)}, + }; + + D3D11_SUBRESOURCE_DATA vertexBufferData = {0}; + vertexBufferData.pSysMem = cubeVertices; + vertexBufferData.SysMemPitch = 0; + vertexBufferData.SysMemSlicePitch = 0; + CD3D11_BUFFER_DESC vertexBufferDesc(sizeof(cubeVertices), D3D11_BIND_VERTEX_BUFFER); + DX::ThrowIfFailed( + m_d3dDevice->CreateBuffer( + &vertexBufferDesc, + &vertexBufferData, + &m_vertexBuffer + ) + ); + + unsigned short cubeIndices[] = + { + 0,2,1, // -x + 1,2,3, + + 4,5,6, // +x + 5,7,6, + + 0,1,5, // -y + 0,5,4, + + 2,6,7, // +y + 2,7,3, + + 0,4,6, // -z + 0,6,2, + + 1,3,7, // +z + 1,7,5, + }; + + m_indexCount = ARRAYSIZE(cubeIndices); + + D3D11_SUBRESOURCE_DATA indexBufferData = {0}; + indexBufferData.pSysMem = cubeIndices; + indexBufferData.SysMemPitch = 0; + indexBufferData.SysMemSlicePitch = 0; + CD3D11_BUFFER_DESC indexBufferDesc(sizeof(cubeIndices), D3D11_BIND_INDEX_BUFFER); + DX::ThrowIfFailed( + m_d3dDevice->CreateBuffer( + &indexBufferDesc, + &indexBufferData, + &m_indexBuffer + ) + ); + }); + + createCubeTask.then([this] () { + m_loadingComplete = true; + }); +} + +void CubeRenderer::CreateWindowSizeDependentResources() +{ + Direct3DBase::CreateWindowSizeDependentResources(); + + float aspectRatio = m_windowBounds.Width / m_windowBounds.Height; + float fovAngleY = 70.0f * XM_PI / 180.0f; + if (aspectRatio < 1.0f) + { + fovAngleY /= aspectRatio; + } + + // Note that the m_orientationTransform3D matrix is post-multiplied here + // in order to correctly orient the scene to match the display orientation. + // This post-multiplication step is required for any draw calls that are + // made to the swap chain render target. For draw calls to other targets, + // this transform should not be applied. + XMStoreFloat4x4( + &m_constantBufferData.projection, + XMMatrixTranspose( + XMMatrixMultiply( + XMMatrixPerspectiveFovRH( + fovAngleY, + aspectRatio, + 0.01f, + 100.0f + ), + XMLoadFloat4x4(&m_orientationTransform3D) + ) + ) + ); +} + +void CubeRenderer::Update(float timeTotal, float timeDelta) +{ + (void) timeDelta; // Unused parameter. + + XMVECTOR eye = XMVectorSet(0.0f, 0.7f, 1.5f, 0.0f); + XMVECTOR at = XMVectorSet(0.0f, -0.1f, 0.0f, 0.0f); + XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f); + + XMStoreFloat4x4(&m_constantBufferData.view, XMMatrixTranspose(XMMatrixLookAtRH(eye, at, up))); + XMStoreFloat4x4(&m_constantBufferData.model, XMMatrixTranspose(XMMatrixRotationY(timeTotal * XM_PIDIV4))); +} + +void CubeRenderer::Render() +{ + const float midnightBlue[] = { 0.098f, 0.098f, 0.439f, 1.000f }; + m_d3dContext->ClearRenderTargetView( + m_renderTargetView.Get(), + midnightBlue + ); + + m_d3dContext->ClearDepthStencilView( + m_depthStencilView.Get(), + D3D11_CLEAR_DEPTH, + 1.0f, + 0 + ); + + // Only draw the cube once it is loaded (loading is asynchronous). + if (!m_loadingComplete) + { + return; + } + + m_d3dContext->OMSetRenderTargets( + 1, + m_renderTargetView.GetAddressOf(), + m_depthStencilView.Get() + ); + + m_d3dContext->UpdateSubresource( + m_constantBuffer.Get(), + 0, + NULL, + &m_constantBufferData, + 0, + 0 + ); + + UINT stride = sizeof(VertexPositionColor); + UINT offset = 0; + m_d3dContext->IASetVertexBuffers( + 0, + 1, + m_vertexBuffer.GetAddressOf(), + &stride, + &offset + ); + + m_d3dContext->IASetIndexBuffer( + m_indexBuffer.Get(), + DXGI_FORMAT_R16_UINT, + 0 + ); + + m_d3dContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + + m_d3dContext->IASetInputLayout(m_inputLayout.Get()); + + m_d3dContext->VSSetShader( + m_vertexShader.Get(), + nullptr, + 0 + ); + + m_d3dContext->VSSetConstantBuffers( + 0, + 1, + m_constantBuffer.GetAddressOf() + ); + + m_d3dContext->PSSetShader( + m_pixelShader.Get(), + nullptr, + 0 + ); + + m_d3dContext->DrawIndexed( + m_indexCount, + 0, + 0 + ); +} diff --git a/Tests/VSWinStorePhone/Direct3DApp1/CubeRenderer.h b/Tests/VSWinStorePhone/Direct3DApp1/CubeRenderer.h new file mode 100644 index 0000000..68cb188 --- /dev/null +++ b/Tests/VSWinStorePhone/Direct3DApp1/CubeRenderer.h @@ -0,0 +1,44 @@ +#pragma once + +#include "Direct3DBase.h" + +struct ModelViewProjectionConstantBuffer +{ + DirectX::XMFLOAT4X4 model; + DirectX::XMFLOAT4X4 view; + DirectX::XMFLOAT4X4 projection; +}; + +struct VertexPositionColor +{ + DirectX::XMFLOAT3 pos; + DirectX::XMFLOAT3 color; +}; + +// This class renders a simple spinning cube. +ref class CubeRenderer sealed : public Direct3DBase +{ +public: + CubeRenderer(); + + // Direct3DBase methods. + virtual void CreateDeviceResources() override; + virtual void CreateWindowSizeDependentResources() override; + virtual void Render() override; + + // Method for updating time-dependent objects. + void Update(float timeTotal, float timeDelta); + +private: + bool m_loadingComplete; + + Microsoft::WRL::ComPtr<ID3D11InputLayout> m_inputLayout; + Microsoft::WRL::ComPtr<ID3D11Buffer> m_vertexBuffer; + Microsoft::WRL::ComPtr<ID3D11Buffer> m_indexBuffer; + Microsoft::WRL::ComPtr<ID3D11VertexShader> m_vertexShader; + Microsoft::WRL::ComPtr<ID3D11PixelShader> m_pixelShader; + Microsoft::WRL::ComPtr<ID3D11Buffer> m_constantBuffer; + + uint32 m_indexCount; + ModelViewProjectionConstantBuffer m_constantBufferData; +}; diff --git a/Tests/VSWinStorePhone/Direct3DApp1/Direct3DApp1.cpp b/Tests/VSWinStorePhone/Direct3DApp1/Direct3DApp1.cpp new file mode 100644 index 0000000..3dbb97f --- /dev/null +++ b/Tests/VSWinStorePhone/Direct3DApp1/Direct3DApp1.cpp @@ -0,0 +1,153 @@ +#include "pch.h" +#include "Direct3DApp1.h" +#include "BasicTimer.h" + +using namespace Windows::ApplicationModel; +using namespace Windows::ApplicationModel::Core; +using namespace Windows::ApplicationModel::Activation; +using namespace Windows::UI::Core; +using namespace Windows::System; +using namespace Windows::Foundation; +using namespace Windows::Graphics::Display; +using namespace concurrency; + +Direct3DApp1::Direct3DApp1() : + m_windowClosed(false), + m_windowVisible(true) +{ +} + +void Direct3DApp1::Initialize(CoreApplicationView^ applicationView) +{ + applicationView->Activated += + ref new TypedEventHandler<CoreApplicationView^, IActivatedEventArgs^>(this, &Direct3DApp1::OnActivated); + + CoreApplication::Suspending += + ref new EventHandler<SuspendingEventArgs^>(this, &Direct3DApp1::OnSuspending); + + CoreApplication::Resuming += + ref new EventHandler<Platform::Object^>(this, &Direct3DApp1::OnResuming); + + m_renderer = ref new CubeRenderer(); +} + +void Direct3DApp1::SetWindow(CoreWindow^ window) +{ + window->SizeChanged += + ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(this, &Direct3DApp1::OnWindowSizeChanged); + + window->VisibilityChanged += + ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &Direct3DApp1::OnVisibilityChanged); + + window->Closed += + ref new TypedEventHandler<CoreWindow^, CoreWindowEventArgs^>(this, &Direct3DApp1::OnWindowClosed); + +#ifndef PHONE + window->PointerCursor = ref new CoreCursor(CoreCursorType::Arrow, 0); +#endif + + window->PointerPressed += + ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &Direct3DApp1::OnPointerPressed); + + window->PointerMoved += + ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &Direct3DApp1::OnPointerMoved); + + m_renderer->Initialize(CoreWindow::GetForCurrentThread()); +} + +void Direct3DApp1::Load(Platform::String^ entryPoint) +{ +} + +void Direct3DApp1::Run() +{ + BasicTimer^ timer = ref new BasicTimer(); + + while (!m_windowClosed) + { + if (m_windowVisible) + { + timer->Update(); + CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent); + m_renderer->Update(timer->Total, timer->Delta); + m_renderer->Render(); + m_renderer->Present(); // This call is synchronized to the display frame rate. + } + else + { + CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending); + } + } +} + +void Direct3DApp1::Uninitialize() +{ +} + +void Direct3DApp1::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEventArgs^ args) +{ + m_renderer->UpdateForWindowSizeChange(); +} + +void Direct3DApp1::OnVisibilityChanged(CoreWindow^ sender, VisibilityChangedEventArgs^ args) +{ + m_windowVisible = args->Visible; +} + +void Direct3DApp1::OnWindowClosed(CoreWindow^ sender, CoreWindowEventArgs^ args) +{ + m_windowClosed = true; +} + +void Direct3DApp1::OnPointerPressed(CoreWindow^ sender, PointerEventArgs^ args) +{ + // Insert your code here. +} + +void Direct3DApp1::OnPointerMoved(CoreWindow^ sender, PointerEventArgs^ args) +{ + // Insert your code here. +} + +void Direct3DApp1::OnActivated(CoreApplicationView^ applicationView, IActivatedEventArgs^ args) +{ + CoreWindow::GetForCurrentThread()->Activate(); +} + +void Direct3DApp1::OnSuspending(Platform::Object^ sender, SuspendingEventArgs^ args) +{ + // Save app state asynchronously after requesting a deferral. Holding a deferral + // indicates that the application is busy performing suspending operations. Be + // aware that a deferral may not be held indefinitely. After about five seconds, + // the app will be forced to exit. + SuspendingDeferral^ deferral = args->SuspendingOperation->GetDeferral(); + m_renderer->ReleaseResourcesForSuspending(); + + create_task([this, deferral]() + { + // Insert your code here. + + deferral->Complete(); + }); +} + +void Direct3DApp1::OnResuming(Platform::Object^ sender, Platform::Object^ args) +{ + // Restore any data or state that was unloaded on suspend. By default, data + // and state are persisted when resuming from suspend. Note that this event + // does not occur if the app was previously terminated. + m_renderer->CreateWindowSizeDependentResources(); +} + +IFrameworkView^ Direct3DApplicationSource::CreateView() +{ + return ref new Direct3DApp1(); +} + +[Platform::MTAThread] +int main(Platform::Array<Platform::String^>^) +{ + auto direct3DApplicationSource = ref new Direct3DApplicationSource(); + CoreApplication::Run(direct3DApplicationSource); + return 0; +} diff --git a/Tests/VSWinStorePhone/Direct3DApp1/Direct3DApp1.h b/Tests/VSWinStorePhone/Direct3DApp1/Direct3DApp1.h new file mode 100644 index 0000000..40b69a1 --- /dev/null +++ b/Tests/VSWinStorePhone/Direct3DApp1/Direct3DApp1.h @@ -0,0 +1,40 @@ +#pragma once + +#include "pch.h" +#include "CubeRenderer.h" + +ref class Direct3DApp1 sealed : public Windows::ApplicationModel::Core::IFrameworkView +{ +public: + Direct3DApp1(); + + // IFrameworkView Methods. + virtual void Initialize(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView); + virtual void SetWindow(Windows::UI::Core::CoreWindow^ window); + virtual void Load(Platform::String^ entryPoint); + virtual void Run(); + virtual void Uninitialize(); + +protected: + // Event Handlers. + void OnWindowSizeChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowSizeChangedEventArgs^ args); + void OnLogicalDpiChanged(Platform::Object^ sender); + void OnActivated(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView, Windows::ApplicationModel::Activation::IActivatedEventArgs^ args); + void OnSuspending(Platform::Object^ sender, Windows::ApplicationModel::SuspendingEventArgs^ args); + void OnResuming(Platform::Object^ sender, Platform::Object^ args); + void OnWindowClosed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CoreWindowEventArgs^ args); + void OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args); + void OnPointerPressed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args); + void OnPointerMoved(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args); + +private: + CubeRenderer^ m_renderer; + bool m_windowClosed; + bool m_windowVisible; +}; + +ref class Direct3DApplicationSource sealed : Windows::ApplicationModel::Core::IFrameworkViewSource +{ +public: + virtual Windows::ApplicationModel::Core::IFrameworkView^ CreateView(); +}; diff --git a/Tests/VSWinStorePhone/Direct3DApp1/Direct3DApp1_TemporaryKey.pfx b/Tests/VSWinStorePhone/Direct3DApp1/Direct3DApp1_TemporaryKey.pfx Binary files differnew file mode 100644 index 0000000..1cad999 --- /dev/null +++ b/Tests/VSWinStorePhone/Direct3DApp1/Direct3DApp1_TemporaryKey.pfx diff --git a/Tests/VSWinStorePhone/Direct3DApp1/Direct3DBase.cpp b/Tests/VSWinStorePhone/Direct3DApp1/Direct3DBase.cpp new file mode 100644 index 0000000..46727b5 --- /dev/null +++ b/Tests/VSWinStorePhone/Direct3DApp1/Direct3DBase.cpp @@ -0,0 +1,384 @@ +#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 +} diff --git a/Tests/VSWinStorePhone/Direct3DApp1/Direct3DBase.h b/Tests/VSWinStorePhone/Direct3DApp1/Direct3DBase.h new file mode 100644 index 0000000..bba9f16 --- /dev/null +++ b/Tests/VSWinStorePhone/Direct3DApp1/Direct3DBase.h @@ -0,0 +1,39 @@ +#pragma once + +#include "DirectXHelper.h" + +// Helper class that initializes DirectX APIs for 3D rendering. +ref class Direct3DBase abstract +{ +internal: + Direct3DBase(); + +public: + virtual void Initialize(Windows::UI::Core::CoreWindow^ window); + virtual void HandleDeviceLost(); + virtual void CreateDeviceResources(); + virtual void CreateWindowSizeDependentResources(); + virtual void UpdateForWindowSizeChange(); + virtual void ReleaseResourcesForSuspending(); + virtual void Render() = 0; + virtual void Present(); + virtual float ConvertDipsToPixels(float dips); + +protected private: + // Direct3D Objects. + Microsoft::WRL::ComPtr<ID3D11Device1> m_d3dDevice; + Microsoft::WRL::ComPtr<ID3D11DeviceContext1> m_d3dContext; + Microsoft::WRL::ComPtr<IDXGISwapChain1> m_swapChain; + Microsoft::WRL::ComPtr<ID3D11RenderTargetView> m_renderTargetView; + Microsoft::WRL::ComPtr<ID3D11DepthStencilView> m_depthStencilView; + + // Cached renderer properties. + D3D_FEATURE_LEVEL m_featureLevel; + Windows::Foundation::Size m_renderTargetSize; + Windows::Foundation::Rect m_windowBounds; + Platform::Agile<Windows::UI::Core::CoreWindow> m_window; + Windows::Graphics::Display::DisplayOrientations m_orientation; + + // Transform used for display orientation. + DirectX::XMFLOAT4X4 m_orientationTransform3D; +}; diff --git a/Tests/VSWinStorePhone/Direct3DApp1/DirectXHelper.h b/Tests/VSWinStorePhone/Direct3DApp1/DirectXHelper.h new file mode 100644 index 0000000..d411a9b --- /dev/null +++ b/Tests/VSWinStorePhone/Direct3DApp1/DirectXHelper.h @@ -0,0 +1,45 @@ +#pragma once + +#include <wrl/client.h> +#include <ppl.h> +#include <ppltasks.h> + +namespace DX +{ + inline void ThrowIfFailed(HRESULT hr) + { + if (FAILED(hr)) + { + // Set a breakpoint on this line to catch Win32 API errors. + throw Platform::Exception::CreateException(hr); + } + } + + // Function that reads from a binary file asynchronously. + inline Concurrency::task<Platform::Array<byte>^> ReadDataAsync(Platform::String^ filename) + { + using namespace Windows::Storage; + using namespace Concurrency; + + auto folder = Windows::ApplicationModel::Package::Current->InstalledLocation; + + return create_task(folder->GetFileAsync(filename)).then([] (StorageFile^ file) + { +#if !PHONE + return FileIO::ReadBufferAsync(file); +#else + return file->OpenReadAsync(); + }).then([](Streams::IRandomAccessStreamWithContentType^ stream) + { + unsigned int bufferSize = static_cast<unsigned int>(stream->Size); + auto fileBuffer = ref new Streams::Buffer(bufferSize); + return stream->ReadAsync(fileBuffer, bufferSize, Streams::InputStreamOptions::None); +#endif + }).then([] (Streams::IBuffer^ fileBuffer) -> Platform::Array<byte>^ + { + auto fileData = ref new Platform::Array<byte>(fileBuffer->Length); + Streams::DataReader::FromBuffer(fileBuffer)->ReadBytes(fileData); + return fileData; + }); + } +} diff --git a/Tests/VSWinStorePhone/Direct3DApp1/SimplePixelShader.cso b/Tests/VSWinStorePhone/Direct3DApp1/SimplePixelShader.cso Binary files differnew file mode 100644 index 0000000..56f9c17 --- /dev/null +++ b/Tests/VSWinStorePhone/Direct3DApp1/SimplePixelShader.cso diff --git a/Tests/VSWinStorePhone/Direct3DApp1/SimplePixelShader.hlsl b/Tests/VSWinStorePhone/Direct3DApp1/SimplePixelShader.hlsl new file mode 100644 index 0000000..d61e2c8 --- /dev/null +++ b/Tests/VSWinStorePhone/Direct3DApp1/SimplePixelShader.hlsl @@ -0,0 +1,10 @@ +struct PixelShaderInput +{ + float4 pos : SV_POSITION; + float3 color : COLOR0; +}; + +float4 main(PixelShaderInput input) : SV_TARGET +{ + return float4(input.color,1.0f); +} diff --git a/Tests/VSWinStorePhone/Direct3DApp1/SimpleVertexShader.cso b/Tests/VSWinStorePhone/Direct3DApp1/SimpleVertexShader.cso Binary files differnew file mode 100644 index 0000000..ea80258 --- /dev/null +++ b/Tests/VSWinStorePhone/Direct3DApp1/SimpleVertexShader.cso diff --git a/Tests/VSWinStorePhone/Direct3DApp1/SimpleVertexShader.hlsl b/Tests/VSWinStorePhone/Direct3DApp1/SimpleVertexShader.hlsl new file mode 100644 index 0000000..65d60e5 --- /dev/null +++ b/Tests/VSWinStorePhone/Direct3DApp1/SimpleVertexShader.hlsl @@ -0,0 +1,35 @@ +cbuffer ModelViewProjectionConstantBuffer : register(b0) +{ + matrix model; + matrix view; + matrix projection; +}; + +struct VertexShaderInput +{ + float3 pos : POSITION; + float3 color : COLOR0; +}; + +struct VertexShaderOutput +{ + float4 pos : SV_POSITION; + float3 color : COLOR0; +}; + +VertexShaderOutput main(VertexShaderInput input) +{ + VertexShaderOutput output; + float4 pos = float4(input.pos, 1.0f); + + // Transform the vertex position into projected space. + pos = mul(pos, model); + pos = mul(pos, view); + pos = mul(pos, projection); + output.pos = pos; + + // Pass through the color without modification. + output.color = input.color; + + return output; +} diff --git a/Tests/VSWinStorePhone/Direct3DApp1/pch.cpp b/Tests/VSWinStorePhone/Direct3DApp1/pch.cpp new file mode 100644 index 0000000..1d9f38c --- /dev/null +++ b/Tests/VSWinStorePhone/Direct3DApp1/pch.cpp @@ -0,0 +1 @@ +#include "pch.h" diff --git a/Tests/VSWinStorePhone/Direct3DApp1/pch.h b/Tests/VSWinStorePhone/Direct3DApp1/pch.h new file mode 100644 index 0000000..2302e66 --- /dev/null +++ b/Tests/VSWinStorePhone/Direct3DApp1/pch.h @@ -0,0 +1,7 @@ +#pragma once + +#include <wrl/client.h> +#include <d3d11_1.h> +#include <DirectXMath.h> +#include <memory> +#include <agile.h> diff --git a/Tests/VSWinStorePhone/cmake/Package_vc11.store.appxmanifest.in b/Tests/VSWinStorePhone/cmake/Package_vc11.store.appxmanifest.in new file mode 100644 index 0000000..d3cb21f --- /dev/null +++ b/Tests/VSWinStorePhone/cmake/Package_vc11.store.appxmanifest.in @@ -0,0 +1,24 @@ +<?xml version="1.0" encoding="utf-8"?> +<Package xmlns="http://schemas.microsoft.com/appx/2010/manifest"> + <Identity Name="@PACKAGE_GUID@" Publisher="CN=mgong" Version="1.0.0.0" /> + <Properties> + <DisplayName>@SHORT_NAME@</DisplayName> + <PublisherDisplayName>mgong</PublisherDisplayName> + <Logo>StoreLogo.png</Logo> + </Properties> + <Prerequisites> + <OSMinVersion>6.2.1</OSMinVersion> + <OSMaxVersionTested>6.2.1</OSMaxVersionTested> + </Prerequisites> + <Resources> + <Resource Language="x-generate" /> + </Resources> + <Applications> + <Application Id="App" Executable="$targetnametoken$.exe" EntryPoint="@SHORT_NAME@.App"> + <VisualElements DisplayName="@SHORT_NAME@" Description="@SHORT_NAME@" BackgroundColor="#336699" ForegroundText="light" Logo="Logo.png" SmallLogo="SmallLogo.png"> + <DefaultTile ShowName="allLogos" ShortName="@SHORT_NAME@" /> + <SplashScreen Image="SplashScreen.png" /> + </VisualElements> + </Application> + </Applications> +</Package> diff --git a/Tests/VSWinStorePhone/cmake/Package_vc11.wp.appxmanifest.in b/Tests/VSWinStorePhone/cmake/Package_vc11.wp.appxmanifest.in new file mode 100644 index 0000000..70f3abf --- /dev/null +++ b/Tests/VSWinStorePhone/cmake/Package_vc11.wp.appxmanifest.in @@ -0,0 +1,35 @@ +<?xml version="1.0" encoding="utf-8"?> +<Deployment xmlns="http://schemas.microsoft.com/windowsphone/2012/deployment" AppPlatformVersion="8.0"> + <DefaultLanguage xmlns="" code="en-US"/> + <App xmlns="" ProductID="{@PACKAGE_GUID@}" Title="@SHORT_NAME@" RuntimeType="Modern Native" Version="1.0.0.0" Genre="apps.normal" Author="mgong" Description="Simple Direct3D application" Publisher="@SHORT_NAME@" PublisherID="{c618991e-1d39-41c2-a881-d3310705a091}"> + <IconPath IsRelative="true" IsResource="false">ApplicationIcon.png</IconPath> + <Capabilities> + <Capability Name="ID_CAP_NETWORKING" /> + <Capability Name="ID_CAP_MEDIALIB_AUDIO" /> + <Capability Name="ID_CAP_MEDIALIB_PLAYBACK" /> + </Capabilities> + <Tasks> + <DefaultTask Name="_default" ImagePath="@SHORT_NAME@.exe" ImageParams="" /> + </Tasks> + <Tokens> + <PrimaryToken TokenID="@SHORT_NAME@Token" TaskName="_default"> + <TemplateFlip> + <SmallImageURI IsRelative="true" IsResource="false">FlipCycleTileSmall.png</SmallImageURI> + <Count>0</Count> + <BackgroundImageURI IsRelative="true" IsResource="false">FlipCycleTileMedium.png</BackgroundImageURI> + <Title>@SHORT_NAME@</Title> + <BackContent></BackContent> + <BackBackgroundImageURI></BackBackgroundImageURI> + <BackTitle></BackTitle> + <DeviceLockImageURI></DeviceLockImageURI> + <HasLarge></HasLarge> + </TemplateFlip> + </PrimaryToken> + </Tokens> + <ScreenResolutions> + <ScreenResolution Name="ID_RESOLUTION_WVGA" /> + <ScreenResolution Name="ID_RESOLUTION_WXGA" /> + <ScreenResolution Name="ID_RESOLUTION_HD720P" /> + </ScreenResolutions> + </App> +</Deployment> diff --git a/Tests/VSWinStorePhone/cmake/Package_vc12.store.appxmanifest.in b/Tests/VSWinStorePhone/cmake/Package_vc12.store.appxmanifest.in new file mode 100644 index 0000000..495f18e --- /dev/null +++ b/Tests/VSWinStorePhone/cmake/Package_vc12.store.appxmanifest.in @@ -0,0 +1,34 @@ +<?xml version="1.0" encoding="utf-8"?> +<Package xmlns="http://schemas.microsoft.com/appx/2010/manifest" xmlns:m2="http://schemas.microsoft.com/appx/2013/manifest"> + <Identity Name="@PACKAGE_GUID@" Publisher="CN=mgong" Version="1.1.0.0" /> + <Properties> + <DisplayName>@SHORT_NAME@</DisplayName> + <PublisherDisplayName>mgong</PublisherDisplayName> + <Logo>StoreLogo.png</Logo> + </Properties> + <Prerequisites> + <OSMinVersion>6.3</OSMinVersion> + <OSMaxVersionTested>6.3</OSMaxVersionTested> + </Prerequisites> + <Resources> + <Resource Language="x-generate" /> + </Resources> + <Applications> + <Application Id="App" Executable="$targetnametoken$.exe" EntryPoint="@SHORT_NAME@.App"> + <m2:VisualElements + DisplayName="@SHORT_NAME@" + Description="@SHORT_NAME@" + BackgroundColor="#336699" + ForegroundText="light" + Square150x150Logo="Logo.png" + Square30x30Logo="SmallLogo.png"> + <m2:DefaultTile ShortName="@SHORT_NAME@"> + <m2:ShowNameOnTiles> + <m2:ShowOn Tile="square150x150Logo" /> + </m2:ShowNameOnTiles> + </m2:DefaultTile> + <m2:SplashScreen Image="SplashScreen.png" /> + </m2:VisualElements> + </Application> + </Applications> +</Package> diff --git a/Tests/VSWinStorePhone/cmake/Package_vc12.wp.appxmanifest.in b/Tests/VSWinStorePhone/cmake/Package_vc12.wp.appxmanifest.in new file mode 100644 index 0000000..2d4d389 --- /dev/null +++ b/Tests/VSWinStorePhone/cmake/Package_vc12.wp.appxmanifest.in @@ -0,0 +1,36 @@ +<?xml version="1.0" encoding="utf-8"?> +<Package xmlns="http://schemas.microsoft.com/appx/2010/manifest" xmlns:m2="http://schemas.microsoft.com/appx/2013/manifest" xmlns:mp="http://schemas.microsoft.com/appx/2014/phone/manifest"> + <Identity Name="@PACKAGE_GUID@" Publisher="CN=mgong" Version="1.1.0.0" /> + <mp:PhoneIdentity PhoneProductId="@PACKAGE_GUID@" PhonePublisherId="00000000-0000-0000-0000-000000000000"/> + + <Properties> + <DisplayName>@SHORT_NAME@</DisplayName> + <PublisherDisplayName>mgong</PublisherDisplayName> + <Logo>StoreLogo.png</Logo> + </Properties> + <Prerequisites> + <OSMinVersion>6.3.1</OSMinVersion> + <OSMaxVersionTested>6.3.1</OSMaxVersionTested> + </Prerequisites> + <Resources> + <Resource Language="x-generate" /> + </Resources> + <Applications> + <Application Id="App" Executable="$targetnametoken$.exe" EntryPoint="@SHORT_NAME@.App"> + <m2:VisualElements + DisplayName="@SHORT_NAME@" + Description="@SHORT_NAME@" + BackgroundColor="#336699" + ForegroundText="light" + Square150x150Logo="Logo.png" + Square30x30Logo="SmallLogo.png"> + <m2:DefaultTile ShortName="@SHORT_NAME@"> + <m2:ShowNameOnTiles> + <m2:ShowOn Tile="square150x150Logo" /> + </m2:ShowNameOnTiles> + </m2:DefaultTile> + <m2:SplashScreen Image="SplashScreen.png" /> + </m2:VisualElements> + </Application> + </Applications> +</Package> |