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diff --git a/Tests/VSWinStorePhone/Direct3DApp1/Direct3DBase.cpp b/Tests/VSWinStorePhone/Direct3DApp1/Direct3DBase.cpp
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+++ b/Tests/VSWinStorePhone/Direct3DApp1/Direct3DBase.cpp
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+#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 , &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.
+ 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
+}