//// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF //// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO //// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A //// PARTICULAR PURPOSE. //// //// Copyright (c) Microsoft Corporation. All rights reserved #pragma once namespace DX { inline void ThrowIfFailed(HRESULT hr) { if (FAILED(hr)) { struct ComException { HRESULT const hr; ComException(HRESULT const value) : hr(value) {} }; if (S_OK != hr) { throw ComException(hr); } } } // Converts a length in device-independent pixels (DIPs) to a length in physical pixels. inline float ConvertDipsToPixels(float dips, float dpi) { static const float dipsPerInch = 96.0f; return floorf(dips * dpi / dipsPerInch + 0.5f); // Round to nearest integer. } #if defined(_DEBUG) // Check for SDK Layer support. inline bool SdkLayersAvailable() { HRESULT hr = D3D11CreateDevice( nullptr, D3D_DRIVER_TYPE_NULL, // There is no need to create a real hardware device. 0, D3D11_CREATE_DEVICE_DEBUG, // Check for the SDK layers. nullptr, // Any feature level will do. 0, D3D11_SDK_VERSION, // Always set this to D3D11_SDK_VERSION for Windows Store apps. nullptr, // No need to keep the D3D device reference. nullptr, // No need to know the feature level. nullptr // No need to keep the D3D device context reference. ); return SUCCEEDED(hr); } #endif }