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