530 lines
17 KiB
C++
530 lines
17 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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#include "pch.h"
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#include "DeviceResources.h"
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using namespace D2D1;
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using namespace DirectX;
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using namespace Microsoft::WRL;
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// Constructor for DeviceResources.
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DeviceResources::DeviceResources() :
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m_screenViewport(),
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m_d3dFeatureLevel(D3D_FEATURE_LEVEL_9_1),
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m_d3dRenderTargetSize(),
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m_outputSize(),
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m_logicalSize(),
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m_dpi(-1.0f),
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m_deviceNotify(nullptr)
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{
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CreateDeviceIndependentResources();
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CreateDeviceResources();
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}
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// Configures resources that don't depend on the Direct3D device.
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void DeviceResources::CreateDeviceIndependentResources()
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{
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// Initialize Direct2D resources.
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D2D1_FACTORY_OPTIONS options;
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ZeroMemory(&options, sizeof(D2D1_FACTORY_OPTIONS));
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#if defined(_DEBUG)
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// If the project is in a debug build, enable Direct2D debugging via SDK Layers.
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options.debugLevel = D2D1_DEBUG_LEVEL_INFORMATION;
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#endif
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// Initialize the Direct2D Factory.
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DX::ThrowIfFailed(
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D2D1CreateFactory(
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D2D1_FACTORY_TYPE_MULTI_THREADED,
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__uuidof(ID2D1Factory2),
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&options,
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&m_d2dFactory
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)
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);
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// Initialize the DirectWrite Factory.
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DX::ThrowIfFailed(
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DWriteCreateFactory(
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DWRITE_FACTORY_TYPE_ISOLATED,
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__uuidof(IDWriteFactory2),
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&m_dwriteFactory
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)
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);
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// Initialize the Windows Imaging Component (WIC) Factory.
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DX::ThrowIfFailed(
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CoCreateInstance(
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CLSID_WICImagingFactory2,
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nullptr,
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CLSCTX_INPROC_SERVER,
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IID_PPV_ARGS(&m_wicFactory)
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)
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);
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}
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// Configures the Direct3D device, and stores handles to it and the device context.
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void DeviceResources::CreateDeviceResources()
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{
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// This flag adds support for surfaces with a different color channel ordering
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// than the API default. It is required for compatibility with Direct2D.
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UINT creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
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#if defined(_DEBUG)
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if (DX::SdkLayersAvailable())
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{
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// If the project is in a debug build, enable debugging via SDK Layers with this flag.
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creationFlags |= D3D11_CREATE_DEVICE_DEBUG;
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}
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#endif
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// This array defines the set of DirectX hardware feature levels this app will support.
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// Note the ordering should be preserved.
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// Don't forget to declare your application's minimum required feature level in its
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// description. All applications are assumed to support 9.1 unless otherwise stated.
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D3D_FEATURE_LEVEL featureLevels[] =
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{
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D3D_FEATURE_LEVEL_11_1,
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D3D_FEATURE_LEVEL_11_0,
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D3D_FEATURE_LEVEL_10_1,
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D3D_FEATURE_LEVEL_10_0,
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D3D_FEATURE_LEVEL_9_3,
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D3D_FEATURE_LEVEL_9_2,
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D3D_FEATURE_LEVEL_9_1
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};
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// Create the Direct3D 11 API device object and a corresponding context.
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ComPtr<ID3D11Device> device;
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ComPtr<ID3D11DeviceContext> context;
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HRESULT hr = D3D11CreateDevice(
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nullptr, // Specify nullptr to use the default adapter.
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D3D_DRIVER_TYPE_HARDWARE, // Create a device using the hardware graphics driver.
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0, // Should be 0 unless the driver is D3D_DRIVER_TYPE_SOFTWARE.
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creationFlags, // Set debug and Direct2D compatibility flags.
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featureLevels, // List of feature levels this app can support.
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ARRAYSIZE(featureLevels), // Size of the list above.
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D3D11_SDK_VERSION, // Always set this to D3D11_SDK_VERSION for Windows Store apps.
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&device, // Returns the Direct3D device created.
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&m_d3dFeatureLevel, // Returns feature level of device created.
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&context // Returns the device immediate context.
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);
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if (FAILED(hr))
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{
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// If the initialization fails, fall back to the WARP device.
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// For more information on WARP, see:
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// http://go.microsoft.com/fwlink/?LinkId=286690
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DX::ThrowIfFailed(
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D3D11CreateDevice(
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nullptr,
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D3D_DRIVER_TYPE_WARP, // Create a WARP device instead of a hardware device.
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0,
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creationFlags,
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featureLevels,
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ARRAYSIZE(featureLevels),
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D3D11_SDK_VERSION,
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&device,
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&m_d3dFeatureLevel,
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&context
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)
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);
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}
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// Store pointers to the Direct3D 11.1 API device and immediate context.
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DX::ThrowIfFailed(
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device.As(&m_d3dDevice)
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);
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DX::ThrowIfFailed(
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context.As(&m_d3dContext)
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);
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// Create the Direct2D device object and a corresponding context.
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ComPtr<IDXGIDevice3> dxgiDevice;
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DX::ThrowIfFailed(
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m_d3dDevice.As(&dxgiDevice)
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);
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DX::ThrowIfFailed(
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m_d2dFactory->CreateDevice(dxgiDevice.Get(), &m_d2dDevice)
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);
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DX::ThrowIfFailed(
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m_d2dDevice->CreateDeviceContext(
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D2D1_DEVICE_CONTEXT_OPTIONS_NONE,
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&m_d2dContext
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)
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);
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}
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// These resources need to be recreated every time the window size is changed.
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void DeviceResources::CreateWindowSizeDependentResources()
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{
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// Clear the previous window size specific context.
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ID3D11RenderTargetView* nullViews [] = { nullptr };
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m_d3dContext->OMSetRenderTargets(ARRAYSIZE(nullViews), nullViews, nullptr);
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m_d3dRenderTargetView = nullptr;
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m_d2dContext->SetTarget(nullptr);
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m_d2dTargetBitmap = nullptr;
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m_d3dDepthStencilView = nullptr;
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m_d3dContext->Flush();
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// Calculate the necessary render target size in pixels.
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m_outputSize.Width = DX::ConvertDipsToPixels(m_logicalSize.Width, m_dpi);
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m_outputSize.Height = DX::ConvertDipsToPixels(m_logicalSize.Height, m_dpi);
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// Prevent zero size DirectX content from being created.
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m_outputSize.Width = (m_outputSize.Width > 1 ? m_outputSize.Width : 1);
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m_outputSize.Height = (m_outputSize.Height > 1 ? m_outputSize.Height : 1);
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m_d3dRenderTargetSize.Width = m_outputSize.Width;
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m_d3dRenderTargetSize.Height = m_outputSize.Height;
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if (m_swapChain != nullptr)
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{
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// If the swap chain already exists, resize it.
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HRESULT hr = m_swapChain->ResizeBuffers(
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2, // Double-buffered swap chain.
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static_cast<UINT>(m_d3dRenderTargetSize.Width),
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static_cast<UINT>(m_d3dRenderTargetSize.Height),
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DXGI_FORMAT_B8G8R8A8_UNORM,
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0
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);
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if (hr == DXGI_ERROR_DEVICE_REMOVED || hr == DXGI_ERROR_DEVICE_RESET)
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{
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// If the device was removed for any reason, a new device and swap chain will need to be created.
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HandleDeviceLost();
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// Everything is set up now. Do not continue execution of this method. HandleDeviceLost will reenter this method
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// and correctly set up the new device.
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return;
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}
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else
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{
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DX::ThrowIfFailed(hr);
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}
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}
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else
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{
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// Otherwise, create a new one using the same adapter as the existing Direct3D device.
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DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {0};
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swapChainDesc.Width = static_cast<UINT>(m_d3dRenderTargetSize.Width); // Match the size of the window.
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swapChainDesc.Height = static_cast<UINT>(m_d3dRenderTargetSize.Height);
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swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; // This is the most common swap chain format.
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swapChainDesc.Stereo = false;
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swapChainDesc.SampleDesc.Count = 1; // Don't use multi-sampling.
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swapChainDesc.SampleDesc.Quality = 0;
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swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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swapChainDesc.BufferCount = 2; // Use double-buffering to minimize latency.
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swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; // All Windows Store apps must use this SwapEffect.
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swapChainDesc.Flags = 0;
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swapChainDesc.Scaling = DXGI_SCALING_NONE;
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swapChainDesc.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
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// This sequence obtains the DXGI factory that was used to create the Direct3D device above.
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ComPtr<IDXGIDevice3> dxgiDevice;
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DX::ThrowIfFailed(
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m_d3dDevice.As(&dxgiDevice)
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);
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ComPtr<IDXGIAdapter> dxgiAdapter;
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DX::ThrowIfFailed(
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dxgiDevice->GetAdapter(&dxgiAdapter)
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);
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ComPtr<IDXGIFactory2> dxgiFactory;
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DX::ThrowIfFailed(
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dxgiAdapter->GetParent(IID_PPV_ARGS(&dxgiFactory))
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);
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DX::ThrowIfFailed(
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dxgiFactory->CreateSwapChainForHwnd(
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m_d3dDevice.Get(),
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m_hWnd,
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&swapChainDesc,
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nullptr,
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nullptr,
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&m_swapChain
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)
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);
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// Ensure that DXGI does not queue more than one frame at a time. This both reduces latency and
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// ensures that the application will only render after each VSync, minimizing power consumption.
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DX::ThrowIfFailed(
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dxgiDevice->SetMaximumFrameLatency(1)
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);
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}
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// Create a render target view of the swap chain back buffer.
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ComPtr<ID3D11Texture2D> backBuffer;
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DX::ThrowIfFailed(
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m_swapChain->GetBuffer(0, IID_PPV_ARGS(&backBuffer))
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);
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DX::ThrowIfFailed(
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m_d3dDevice->CreateRenderTargetView(
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backBuffer.Get(),
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nullptr,
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&m_d3dRenderTargetView
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)
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);
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// Create a depth stencil view for use with 3D rendering if needed.
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CD3D11_TEXTURE2D_DESC depthStencilDesc(
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DXGI_FORMAT_D24_UNORM_S8_UINT,
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static_cast<UINT>(m_d3dRenderTargetSize.Width),
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static_cast<UINT>(m_d3dRenderTargetSize.Height),
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1, // This depth stencil view has only one texture.
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1, // Use a single mipmap level.
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D3D11_BIND_DEPTH_STENCIL
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);
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ComPtr<ID3D11Texture2D> depthStencil;
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DX::ThrowIfFailed(
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m_d3dDevice->CreateTexture2D(
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&depthStencilDesc,
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nullptr,
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&depthStencil
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)
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);
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CD3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc(D3D11_DSV_DIMENSION_TEXTURE2D);
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DX::ThrowIfFailed(
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m_d3dDevice->CreateDepthStencilView(
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depthStencil.Get(),
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&depthStencilViewDesc,
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&m_d3dDepthStencilView
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)
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);
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// Set the 3D rendering viewport to target the entire window.
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m_screenViewport = CD3D11_VIEWPORT(
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0.0f,
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0.0f,
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m_d3dRenderTargetSize.Width,
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m_d3dRenderTargetSize.Height
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);
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m_d3dContext->RSSetViewports(1, &m_screenViewport);
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// Create a Direct2D target bitmap associated with the
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// swap chain back buffer and set it as the current target.
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D2D1_BITMAP_PROPERTIES1 bitmapProperties =
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D2D1::BitmapProperties1(
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D2D1_BITMAP_OPTIONS_TARGET | D2D1_BITMAP_OPTIONS_CANNOT_DRAW,
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D2D1::PixelFormat(DXGI_FORMAT_B8G8R8A8_UNORM, D2D1_ALPHA_MODE_PREMULTIPLIED),
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m_dpi,
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m_dpi
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);
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ComPtr<IDXGISurface2> dxgiBackBuffer;
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DX::ThrowIfFailed(
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m_swapChain->GetBuffer(0, IID_PPV_ARGS(&dxgiBackBuffer))
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);
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DX::ThrowIfFailed(
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m_d2dContext->CreateBitmapFromDxgiSurface(
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dxgiBackBuffer.Get(),
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&bitmapProperties,
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&m_d2dTargetBitmap
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)
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);
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m_d2dContext->SetTarget(m_d2dTargetBitmap.Get());
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// Grayscale text anti-aliasing is recommended for all Windows Store apps.
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m_d2dContext->SetTextAntialiasMode(D2D1_TEXT_ANTIALIAS_MODE_GRAYSCALE);
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}
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// This method is called when the HWND is created.
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void DeviceResources::SetWindow(HWND window, float dpi)
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{
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m_hWnd = window;
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if (m_hWnd == nullptr)
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{
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// Don't try to create resources it there is no HWND to associate it with.
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return;
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}
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m_dpi = dpi;
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m_d2dContext->SetDpi(m_dpi, m_dpi);
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RECT rect;
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GetWindowRect(m_hWnd, &rect);
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m_logicalSize.Width = static_cast<float>(rect.right - rect.left) / (m_dpi / 96.0F);
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m_logicalSize.Height = static_cast<float>(rect.bottom - rect.top) / (m_dpi / 96.0F);
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CreateWindowSizeDependentResources();
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}
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void DeviceResources::SetLogicalSize(Size& logicalSize)
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{
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if (m_logicalSize.Height != logicalSize.Height || m_logicalSize.Width != logicalSize.Width)
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{
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m_logicalSize = logicalSize;
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CreateWindowSizeDependentResources();
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}
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}
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// This method is called in the event handler for the LogicalDpiChanged event.
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void DeviceResources::SetDpi(float dpi)
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{
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if (dpi != m_dpi)
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{
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m_dpi = dpi;
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m_d2dContext->SetDpi(m_dpi, m_dpi);
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CreateWindowSizeDependentResources();
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}
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}
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// This method is called in the event handler for the DisplayContentsInvalidated event.
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void DeviceResources::ValidateDevice()
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{
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// The D3D Device is no longer valid if the default adapter changed since the device
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// was created or if the device has been removed.
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// First, get the information for the default adapter from when the device was created.
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ComPtr<IDXGIDevice3> dxgiDevice;
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DX::ThrowIfFailed(m_d3dDevice.As(&dxgiDevice));
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ComPtr<IDXGIAdapter> deviceAdapter;
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DX::ThrowIfFailed(dxgiDevice->GetAdapter(&deviceAdapter));
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ComPtr<IDXGIFactory2> deviceFactory;
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DX::ThrowIfFailed(deviceAdapter->GetParent(IID_PPV_ARGS(&deviceFactory)));
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ComPtr<IDXGIAdapter1> previousDefaultAdapter;
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DX::ThrowIfFailed(deviceFactory->EnumAdapters1(0, &previousDefaultAdapter));
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DXGI_ADAPTER_DESC previousDesc;
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DX::ThrowIfFailed(previousDefaultAdapter->GetDesc(&previousDesc));
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// Next, get the information for the current default adapter.
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ComPtr<IDXGIFactory2> currentFactory;
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DX::ThrowIfFailed(CreateDXGIFactory1(IID_PPV_ARGS(¤tFactory)));
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ComPtr<IDXGIAdapter1> currentDefaultAdapter;
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DX::ThrowIfFailed(currentFactory->EnumAdapters1(0, ¤tDefaultAdapter));
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DXGI_ADAPTER_DESC currentDesc;
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DX::ThrowIfFailed(currentDefaultAdapter->GetDesc(¤tDesc));
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// If the adapter LUIDs don't match, or if the device reports that it has been removed,
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// a new D3D device must be created.
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if (previousDesc.AdapterLuid.LowPart != currentDesc.AdapterLuid.LowPart ||
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previousDesc.AdapterLuid.HighPart != currentDesc.AdapterLuid.HighPart ||
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FAILED(m_d3dDevice->GetDeviceRemovedReason()))
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{
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// Release references to resources related to the old device.
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dxgiDevice = nullptr;
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deviceAdapter = nullptr;
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deviceFactory = nullptr;
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previousDefaultAdapter = nullptr;
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// Create a new device and swap chain.
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HandleDeviceLost();
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}
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}
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// Recreate all device resources and set them back to the current state.
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void DeviceResources::HandleDeviceLost()
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{
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m_swapChain = nullptr;
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if (m_deviceNotify != nullptr)
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{
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m_deviceNotify->OnDeviceLost();
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}
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CreateDeviceResources();
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m_d2dContext->SetDpi(m_dpi, m_dpi);
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CreateWindowSizeDependentResources();
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if (m_deviceNotify != nullptr)
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{
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m_deviceNotify->OnDeviceRestored();
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}
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}
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// Register our DeviceNotify to be informed on device lost and creation.
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void DeviceResources::RegisterDeviceNotify(IDeviceNotify* deviceNotify)
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{
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m_deviceNotify = deviceNotify;
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}
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// Call this method when the app suspends. It provides a hint to the driver that the app
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// is entering an idle state and that temporary buffers can be reclaimed for use by other apps.
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void DeviceResources::Trim()
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{
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ComPtr<IDXGIDevice3> dxgiDevice;
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m_d3dDevice.As(&dxgiDevice);
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dxgiDevice->Trim();
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}
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// Present the contents of the swap chain to the screen.
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bool DeviceResources::Present()
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{
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// The first argument instructs DXGI to block until VSync, putting the application
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// to sleep until the next VSync. This ensures we don't waste any cycles rendering
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// frames that will never be displayed to the screen.
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HRESULT hr = m_swapChain->Present(1, 0);
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// Discard the contents of the render target.
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// This is a valid operation only when the existing contents will be entirely
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// overwritten. If dirty or scroll rects are used, this call should be removed.
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m_d3dContext->DiscardView(m_d3dRenderTargetView.Get());
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// Discard the contents of the depth stencil.
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m_d3dContext->DiscardView(m_d3dDepthStencilView.Get());
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// If the device was removed either by a disconnection or a driver upgrade, we
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// must recreate all device resources.
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if (hr == DXGI_ERROR_DEVICE_REMOVED || hr == DXGI_ERROR_DEVICE_RESET)
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{
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HandleDeviceLost();
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}
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else if (hr == DXGI_STATUS_OCCLUDED)
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{
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return false;
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}
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else
|
|
{
|
|
DX::ThrowIfFailed(hr);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
IDXGIFactory2* DeviceResources::GetDxgiFactory() const
|
|
{
|
|
ComPtr<IDXGIDevice3> dxgiDevice;
|
|
DX::ThrowIfFailed(
|
|
m_d3dDevice.As(&dxgiDevice)
|
|
);
|
|
|
|
ComPtr<IDXGIAdapter> dxgiAdapter;
|
|
DX::ThrowIfFailed(
|
|
dxgiDevice->GetAdapter(&dxgiAdapter)
|
|
);
|
|
|
|
ComPtr<IDXGIFactory2> dxgiFactory;
|
|
DX::ThrowIfFailed(
|
|
dxgiAdapter->GetParent(IID_PPV_ARGS(&dxgiFactory))
|
|
);
|
|
|
|
return dxgiFactory.Get();
|
|
}
|
|
|