2025-11-28 00:35:46 +09:00

320 lines
12 KiB
C++

#include "stdafx.h"
#include "DeviceResources.h"
#include "DirectXHelper.h"
using namespace D2D1;
using namespace Microsoft::WRL;
using namespace winrt::Windows::Graphics::DirectX::Direct3D11;
using namespace winrt::Windows::Graphics::Display;
using namespace winrt::Windows::Graphics::Holographic;
// Constructor for DeviceResources.
DX::DeviceResources::DeviceResources()
{
CreateDeviceIndependentResources();
}
// Configures resources that don't depend on the Direct3D device.
void DX::DeviceResources::CreateDeviceIndependentResources()
{
// Initialize Direct2D resources.
D2D1_FACTORY_OPTIONS options{};
#if defined(_DEBUG)
// If the project is in a debug build, enable Direct2D debugging via SDK Layers.
options.debugLevel = D2D1_DEBUG_LEVEL_INFORMATION;
#endif
// Initialize the Direct2D Factory.
winrt::check_hresult(
D2D1CreateFactory(
D2D1_FACTORY_TYPE_SINGLE_THREADED,
__uuidof(ID2D1Factory2),
&options,
&m_d2dFactory
));
// Initialize the DirectWrite Factory.
winrt::check_hresult(
DWriteCreateFactory(
DWRITE_FACTORY_TYPE_SHARED,
__uuidof(IDWriteFactory2),
&m_dwriteFactory
));
// Initialize the Windows Imaging Component (WIC) Factory.
winrt::check_hresult(
CoCreateInstance(
CLSID_WICImagingFactory2,
nullptr,
CLSCTX_INPROC_SERVER,
IID_PPV_ARGS(&m_wicFactory)
));
}
void DX::DeviceResources::SetHolographicSpace(HolographicSpace holographicSpace)
{
// Cache the holographic space. Used to re-initalize during device-lost scenarios.
m_holographicSpace = holographicSpace;
InitializeUsingHolographicSpace();
}
void DX::DeviceResources::InitializeUsingHolographicSpace()
{
// The holographic space might need to determine which adapter supports
// holograms, in which case it will specify a non-zero PrimaryAdapterId.
LUID id =
{
m_holographicSpace.PrimaryAdapterId().LowPart,
m_holographicSpace.PrimaryAdapterId().HighPart
};
// When a primary adapter ID is given to the app, the app should find
// the corresponding DXGI adapter and use it to create Direct3D devices
// and device contexts. Otherwise, there is no restriction on the DXGI
// adapter the app can use.
if ((id.HighPart != 0) || (id.LowPart != 0))
{
UINT createFlags = 0;
#ifdef DEBUG
if (DX::SdkLayersAvailable())
{
createFlags |= DXGI_CREATE_FACTORY_DEBUG;
}
#endif
// Create the DXGI factory.
ComPtr<IDXGIFactory1> dxgiFactory;
winrt::check_hresult(
CreateDXGIFactory2(
createFlags,
IID_PPV_ARGS(&dxgiFactory)
));
ComPtr<IDXGIFactory4> dxgiFactory4;
winrt::check_hresult(dxgiFactory.As(&dxgiFactory4));
// Retrieve the adapter specified by the holographic space.
winrt::check_hresult(
dxgiFactory4->EnumAdapterByLuid(
id,
IID_PPV_ARGS(&m_dxgiAdapter)
));
}
else
{
m_dxgiAdapter.Reset();
}
CreateDeviceResources();
m_holographicSpace.SetDirect3D11Device(m_d3dInteropDevice);
}
// Configures the Direct3D device, and stores handles to it and the device context.
void DX::DeviceResources::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 (DX::SdkLayersAvailable())
{
// 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.
// Note that HoloLens supports feature level 11.1. The HoloLens emulator is also capable
// of running on graphics cards starting with feature level 10.0.
D3D_FEATURE_LEVEL featureLevels[] =
{
D3D_FEATURE_LEVEL_12_1,
D3D_FEATURE_LEVEL_12_0,
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0
};
// Create the Direct3D 11 API device object and a corresponding context.
ComPtr<ID3D11Device> device;
ComPtr<ID3D11DeviceContext> context;
const D3D_DRIVER_TYPE driverType = m_dxgiAdapter == nullptr ? D3D_DRIVER_TYPE_HARDWARE : D3D_DRIVER_TYPE_UNKNOWN;
const HRESULT hr = D3D11CreateDevice(
m_dxgiAdapter.Get(), // Either nullptr, or the primary adapter determined by Windows Holographic.
driverType, // Create a device using the hardware graphics driver.
0, // Should be 0 unless the driver is D3D_DRIVER_TYPE_SOFTWARE.
creationFlags, // Set debug and Direct2D compatibility flags.
featureLevels, // List of feature levels this app can support.
ARRAYSIZE(featureLevels), // Size of the list above.
D3D11_SDK_VERSION, // Always set this to D3D11_SDK_VERSION for Windows Runtime apps.
&device, // Returns the Direct3D device created.
&m_d3dFeatureLevel, // Returns feature level of device created.
&context // Returns the device immediate context.
);
if (FAILED(hr))
{
// If the initialization fails, fall back to the WARP device.
// For more information on WARP, see:
// http://go.microsoft.com/fwlink/?LinkId=286690
winrt::check_hresult(
D3D11CreateDevice(
nullptr, // Use the default DXGI adapter for WARP.
D3D_DRIVER_TYPE_WARP, // Create a WARP device instead of a hardware device.
0,
creationFlags,
featureLevels,
ARRAYSIZE(featureLevels),
D3D11_SDK_VERSION,
&device,
&m_d3dFeatureLevel,
&context
));
}
// Store pointers to the Direct3D device and immediate context.
winrt::check_hresult(device.As(&m_d3dDevice));
winrt::check_hresult(context.As(&m_d3dContext));
// Acquire the DXGI interface for the Direct3D device.
ComPtr<IDXGIDevice3> dxgiDevice;
winrt::check_hresult(m_d3dDevice.As(&dxgiDevice));
// Wrap the native device using a WinRT interop object.
winrt::com_ptr<::IInspectable> object;
winrt::check_hresult(CreateDirect3D11DeviceFromDXGIDevice(
dxgiDevice.Get(),
reinterpret_cast<IInspectable**>(winrt::put_abi(object))));
m_d3dInteropDevice = object.as<IDirect3DDevice>();
// Cache the DXGI adapter.
// This is for the case of no preferred DXGI adapter, or fallback to WARP.
ComPtr<IDXGIAdapter> dxgiAdapter;
winrt::check_hresult(dxgiDevice->GetAdapter(&dxgiAdapter));
winrt::check_hresult(dxgiAdapter.As(&m_dxgiAdapter));
// Check for device support for the optional feature that allows setting the render target array index from the vertex shader stage.
D3D11_FEATURE_DATA_D3D11_OPTIONS3 options;
m_d3dDevice->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS3, &options, sizeof(options));
if (options.VPAndRTArrayIndexFromAnyShaderFeedingRasterizer)
{
m_supportsVprt = true;
}
}
// Validates the back buffer for each HolographicCamera and recreates
// resources for back buffers that have changed.
// Locks the set of holographic camera resources until the function exits.
void DX::DeviceResources::EnsureCameraResources(
HolographicFrame frame,
HolographicFramePrediction prediction)
{
UseHolographicCameraResources<void>([this, frame, prediction](std::map<UINT32, std::unique_ptr<CameraResources>>& cameraResourceMap)
{
for (HolographicCameraPose const& cameraPose : prediction.CameraPoses())
{
HolographicCameraRenderingParameters renderingParameters = frame.GetRenderingParameters(cameraPose);
CameraResources* pCameraResources = cameraResourceMap[cameraPose.HolographicCamera().Id()].get();
pCameraResources->CreateResourcesForBackBuffer(this, renderingParameters);
}
});
}
// Prepares to allocate resources and adds resource views for a camera.
// Locks the set of holographic camera resources until the function exits.
void DX::DeviceResources::AddHolographicCamera(HolographicCamera camera)
{
UseHolographicCameraResources<void>([this, camera](std::map<UINT32, std::unique_ptr<CameraResources>>& cameraResourceMap)
{
cameraResourceMap[camera.Id()] = std::make_unique<CameraResources>(camera);
});
}
// Deallocates resources for a camera and removes the camera from the set.
// Locks the set of holographic camera resources until the function exits.
void DX::DeviceResources::RemoveHolographicCamera(HolographicCamera camera)
{
UseHolographicCameraResources<void>([this, camera](std::map<UINT32, std::unique_ptr<CameraResources>>& cameraResourceMap)
{
CameraResources* pCameraResources = cameraResourceMap[camera.Id()].get();
if (pCameraResources != nullptr)
{
pCameraResources->ReleaseResourcesForBackBuffer(this);
cameraResourceMap.erase(camera.Id());
}
});
}
// Recreate all device resources and set them back to the current state.
// Locks the set of holographic camera resources until the function exits.
void DX::DeviceResources::HandleDeviceLost()
{
if (m_deviceNotify != nullptr)
{
m_deviceNotify->OnDeviceLost();
}
UseHolographicCameraResources<void>([this](std::map<UINT32, std::unique_ptr<CameraResources>>& cameraResourceMap)
{
for (auto& pair : cameraResourceMap)
{
CameraResources* pCameraResources = pair.second.get();
pCameraResources->ReleaseResourcesForBackBuffer(this);
}
});
InitializeUsingHolographicSpace();
if (m_deviceNotify != nullptr)
{
m_deviceNotify->OnDeviceRestored();
}
}
// Register our DeviceNotify to be informed on device lost and creation.
void DX::DeviceResources::RegisterDeviceNotify(DX::IDeviceNotify* deviceNotify)
{
m_deviceNotify = deviceNotify;
}
// Call this method when the app suspends. It provides a hint to the driver that the app
// is entering an idle state and that temporary buffers can be reclaimed for use by other apps.
void DX::DeviceResources::Trim()
{
m_d3dContext->ClearState();
ComPtr<IDXGIDevice3> dxgiDevice;
winrt::check_hresult(m_d3dDevice.As(&dxgiDevice));
dxgiDevice->Trim();
}
// Present the contents of the swap chain to the screen.
// Locks the set of holographic camera resources until the function exits.
void DX::DeviceResources::Present(HolographicFrame frame)
{
// By default, this API waits for the frame to finish before it returns.
// Holographic apps should wait for the previous frame to finish before
// starting work on a new frame. This allows for better results from
// holographic frame predictions.
// NOTE: When using one of the WaitForNextFrameReady APIs, the HolographicFrame
// must be presented with the DoNotWaitForFrameToFinish flag.
HolographicFramePresentResult presentResult = frame.PresentUsingCurrentPrediction(HolographicFramePresentWaitBehavior::DoNotWaitForFrameToFinish);
// The PresentUsingCurrentPrediction API will detect when the graphics device
// changes or becomes invalid. When this happens, it is considered a Direct3D
// device lost scenario.
if (presentResult == HolographicFramePresentResult::DeviceRemoved)
{
// The Direct3D device, context, and resources should be recreated.
HandleDeviceLost();
}
}