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

81 lines
3.0 KiB
C++

#pragma once
namespace DX
{
// Function that reads from a binary file asynchronously.
inline std::future<std::vector<byte>> ReadDataAsync(const std::wstring_view& filename)
{
// read the data:
std::future<std::vector<BYTE>> bytes = std::async(
std::launch::async,
[=]() {
wchar_t buffer[MAX_PATH];
std::wstring modulePath(buffer, GetModuleFileNameW(NULL, buffer, MAX_PATH));
std::wstring shaderPath = modulePath.substr(0, modulePath.find_last_of('\\') + 1) + filename.data();
// open the file:
std::basic_ifstream<BYTE> file(shaderPath.data(), std::ios::binary);
if (!file.is_open())
{
throw new std::exception();
}
// read the file:
return std::vector<byte>(
std::istreambuf_iterator<BYTE>(file),
std::istreambuf_iterator<BYTE>());
});
return bytes;
}
// Converts a length in device-independent pixels (DIPs) to a length in physical pixels.
inline float ConvertDipsToPixels(float dips, float dpi)
{
constexpr float dipsPerInch = 96.0f;
return floorf(dips * dpi / dipsPerInch + 0.5f); // Round to nearest integer.
}
inline winrt::Windows::Graphics::DirectX::Direct3D11::IDirect3DSurface CreateDepthTextureInteropObject(
const Microsoft::WRL::ComPtr<ID3D11Texture2D> spTexture2D)
{
// Direct3D interop APIs are used to provide the buffer to the WinRT API.
Microsoft::WRL::ComPtr<IDXGIResource1> depthStencilResource;
winrt::check_hresult(spTexture2D.As(&depthStencilResource));
Microsoft::WRL::ComPtr<IDXGISurface2> depthDxgiSurface;
winrt::check_hresult(depthStencilResource->CreateSubresourceSurface(0, &depthDxgiSurface));
winrt::com_ptr<::IInspectable> inspectableSurface;
winrt::check_hresult(
CreateDirect3D11SurfaceFromDXGISurface(
depthDxgiSurface.Get(),
reinterpret_cast<IInspectable**>(winrt::put_abi(inspectableSurface))
));
return inspectableSurface.as<winrt::Windows::Graphics::DirectX::Direct3D11::IDirect3DSurface>();
}
#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 Runtime 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
}