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