/* Copyright 2005-2014 Intel Corporation. All Rights Reserved. The source code contained or described herein and all documents related to the source code ("Material") are owned by Intel Corporation or its suppliers or licensors. Title to the Material remains with Intel Corporation or its suppliers and licensors. The Material is protected by worldwide copyright laws and treaty provisions. No part of the Material may be used, copied, reproduced, modified, published, uploaded, posted, transmitted, distributed, or disclosed in any way without Intel's prior express written permission. No license under any patent, copyright, trade secret or other intellectual property right is granted to or conferred upon you by disclosure or delivery of the Materials, either expressly, by implication, inducement, estoppel or otherwise. Any license under such intellectual property rights must be express and approved by Intel in writing. */ #include "pch.h" #include "DirectXBase.h" #include #include using namespace Microsoft::WRL; using namespace Windows::UI::Core; using namespace Windows::UI::Xaml::Controls; using namespace Windows::Foundation; using namespace Windows::Graphics::Display; using namespace D2D1; // Constructor. DirectXBase::DirectXBase() : m_dpi(-1.0f) { } // Initialize the DirectX resources required to run. void DirectXBase::Initialize(CoreWindow^ window, SwapChainBackgroundPanel^ panel, float dpi) { m_window = window; m_panel = panel; CreateDeviceIndependentResources(); CreateDeviceResources(); SetDpi(dpi); } // These are the resources required independent of the device. void DirectXBase::CreateDeviceIndependentResources() { D2D1_FACTORY_OPTIONS options; ZeroMemory(&options, sizeof(D2D1_FACTORY_OPTIONS)); #if defined(_DEBUG) // If the project is in a debug build, enable Direct2D debugging via SDK Layers // TODO: investigate resource leaks reported by a debug version of a device. // options.debugLevel = D2D1_DEBUG_LEVEL_INFORMATION; #endif DX::ThrowIfFailed( D2D1CreateFactory( D2D1_FACTORY_TYPE_SINGLE_THREADED, __uuidof(ID2D1Factory1), &options, &m_d2dFactory ) ); DX::ThrowIfFailed( DWriteCreateFactory( DWRITE_FACTORY_TYPE_SHARED, __uuidof(IDWriteFactory), &m_dwriteFactory ) ); DX::ThrowIfFailed( CoCreateInstance( CLSID_WICImagingFactory, nullptr, CLSCTX_INPROC_SERVER, IID_PPV_ARGS(&m_wicFactory) ) ); } // These are the resources that depend on the device. void DirectXBase::CreateDeviceResources() { // This flag adds support for surfaces with a different color channel ordering than the API default. // It is recommended usage, and is required for compatibility with Direct2D. UINT creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT; ComPtr dxgiDevice; #if defined(_DEBUG) // 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. // Don't forget to declare your application's minimum required feature level in its // description. All applications are assumed to support 9.1 unless otherwise stated. D3D_FEATURE_LEVEL featureLevels[] = { D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0, D3D_FEATURE_LEVEL_9_3, D3D_FEATURE_LEVEL_9_2, D3D_FEATURE_LEVEL_9_1 }; // Create the DX11 API device object, and get a corresponding context. ComPtr device; ComPtr context; DX::ThrowIfFailed( D3D11CreateDevice( nullptr, // specify null to use the default adapter D3D_DRIVER_TYPE_HARDWARE, 0, // leave as 0 unless software device creationFlags, // optionally set debug and Direct2D compatibility flags featureLevels, // list of feature levels this app can support ARRAYSIZE(featureLevels), // number of entries in above list D3D11_SDK_VERSION, // always set this to D3D11_SDK_VERSION for Metro style apps &device, // returns the Direct3D device created &m_featureLevel, // returns feature level of device created &context // returns the device immediate context ) ); // Get the DirectX11.1 device by QI off the DirectX11 one. DX::ThrowIfFailed( device.As(&m_d3dDevice) ); // And get the corresponding device context in the same way. DX::ThrowIfFailed( context.As(&m_d3dContext) ); // Obtain the underlying DXGI device of the Direct3D11.1 device. DX::ThrowIfFailed( m_d3dDevice.As(&dxgiDevice) ); // Obtain the Direct2D device for 2-D rendering. DX::ThrowIfFailed( m_d2dFactory->CreateDevice(dxgiDevice.Get(), &m_d2dDevice) ); // And get its corresponding device context object. DX::ThrowIfFailed( m_d2dDevice->CreateDeviceContext( D2D1_DEVICE_CONTEXT_OPTIONS_NONE, &m_d2dContext ) ); // Release the swap chain (if it exists) as it will be incompatible with the new device. m_swapChain = nullptr; } // Helps track the DPI in the helper class. // This is called in the dpiChanged event handler in the view class. void DirectXBase::SetDpi(float dpi) { if (dpi != m_dpi) { // Save the DPI of this display in our class. m_dpi = dpi; // Update Direct2D's stored DPI. m_d2dContext->SetDpi(m_dpi, m_dpi); // Often a DPI change implies a window size change. In some cases Windows will issues // both a size changed event and a DPI changed event. In this case, the resulting bounds // will not change, and the window resize code will only be executed once. UpdateForWindowSizeChange(); } } // This routine is called in the event handler for the view SizeChanged event. void DirectXBase::UpdateForWindowSizeChange() { // Only handle window size changed if there is no pending DPI change. if (m_dpi != DisplayProperties::LogicalDpi) return; if (m_window->Bounds.Width != m_windowBounds.Width || m_window->Bounds.Height != m_windowBounds.Height) { m_d2dContext->SetTarget(nullptr); m_d2dTargetBitmap = nullptr; m_renderTargetView = nullptr; m_depthStencilView = nullptr; CreateWindowSizeDependentResources(); } } // Allocate all memory resources that change on a window SizeChanged event. void DirectXBase::CreateWindowSizeDependentResources() { // Store the window bounds so the next time we get a SizeChanged event we can // avoid rebuilding everything if the size is identical. m_windowBounds = m_window->Bounds; // Calculate the necessary swap chain and render target size in pixels. m_renderTargetSize.Width = ConvertDipsToPixels(m_windowBounds.Width); m_renderTargetSize.Height = ConvertDipsToPixels(m_windowBounds.Height); // If the swap chain already exists, resize it. if (m_swapChain != nullptr) { DX::ThrowIfFailed( m_swapChain->ResizeBuffers( 2, static_cast(m_renderTargetSize.Width), static_cast(m_renderTargetSize.Height), DXGI_FORMAT_B8G8R8A8_UNORM, 0 ) ); } // Otherwise, create a new one. else { // Allocate a descriptor. DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {0}; swapChainDesc.Width = static_cast(m_renderTargetSize.Width); // Match the size of the windowm. swapChainDesc.Height = static_cast(m_renderTargetSize.Height); swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; // This is the most common swapchain format. swapChainDesc.Stereo = false; swapChainDesc.SampleDesc.Count = 1; // Don't use multi-sampling. swapChainDesc.SampleDesc.Quality = 0; swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; swapChainDesc.BufferCount = 2; // Use double buffering to enable flip. swapChainDesc.Scaling = DXGI_SCALING_STRETCH; swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; // All Metro style apps must use this SwapEffect. swapChainDesc.Flags = 0; // Once the desired swap chain description is configured, it must be created on the same adapter as our D3D Device. // First, retrieve the underlying DXGI Device from the D3D Device. ComPtr dxgiDevice; DX::ThrowIfFailed( m_d3dDevice.As(&dxgiDevice) ); // Identify the physical adapter (GPU or card) this device is running on. ComPtr dxgiAdapter; DX::ThrowIfFailed( dxgiDevice->GetAdapter(&dxgiAdapter) ); // And obtain the factory object that created it. ComPtr dxgiFactory; DX::ThrowIfFailed( dxgiAdapter->GetParent(IID_PPV_ARGS(&dxgiFactory)) ); // Create the swap chain and then associate it with the SwapChainBackgroundPanel. DX::ThrowIfFailed( dxgiFactory->CreateSwapChainForComposition( m_d3dDevice.Get(), &swapChainDesc, nullptr, &m_swapChain ) ); ComPtr panelNative; DX::ThrowIfFailed( reinterpret_cast(m_panel)->QueryInterface(IID_PPV_ARGS(&panelNative)) ); DX::ThrowIfFailed( panelNative->SetSwapChain(m_swapChain.Get()) ); // Ensure that DXGI does not queue more than one frame at a time. This both reduces // latency and ensures that the application will only render after each VSync, minimizing // power consumption. DX::ThrowIfFailed( dxgiDevice->SetMaximumFrameLatency(1) ); } // Obtain the backbuffer for this window which will be the final 3D rendertarget. ComPtr backBuffer; DX::ThrowIfFailed( m_swapChain->GetBuffer(0, IID_PPV_ARGS(&backBuffer)) ); // Create a view interface on the rendertarget to use on bind. DX::ThrowIfFailed( m_d3dDevice->CreateRenderTargetView( backBuffer.Get(), nullptr, &m_renderTargetView ) ); // Create a descriptor for the depth/stencil buffer. CD3D11_TEXTURE2D_DESC depthStencilDesc( DXGI_FORMAT_D24_UNORM_S8_UINT, static_cast(m_renderTargetSize.Width), static_cast(m_renderTargetSize.Height), 1, 1, D3D11_BIND_DEPTH_STENCIL ); // Allocate a 2-D surface as the depth/stencil buffer. ComPtr depthStencil; DX::ThrowIfFailed( m_d3dDevice->CreateTexture2D( &depthStencilDesc, nullptr, &depthStencil ) ); // Create a DepthStencil view on this surface to use on bind. CD3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc(D3D11_DSV_DIMENSION_TEXTURE2D); DX::ThrowIfFailed( m_d3dDevice->CreateDepthStencilView( depthStencil.Get(), &depthStencilViewDesc, &m_depthStencilView ) ); // Create a viewport descriptor of the full window size. CD3D11_VIEWPORT viewport( 0.0f, 0.0f, m_renderTargetSize.Width, m_renderTargetSize.Height ); // Set the current viewport using the descriptor. m_d3dContext->RSSetViewports(1, &viewport); // Now we set up the Direct2D render target bitmap linked to the swapchain. // Whenever we render to this bitmap, it will be directly rendered to the // swapchain associated with the window. D2D1_BITMAP_PROPERTIES1 bitmapProperties = BitmapProperties1( D2D1_BITMAP_OPTIONS_TARGET | D2D1_BITMAP_OPTIONS_CANNOT_DRAW, PixelFormat(DXGI_FORMAT_B8G8R8A8_UNORM, D2D1_ALPHA_MODE_PREMULTIPLIED), m_dpi, m_dpi ); // Direct2D needs the DXGI version of the backbuffer surface pointer. ComPtr dxgiBackBuffer; DX::ThrowIfFailed( m_swapChain->GetBuffer(0, IID_PPV_ARGS(&dxgiBackBuffer)) ); // Get a D2D surface from the DXGI back buffer to use as the D2D render target. DX::ThrowIfFailed( m_d2dContext->CreateBitmapFromDxgiSurface( dxgiBackBuffer.Get(), &bitmapProperties, &m_d2dTargetBitmap ) ); // So now we can set the Direct2D render target. m_d2dContext->SetTarget(m_d2dTargetBitmap.Get()); // Set D2D text anti-alias mode to Grayscale to ensure proper rendering of text on intermediate surfaces. m_d2dContext->SetTextAntialiasMode(D2D1_TEXT_ANTIALIAS_MODE_GRAYSCALE); } // Method to deliver the final image to the display. void DirectXBase::Present() { // The application may optionally specify "dirty" or "scroll" rects to improve efficiency // in certain scenarios. DXGI_PRESENT_PARAMETERS parameters = {0}; parameters.DirtyRectsCount = 0; parameters.pDirtyRects = nullptr; parameters.pScrollRect = nullptr; parameters.pScrollOffset = nullptr; // The first argument instructs DXGI to block until VSync, putting the application // to sleep until the next VSync. This ensures we don't waste any cycles rendering // frames that will never be displayed to the screen. HRESULT hr = m_swapChain->Present1(1, 0, ¶meters); // If the device was removed either by a disconnect or a driver upgrade, we // must completely reinitialize the renderer. if (hr == DXGI_ERROR_DEVICE_REMOVED || hr == DXGI_ERROR_DEVICE_RESET) { Initialize(m_window.Get(), m_panel, m_dpi); } else { DX::ThrowIfFailed(hr); } } // Method to convert a length in device-independent pixels (DIPs) to a length in physical pixels. float DirectXBase::ConvertDipsToPixels(float dips) { static const float dipsPerInch = 96.0f; return floor(dips * m_dpi / dipsPerInch + 0.5f); // Round to nearest integer. }