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tbb/examples/parallel_for/tachyon/msvs/win8ui/DirectXBase.h
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2016-06-25 04:07:25 +00:00

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/*
Copyright 2005-2016 Intel Corporation. All Rights Reserved.
This file is part of Threading Building Blocks. Threading Building Blocks is free software;
you can redistribute it and/or modify it under the terms of the GNU General Public License
version 2 as published by the Free Software Foundation. Threading Building Blocks is
distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the
implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details. You should have received a copy of
the GNU General Public License along with Threading Building Blocks; if not, write to the
Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
As a special exception, you may use this file as part of a free software library without
restriction. Specifically, if other files instantiate templates or use macros or inline
functions from this file, or you compile this file and link it with other files to produce
an executable, this file does not by itself cause the resulting executable to be covered
by the GNU General Public License. This exception does not however invalidate any other
reasons why the executable file might be covered by the GNU General Public License.
*/
#pragma once
#include <wrl/client.h>
#include <d3d11_1.h>
#include <d2d1_1.h>
#include <d2d1effects.h>
#include <dwrite_1.h>
#include <wincodec.h>
#include "App.xaml.h"
#include <agile.h>
#pragma warning (disable: 4449)
// Helper utilities to make DirectX APIs work with exceptions
namespace DX
{
inline void ThrowIfFailed(HRESULT hr)
{
if (FAILED(hr))
{
// Set a breakpoint on this line to catch DirectX API errors
throw Platform::Exception::CreateException(hr);
}
}
}
// Helper class that initializes DirectX APIs
ref class DirectXBase abstract
{
internal:
DirectXBase();
public:
virtual void Initialize(Windows::UI::Core::CoreWindow^ window, Windows::UI::Xaml::Controls::SwapChainBackgroundPanel^ panel, float dpi);
virtual void CreateDeviceIndependentResources();
virtual void CreateDeviceResources();
virtual void SetDpi(float dpi);
virtual void CreateWindowSizeDependentResources();
virtual void UpdateForWindowSizeChange();
virtual void Render() = 0;
virtual void Present();
virtual float ConvertDipsToPixels(float dips);
protected private:
Platform::Agile<Windows::UI::Core::CoreWindow> m_window;
Windows::UI::Xaml::Controls::SwapChainBackgroundPanel^ m_panel;
// Direct2D Objects
Microsoft::WRL::ComPtr<ID2D1Factory1> m_d2dFactory;
Microsoft::WRL::ComPtr<ID2D1Device> m_d2dDevice;
Microsoft::WRL::ComPtr<ID2D1DeviceContext> m_d2dContext;
Microsoft::WRL::ComPtr<ID2D1Bitmap1> m_d2dTargetBitmap;
// DirectWrite & Windows Imaging Component Objects
Microsoft::WRL::ComPtr<IDWriteFactory1> m_dwriteFactory;
Microsoft::WRL::ComPtr<IWICImagingFactory2> m_wicFactory;
// Direct3D Objects
Microsoft::WRL::ComPtr<ID3D11Device1> m_d3dDevice;
Microsoft::WRL::ComPtr<ID3D11DeviceContext1> m_d3dContext;
Microsoft::WRL::ComPtr<IDXGISwapChain1> m_swapChain;
Microsoft::WRL::ComPtr<ID3D11RenderTargetView> m_renderTargetView;
Microsoft::WRL::ComPtr<ID3D11DepthStencilView> m_depthStencilView;
D3D_FEATURE_LEVEL m_featureLevel;
Windows::Foundation::Size m_renderTargetSize;
Windows::Foundation::Rect m_windowBounds;
float m_dpi;
};
#pragma warning (default: 4449)