mirror of
https://github.com/hrydgard/ppsspp.git
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704 lines
22 KiB
C++
704 lines
22 KiB
C++
#include "pch.h"
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#include <algorithm>
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#include "DeviceResources.h"
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#include "DirectXHelper.h"
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using namespace D2D1;
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using namespace DirectX;
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using namespace Microsoft::WRL;
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using namespace Windows::Foundation;
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using namespace Windows::Graphics::Display;
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using namespace Windows::UI::Core;
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using namespace Windows::UI::Xaml::Controls;
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using namespace Platform;
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namespace DisplayMetrics
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{
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// High resolution displays can require a lot of GPU and battery power to render.
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// High resolution phones, for example, may suffer from poor battery life if
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// games attempt to render at 60 frames per second at full fidelity.
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// The decision to render at full fidelity across all platforms and form factors
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// should be deliberate.
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static const bool SupportHighResolutions = true;
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// The default thresholds that define a "high resolution" display. If the thresholds
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// are exceeded and SupportHighResolutions is false, the dimensions will be scaled
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// by 50%.
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static const float DpiThreshold = 192.0f; // 200% of standard desktop display.
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static const float WidthThreshold = 1920.0f; // 1080p width.
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static const float HeightThreshold = 1080.0f; // 1080p height.
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};
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// Constants used to calculate screen rotations
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namespace ScreenRotation
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{
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// 0-degree Z-rotation
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static const XMFLOAT4X4 Rotation0(
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f
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);
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// 90-degree Z-rotation
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static const XMFLOAT4X4 Rotation90(
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0.0f, 1.0f, 0.0f, 0.0f,
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-1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f
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);
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// 180-degree Z-rotation
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static const XMFLOAT4X4 Rotation180(
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-1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, -1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f
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);
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// 270-degree Z-rotation
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static const XMFLOAT4X4 Rotation270(
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0.0f, -1.0f, 0.0f, 0.0f,
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f
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);
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};
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// Constructor for DeviceResources.
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DX::DeviceResources::DeviceResources() :
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m_screenViewport(),
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m_d3dFeatureLevel(D3D_FEATURE_LEVEL_9_1),
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m_d3dRenderTargetSize(),
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m_outputSize(),
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m_logicalSize(),
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m_nativeOrientation(DisplayOrientations::None),
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m_currentOrientation(DisplayOrientations::None),
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m_dpi(-1.0f),
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m_effectiveDpi(-1.0f),
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m_deviceNotify(nullptr)
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{
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CreateDeviceIndependentResources();
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CreateDeviceResources();
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}
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// Configures resources that don't depend on the Direct3D device.
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void DX::DeviceResources::CreateDeviceIndependentResources()
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{
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// Initialize Direct2D resources.
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D2D1_FACTORY_OPTIONS options;
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ZeroMemory(&options, sizeof(D2D1_FACTORY_OPTIONS));
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#if defined(_DEBUG)
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// If the project is in a debug build, enable Direct2D debugging via SDK Layers.
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options.debugLevel = D2D1_DEBUG_LEVEL_INFORMATION;
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#endif
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// Initialize the Direct2D Factory.
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DX::ThrowIfFailed(
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D2D1CreateFactory(
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D2D1_FACTORY_TYPE_SINGLE_THREADED,
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__uuidof(ID2D1Factory3),
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&options,
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&m_d2dFactory
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)
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);
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// Initialize the DirectWrite Factory.
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DX::ThrowIfFailed(
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DWriteCreateFactory(
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DWRITE_FACTORY_TYPE_SHARED,
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__uuidof(IDWriteFactory3),
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&m_dwriteFactory
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)
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);
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// Initialize the Windows Imaging Component (WIC) Factory.
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DX::ThrowIfFailed(
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CoCreateInstance(
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CLSID_WICImagingFactory2,
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nullptr,
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CLSCTX_INPROC_SERVER,
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IID_PPV_ARGS(&m_wicFactory)
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)
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);
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}
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// Configures the Direct3D device, and stores handles to it and the device context.
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void DX::DeviceResources::CreateDeviceResources()
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{
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// This flag adds support for surfaces with a different color channel ordering
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// than the API default. It is required for compatibility with Direct2D.
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UINT creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
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#if defined(_DEBUG)
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if (DX::SdkLayersAvailable())
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{
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// If the project is in a debug build, enable debugging via SDK Layers with this flag.
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creationFlags |= D3D11_CREATE_DEVICE_DEBUG;
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}
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#endif
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// This array defines the set of DirectX hardware feature levels this app will support.
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// Note the ordering should be preserved.
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// Don't forget to declare your application's minimum required feature level in its
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// description. All applications are assumed to support 9.1 unless otherwise stated.
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D3D_FEATURE_LEVEL featureLevels[] =
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{
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D3D_FEATURE_LEVEL_12_1,
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D3D_FEATURE_LEVEL_12_0,
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D3D_FEATURE_LEVEL_11_1,
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D3D_FEATURE_LEVEL_11_0,
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D3D_FEATURE_LEVEL_10_1,
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D3D_FEATURE_LEVEL_10_0,
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D3D_FEATURE_LEVEL_9_3,
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D3D_FEATURE_LEVEL_9_2,
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D3D_FEATURE_LEVEL_9_1
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};
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// Create the Direct3D 11 API device object and a corresponding context.
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ComPtr<ID3D11Device> device;
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ComPtr<ID3D11DeviceContext> context;
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HRESULT hr = D3D11CreateDevice(
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nullptr, // Specify nullptr to use the default adapter.
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D3D_DRIVER_TYPE_HARDWARE, // Create a device using the hardware graphics driver.
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0, // Should be 0 unless the driver is D3D_DRIVER_TYPE_SOFTWARE.
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creationFlags, // Set debug and Direct2D compatibility flags.
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featureLevels, // List of feature levels this app can support.
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ARRAYSIZE(featureLevels), // Size of the list above.
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D3D11_SDK_VERSION, // Always set this to D3D11_SDK_VERSION for Windows Store apps.
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&device, // Returns the Direct3D device created.
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&m_d3dFeatureLevel, // Returns feature level of device created.
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&context // Returns the device immediate context.
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);
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if (FAILED(hr))
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{
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// If the initialization fails, fall back to the WARP device.
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// For more information on WARP, see:
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// http://go.microsoft.com/fwlink/?LinkId=286690
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DX::ThrowIfFailed(
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D3D11CreateDevice(
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nullptr,
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D3D_DRIVER_TYPE_WARP, // Create a WARP device instead of a hardware device.
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0,
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creationFlags,
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featureLevels,
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ARRAYSIZE(featureLevels),
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D3D11_SDK_VERSION,
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&device,
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&m_d3dFeatureLevel,
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&context
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)
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);
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}
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// Store pointers to the Direct3D 11.3 API device and immediate context.
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DX::ThrowIfFailed(
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device.As(&m_d3dDevice)
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);
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DX::ThrowIfFailed(
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context.As(&m_d3dContext)
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);
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// Create the Direct2D device object and a corresponding context.
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ComPtr<IDXGIDevice3> dxgiDevice;
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DX::ThrowIfFailed(
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m_d3dDevice.As(&dxgiDevice)
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);
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DX::ThrowIfFailed(
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m_d2dFactory->CreateDevice(dxgiDevice.Get(), &m_d2dDevice)
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);
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DX::ThrowIfFailed(
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m_d2dDevice->CreateDeviceContext(
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D2D1_DEVICE_CONTEXT_OPTIONS_NONE,
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&m_d2dContext
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)
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);
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}
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// These resources need to be recreated every time the window size is changed.
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void DX::DeviceResources::CreateWindowSizeDependentResources()
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{
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// Clear the previous window size specific context.
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ID3D11RenderTargetView* nullViews[] = {nullptr};
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m_d3dContext->OMSetRenderTargets(ARRAYSIZE(nullViews), nullViews, nullptr);
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m_d3dRenderTargetView = nullptr;
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m_d2dContext->SetTarget(nullptr);
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m_d2dTargetBitmap = nullptr;
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m_d3dContext->Flush1(D3D11_CONTEXT_TYPE_ALL, nullptr);
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UpdateRenderTargetSize();
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// The width and height of the swap chain must be based on the window's
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// natively-oriented width and height. If the window is not in the native
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// orientation, the dimensions must be reversed.
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DXGI_MODE_ROTATION displayRotation = ComputeDisplayRotation();
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bool swapDimensions = displayRotation == DXGI_MODE_ROTATION_ROTATE90 || displayRotation == DXGI_MODE_ROTATION_ROTATE270;
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m_d3dRenderTargetSize.Width = swapDimensions ? m_outputSize.Height : m_outputSize.Width;
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m_d3dRenderTargetSize.Height = swapDimensions ? m_outputSize.Width : m_outputSize.Height;
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if (m_swapChain != nullptr)
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{
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// If the swap chain already exists, resize it.
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HRESULT hr = m_swapChain->ResizeBuffers(
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2, // Double-buffered swap chain.
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lround(m_d3dRenderTargetSize.Width),
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lround(m_d3dRenderTargetSize.Height),
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DXGI_FORMAT_B8G8R8A8_UNORM,
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0
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);
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if (hr == DXGI_ERROR_DEVICE_REMOVED || hr == DXGI_ERROR_DEVICE_RESET)
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{
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// If the device was removed for any reason, a new device and swap chain will need to be created.
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HandleDeviceLost();
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// Everything is set up now. Do not continue execution of this method. HandleDeviceLost will reenter this method
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// and correctly set up the new device.
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return;
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}
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else
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{
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DX::ThrowIfFailed(hr);
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}
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}
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else
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{
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// Otherwise, create a new one using the same adapter as the existing Direct3D device.
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DXGI_SCALING scaling = DisplayMetrics::SupportHighResolutions ? DXGI_SCALING_NONE : DXGI_SCALING_STRETCH;
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DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {0};
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swapChainDesc.Width = lround(m_d3dRenderTargetSize.Width); // Match the size of the window.
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swapChainDesc.Height = lround(m_d3dRenderTargetSize.Height);
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swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; // This is the most common swap chain format.
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swapChainDesc.Stereo = false;
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swapChainDesc.SampleDesc.Count = 1; // Don't use multi-sampling.
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swapChainDesc.SampleDesc.Quality = 0;
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swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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swapChainDesc.BufferCount = 2; // Use double-buffering to minimize latency.
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swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; // All Windows Store apps must use this SwapEffect.
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swapChainDesc.Flags = 0;
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swapChainDesc.Scaling = scaling;
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swapChainDesc.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
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// This sequence obtains the DXGI factory that was used to create the Direct3D device above.
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ComPtr<IDXGIDevice3> dxgiDevice;
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DX::ThrowIfFailed(
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m_d3dDevice.As(&dxgiDevice)
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);
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ComPtr<IDXGIAdapter> dxgiAdapter;
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DX::ThrowIfFailed(
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dxgiDevice->GetAdapter(&dxgiAdapter)
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);
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ComPtr<IDXGIFactory4> dxgiFactory;
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DX::ThrowIfFailed(
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dxgiAdapter->GetParent(IID_PPV_ARGS(&dxgiFactory))
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);
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ComPtr<IDXGISwapChain1> swapChain;
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DX::ThrowIfFailed(
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dxgiFactory->CreateSwapChainForCoreWindow(
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m_d3dDevice.Get(),
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reinterpret_cast<IUnknown*>(m_window.Get()),
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&swapChainDesc,
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nullptr,
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&swapChain
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)
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);
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DX::ThrowIfFailed(
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swapChain.As(&m_swapChain)
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);
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// Ensure that DXGI does not queue more than one frame at a time. This both reduces latency and
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// ensures that the application will only render after each VSync, minimizing power consumption.
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DX::ThrowIfFailed(
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dxgiDevice->SetMaximumFrameLatency(1)
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);
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}
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// Set the proper orientation for the swap chain, and generate 2D and
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// 3D matrix transformations for rendering to the rotated swap chain.
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// Note the rotation angle for the 2D and 3D transforms are different.
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// This is due to the difference in coordinate spaces. Additionally,
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// the 3D matrix is specified explicitly to avoid rounding errors.
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switch (displayRotation)
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{
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case DXGI_MODE_ROTATION_IDENTITY:
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m_orientationTransform2D = Matrix3x2F::Identity();
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m_orientationTransform3D = ScreenRotation::Rotation0;
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break;
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case DXGI_MODE_ROTATION_ROTATE90:
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m_orientationTransform2D =
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Matrix3x2F::Rotation(90.0f) *
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Matrix3x2F::Translation(m_logicalSize.Height, 0.0f);
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m_orientationTransform3D = ScreenRotation::Rotation270;
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break;
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case DXGI_MODE_ROTATION_ROTATE180:
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m_orientationTransform2D =
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Matrix3x2F::Rotation(180.0f) *
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Matrix3x2F::Translation(m_logicalSize.Width, m_logicalSize.Height);
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m_orientationTransform3D = ScreenRotation::Rotation180;
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break;
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case DXGI_MODE_ROTATION_ROTATE270:
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m_orientationTransform2D =
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Matrix3x2F::Rotation(270.0f) *
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Matrix3x2F::Translation(0.0f, m_logicalSize.Width);
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m_orientationTransform3D = ScreenRotation::Rotation90;
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break;
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default:
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throw ref new FailureException();
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}
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DX::ThrowIfFailed(
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m_swapChain->SetRotation(displayRotation)
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);
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// Create a render target view of the swap chain back buffer.
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ComPtr<ID3D11Texture2D1> backBuffer;
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DX::ThrowIfFailed(
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m_swapChain->GetBuffer(0, IID_PPV_ARGS(&backBuffer))
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);
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DX::ThrowIfFailed(
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m_d3dDevice->CreateRenderTargetView1(
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backBuffer.Get(),
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nullptr,
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&m_d3dRenderTargetView
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)
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);
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// Set the 3D rendering viewport to target the entire window.
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m_screenViewport = CD3D11_VIEWPORT(
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0.0f,
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0.0f,
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m_d3dRenderTargetSize.Width,
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m_d3dRenderTargetSize.Height
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);
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m_d3dContext->RSSetViewports(1, &m_screenViewport);
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// Create a Direct2D target bitmap associated with the
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// swap chain back buffer and set it as the current target.
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D2D1_BITMAP_PROPERTIES1 bitmapProperties =
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D2D1::BitmapProperties1(
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D2D1_BITMAP_OPTIONS_TARGET | D2D1_BITMAP_OPTIONS_CANNOT_DRAW,
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D2D1::PixelFormat(DXGI_FORMAT_B8G8R8A8_UNORM, D2D1_ALPHA_MODE_PREMULTIPLIED),
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m_dpi,
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m_dpi
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);
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ComPtr<IDXGISurface2> dxgiBackBuffer;
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DX::ThrowIfFailed(
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m_swapChain->GetBuffer(0, IID_PPV_ARGS(&dxgiBackBuffer))
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);
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DX::ThrowIfFailed(
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m_d2dContext->CreateBitmapFromDxgiSurface(
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dxgiBackBuffer.Get(),
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&bitmapProperties,
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&m_d2dTargetBitmap
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)
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);
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m_d2dContext->SetTarget(m_d2dTargetBitmap.Get());
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m_d2dContext->SetDpi(m_effectiveDpi, m_effectiveDpi);
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// Grayscale text anti-aliasing is recommended for all Windows Store apps.
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m_d2dContext->SetTextAntialiasMode(D2D1_TEXT_ANTIALIAS_MODE_GRAYSCALE);
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}
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// Determine the dimensions of the render target and whether it will be scaled down.
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void DX::DeviceResources::UpdateRenderTargetSize()
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{
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m_effectiveDpi = m_dpi;
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if (Windows::System::Profile::AnalyticsInfo::VersionInfo->DeviceFamily == L"Windows.Xbox")
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{
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m_effectiveDpi = 96.0f / static_cast<float>(m_logicalSize.Height) * 1080.0f;
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}
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else
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{
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// To improve battery life on high resolution devices, render to a smaller render target
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// and allow the GPU to scale the output when it is presented.
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if (!DisplayMetrics::SupportHighResolutions && m_dpi >= DisplayMetrics::DpiThreshold)
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{
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float width = DX::ConvertDipsToPixels(m_logicalSize.Width, m_dpi);
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float height = DX::ConvertDipsToPixels(m_logicalSize.Height, m_dpi);
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// When the device is in portrait orientation, height > width. Compare the
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// larger dimension against the width threshold and the smaller dimension
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// against the height threshold.
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if (std::max(width, height) > DisplayMetrics::WidthThreshold && std::min(width, height) > DisplayMetrics::HeightThreshold)
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{
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// To scale the app we change the effective DPI. Logical size does not change.
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m_effectiveDpi /= 2.0f;
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}
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}
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}
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// Calculate the necessary render target size in pixels.
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m_outputSize.Width = DX::ConvertDipsToPixels(m_logicalSize.Width, m_effectiveDpi);
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m_outputSize.Height = DX::ConvertDipsToPixels(m_logicalSize.Height, m_effectiveDpi);
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// Prevent zero size DirectX content from being created.
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m_outputSize.Width = std::max(m_outputSize.Width, 1.0f);
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m_outputSize.Height = std::max(m_outputSize.Height, 1.0f);
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}
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// This method is called when the CoreWindow is created (or re-created).
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void DX::DeviceResources::SetWindow(CoreWindow^ window)
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{
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DisplayInformation^ currentDisplayInformation = DisplayInformation::GetForCurrentView();
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m_window = window;
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if (Windows::System::Profile::AnalyticsInfo::VersionInfo->DeviceFamily == L"Windows.Xbox")
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{
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const auto hdi = Windows::Graphics::Display::Core::HdmiDisplayInformation::GetForCurrentView();
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if (hdi)
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{
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try
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{
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const auto dm = hdi->GetCurrentDisplayMode();
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const float hdmi_width = (float)dm->ResolutionWidthInRawPixels;
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const float hdmi_height = (float)dm->ResolutionHeightInRawPixels;
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// If we're running on Xbox, use the HDMI mode instead of the CoreWindow size.
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|
// In UWP, the CoreWindow is always 1920x1080, even when running at 4K.
|
|
|
|
m_logicalSize = Windows::Foundation::Size(hdmi_width, hdmi_height);
|
|
m_dpi = currentDisplayInformation->LogicalDpi * 1.5f;
|
|
}
|
|
catch (const Platform::Exception^)
|
|
{
|
|
m_logicalSize = Windows::Foundation::Size(window->Bounds.Width, window->Bounds.Height);
|
|
m_dpi = currentDisplayInformation->LogicalDpi;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_logicalSize = Windows::Foundation::Size(window->Bounds.Width, window->Bounds.Height);
|
|
m_dpi = currentDisplayInformation->LogicalDpi;
|
|
}
|
|
m_nativeOrientation = currentDisplayInformation->NativeOrientation;
|
|
m_currentOrientation = currentDisplayInformation->CurrentOrientation;
|
|
|
|
m_d2dContext->SetDpi(m_dpi, m_dpi);
|
|
|
|
CreateWindowSizeDependentResources();
|
|
}
|
|
|
|
// This method is called in the event handler for the SizeChanged event.
|
|
void DX::DeviceResources::SetLogicalSize(Windows::Foundation::Size logicalSize)
|
|
{
|
|
if (m_logicalSize != logicalSize)
|
|
{
|
|
m_logicalSize = logicalSize;
|
|
CreateWindowSizeDependentResources();
|
|
}
|
|
}
|
|
|
|
// This method is called in the event handler for the DpiChanged event.
|
|
void DX::DeviceResources::SetDpi(float dpi)
|
|
{
|
|
if (dpi != m_dpi)
|
|
{
|
|
m_dpi = dpi;
|
|
|
|
// When the display DPI changes, the logical size of the window (measured in Dips) also changes and needs to be updated.
|
|
m_logicalSize = Windows::Foundation::Size(m_window->Bounds.Width, m_window->Bounds.Height);
|
|
|
|
m_d2dContext->SetDpi(m_dpi, m_dpi);
|
|
CreateWindowSizeDependentResources();
|
|
}
|
|
}
|
|
|
|
// This method is called in the event handler for the OrientationChanged event.
|
|
void DX::DeviceResources::SetCurrentOrientation(DisplayOrientations currentOrientation)
|
|
{
|
|
if (m_currentOrientation != currentOrientation)
|
|
{
|
|
m_currentOrientation = currentOrientation;
|
|
CreateWindowSizeDependentResources();
|
|
}
|
|
}
|
|
|
|
// This method is called in the event handler for the DisplayContentsInvalidated event.
|
|
void DX::DeviceResources::ValidateDevice()
|
|
{
|
|
// The D3D Device is no longer valid if the default adapter changed since the device
|
|
// was created or if the device has been removed.
|
|
|
|
// First, get the information for the default adapter from when the device was created.
|
|
|
|
ComPtr<IDXGIDevice3> dxgiDevice;
|
|
DX::ThrowIfFailed(m_d3dDevice.As(&dxgiDevice));
|
|
|
|
ComPtr<IDXGIAdapter> deviceAdapter;
|
|
DX::ThrowIfFailed(dxgiDevice->GetAdapter(&deviceAdapter));
|
|
|
|
ComPtr<IDXGIFactory4> deviceFactory;
|
|
DX::ThrowIfFailed(deviceAdapter->GetParent(IID_PPV_ARGS(&deviceFactory)));
|
|
|
|
ComPtr<IDXGIAdapter1> previousDefaultAdapter;
|
|
DX::ThrowIfFailed(deviceFactory->EnumAdapters1(0, &previousDefaultAdapter));
|
|
|
|
DXGI_ADAPTER_DESC1 previousDesc;
|
|
DX::ThrowIfFailed(previousDefaultAdapter->GetDesc1(&previousDesc));
|
|
|
|
// Next, get the information for the current default adapter.
|
|
|
|
ComPtr<IDXGIFactory4> currentFactory;
|
|
DX::ThrowIfFailed(CreateDXGIFactory1(IID_PPV_ARGS(¤tFactory)));
|
|
|
|
ComPtr<IDXGIAdapter1> currentDefaultAdapter;
|
|
DX::ThrowIfFailed(currentFactory->EnumAdapters1(0, ¤tDefaultAdapter));
|
|
|
|
DXGI_ADAPTER_DESC1 currentDesc;
|
|
DX::ThrowIfFailed(currentDefaultAdapter->GetDesc1(¤tDesc));
|
|
|
|
// If the adapter LUIDs don't match, or if the device reports that it has been removed,
|
|
// a new D3D device must be created.
|
|
|
|
if (previousDesc.AdapterLuid.LowPart != currentDesc.AdapterLuid.LowPart ||
|
|
previousDesc.AdapterLuid.HighPart != currentDesc.AdapterLuid.HighPart ||
|
|
FAILED(m_d3dDevice->GetDeviceRemovedReason()))
|
|
{
|
|
// Release references to resources related to the old device.
|
|
dxgiDevice = nullptr;
|
|
deviceAdapter = nullptr;
|
|
deviceFactory = nullptr;
|
|
previousDefaultAdapter = nullptr;
|
|
|
|
// Create a new device and swap chain.
|
|
HandleDeviceLost();
|
|
}
|
|
}
|
|
|
|
// Recreate all device resources and set them back to the current state.
|
|
void DX::DeviceResources::HandleDeviceLost()
|
|
{
|
|
m_swapChain = nullptr;
|
|
|
|
if (m_deviceNotify != nullptr)
|
|
{
|
|
m_deviceNotify->OnDeviceLost();
|
|
}
|
|
|
|
CreateDeviceResources();
|
|
m_d2dContext->SetDpi(m_dpi, m_dpi);
|
|
CreateWindowSizeDependentResources();
|
|
|
|
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()
|
|
{
|
|
ComPtr<IDXGIDevice3> dxgiDevice;
|
|
m_d3dDevice.As(&dxgiDevice);
|
|
|
|
dxgiDevice->Trim();
|
|
}
|
|
|
|
// Present the contents of the swap chain to the screen.
|
|
void DX::DeviceResources::Present()
|
|
{
|
|
// 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.
|
|
DXGI_PRESENT_PARAMETERS parameters = { 0 };
|
|
HRESULT hr = m_swapChain->Present1(1, 0, ¶meters);
|
|
|
|
// Discard the contents of the render target.
|
|
// This is a valid operation only when the existing contents will be entirely
|
|
// overwritten. If dirty or scroll rects are used, this call should be removed.
|
|
m_d3dContext->DiscardView1(m_d3dRenderTargetView.Get(), nullptr, 0);
|
|
|
|
// If the device was removed either by a disconnection or a driver upgrade, we
|
|
// must recreate all device resources.
|
|
if (hr == DXGI_ERROR_DEVICE_REMOVED || hr == DXGI_ERROR_DEVICE_RESET)
|
|
{
|
|
HandleDeviceLost();
|
|
}
|
|
else
|
|
{
|
|
DX::ThrowIfFailed(hr);
|
|
}
|
|
}
|
|
|
|
// This method determines the rotation between the display device's native orientation and the
|
|
// current display orientation.
|
|
DXGI_MODE_ROTATION DX::DeviceResources::ComputeDisplayRotation()
|
|
{
|
|
DXGI_MODE_ROTATION rotation = DXGI_MODE_ROTATION_UNSPECIFIED;
|
|
|
|
// Note: NativeOrientation can only be Landscape or Portrait even though
|
|
// the DisplayOrientations enum has other values.
|
|
switch (m_nativeOrientation)
|
|
{
|
|
case DisplayOrientations::Landscape:
|
|
switch (m_currentOrientation)
|
|
{
|
|
case DisplayOrientations::Landscape:
|
|
rotation = DXGI_MODE_ROTATION_IDENTITY;
|
|
break;
|
|
|
|
case DisplayOrientations::Portrait:
|
|
rotation = DXGI_MODE_ROTATION_ROTATE270;
|
|
break;
|
|
|
|
case DisplayOrientations::LandscapeFlipped:
|
|
rotation = DXGI_MODE_ROTATION_ROTATE180;
|
|
break;
|
|
|
|
case DisplayOrientations::PortraitFlipped:
|
|
rotation = DXGI_MODE_ROTATION_ROTATE90;
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case DisplayOrientations::Portrait:
|
|
switch (m_currentOrientation)
|
|
{
|
|
case DisplayOrientations::Landscape:
|
|
rotation = DXGI_MODE_ROTATION_ROTATE90;
|
|
break;
|
|
|
|
case DisplayOrientations::Portrait:
|
|
rotation = DXGI_MODE_ROTATION_IDENTITY;
|
|
break;
|
|
|
|
case DisplayOrientations::LandscapeFlipped:
|
|
rotation = DXGI_MODE_ROTATION_ROTATE270;
|
|
break;
|
|
|
|
case DisplayOrientations::PortraitFlipped:
|
|
rotation = DXGI_MODE_ROTATION_ROTATE180;
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
return rotation;
|
|
}
|