Add UWP projects and rough UWP entry point application based on the sample

Delete sample load, hook things up. It now builds but doesn't run

Reformat, add an event
This commit is contained in:
Henrik Rydgard 2017-02-24 20:50:27 +01:00 committed by Henrik Rydgård
parent 4151fc5250
commit 3c52570552
69 changed files with 8739 additions and 0 deletions

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@ -77,6 +77,9 @@
#if !PPSSPP_PLATFORM(UWP) #if !PPSSPP_PLATFORM(UWP)
#include "gfx/gl_common.h" #include "gfx/gl_common.h"
#endif #endif
#if !PPSSPP_PLATFORM(UWP)
#include "gfx/gl_common.h"
#endif
#ifndef MOBILE_DEVICE #ifndef MOBILE_DEVICE
AVIDump avi; AVIDump avi;

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UWP/App.cpp Normal file
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#include "pch.h"
#include "App.h"
#include <ppltasks.h>
using namespace UWP;
using namespace concurrency;
using namespace Windows::ApplicationModel;
using namespace Windows::ApplicationModel::Core;
using namespace Windows::ApplicationModel::Activation;
using namespace Windows::UI::Core;
using namespace Windows::UI::Input;
using namespace Windows::System;
using namespace Windows::Foundation;
using namespace Windows::Graphics::Display;
// The main function is only used to initialize our IFrameworkView class.
[Platform::MTAThread]
int main(Platform::Array<Platform::String^>^) {
auto direct3DApplicationSource = ref new Direct3DApplicationSource();
CoreApplication::Run(direct3DApplicationSource);
return 0;
}
IFrameworkView^ Direct3DApplicationSource::CreateView() {
return ref new App();
}
App::App() :
m_windowClosed(false),
m_windowVisible(true)
{
}
// The first method called when the IFrameworkView is being created.
void App::Initialize(CoreApplicationView^ applicationView) {
// Register event handlers for app lifecycle. This example includes Activated, so that we
// can make the CoreWindow active and start rendering on the window.
applicationView->Activated +=
ref new TypedEventHandler<CoreApplicationView^, IActivatedEventArgs^>(this, &App::OnActivated);
CoreApplication::Suspending +=
ref new EventHandler<SuspendingEventArgs^>(this, &App::OnSuspending);
CoreApplication::Resuming +=
ref new EventHandler<Platform::Object^>(this, &App::OnResuming);
// At this point we have access to the device.
// We can create the device-dependent resources.
m_deviceResources = std::make_shared<DX::DeviceResources>();
}
// Called when the CoreWindow object is created (or re-created).
void App::SetWindow(CoreWindow^ window) {
window->SizeChanged +=
ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(this, &App::OnWindowSizeChanged);
window->VisibilityChanged +=
ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &App::OnVisibilityChanged);
window->Closed +=
ref new TypedEventHandler<CoreWindow^, CoreWindowEventArgs^>(this, &App::OnWindowClosed);
DisplayInformation^ currentDisplayInformation = DisplayInformation::GetForCurrentView();
currentDisplayInformation->DpiChanged +=
ref new TypedEventHandler<DisplayInformation^, Object^>(this, &App::OnDpiChanged);
currentDisplayInformation->OrientationChanged +=
ref new TypedEventHandler<DisplayInformation^, Object^>(this, &App::OnOrientationChanged);
DisplayInformation::DisplayContentsInvalidated +=
ref new TypedEventHandler<DisplayInformation^, Object^>(this, &App::OnDisplayContentsInvalidated);
window->KeyDown += ref new TypedEventHandler<DisplayInformation, Object^>(this, &App::OnKeyDown);
m_deviceResources->SetWindow(window);
}
// Initializes scene resources, or loads a previously saved app state.
void App::Load(Platform::String^ entryPoint) {
if (m_main == nullptr) {
m_main = std::unique_ptr<PPSSPP_UWPMain>(new PPSSPP_UWPMain(m_deviceResources));
}
}
// This method is called after the window becomes active.
void App::Run() {
while (!m_windowClosed) {
if (m_windowVisible) {
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);
m_main->Update();
if (m_main->Render()) {
m_deviceResources->Present();
}
} else {
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending);
}
}
}
// Required for IFrameworkView.
// Terminate events do not cause Uninitialize to be called. It will be called if your IFrameworkView
// class is torn down while the app is in the foreground.
void App::Uninitialize() {
}
// Application lifecycle event handlers.
void App::OnActivated(CoreApplicationView^ applicationView, IActivatedEventArgs^ args) {
// Run() won't start until the CoreWindow is activated.
CoreWindow::GetForCurrentThread()->Activate();
}
void App::OnSuspending(Platform::Object^ sender, SuspendingEventArgs^ args) {
// Save app state asynchronously after requesting a deferral. Holding a deferral
// indicates that the application is busy performing suspending operations. Be
// aware that a deferral may not be held indefinitely. After about five seconds,
// the app will be forced to exit.
SuspendingDeferral^ deferral = args->SuspendingOperation->GetDeferral();
create_task([this, deferral]() {
m_deviceResources->Trim();
// Insert your code here.
deferral->Complete();
});
}
void App::OnResuming(Platform::Object^ sender, Platform::Object^ args) {
// Restore any data or state that was unloaded on suspend. By default, data
// and state are persisted when resuming from suspend. Note that this event
// does not occur if the app was previously terminated.
// Insert your code here.
}
// Window event handlers.
void App::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEventArgs^ args)
{
m_deviceResources->SetLogicalSize(Size(sender->Bounds.Width, sender->Bounds.Height));
m_main->CreateWindowSizeDependentResources();
}
void App::OnVisibilityChanged(CoreWindow^ sender, VisibilityChangedEventArgs^ args) {
m_windowVisible = args->Visible;
}
void App::OnWindowClosed(CoreWindow^ sender, CoreWindowEventArgs^ args) {
m_windowClosed = true;
}
void App::OnKeyDown(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowSizeChangedEventArgs^ args) {
}
// DisplayInformation event handlers.
void App::OnDpiChanged(DisplayInformation^ sender, Object^ args) {
// Note: The value for LogicalDpi retrieved here may not match the effective DPI of the app
// if it is being scaled for high resolution devices. Once the DPI is set on DeviceResources,
// you should always retrieve it using the GetDpi method.
// See DeviceResources.cpp for more details.
m_deviceResources->SetDpi(sender->LogicalDpi);
m_main->CreateWindowSizeDependentResources();
}
void App::OnOrientationChanged(DisplayInformation^ sender, Object^ args) {
m_deviceResources->SetCurrentOrientation(sender->CurrentOrientation);
m_main->CreateWindowSizeDependentResources();
}
void App::OnDisplayContentsInvalidated(DisplayInformation^ sender, Object^ args) {
m_deviceResources->ValidateDevice();
}

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UWP/App.h Normal file
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#pragma once
#include "pch.h"
#include "Common/DeviceResources.h"
#include "PPSSPP_UWPMain.h"
namespace UWP
{
// Main entry point for our app. Connects the app with the Windows shell and handles application lifecycle events.
ref class App sealed : public Windows::ApplicationModel::Core::IFrameworkView
{
public:
App();
// IFrameworkView Methods.
virtual void Initialize(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView);
virtual void SetWindow(Windows::UI::Core::CoreWindow^ window);
virtual void Load(Platform::String^ entryPoint);
virtual void Run();
virtual void Uninitialize();
protected:
// Application lifecycle event handlers.
void OnActivated(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView, Windows::ApplicationModel::Activation::IActivatedEventArgs^ args);
void OnSuspending(Platform::Object^ sender, Windows::ApplicationModel::SuspendingEventArgs^ args);
void OnResuming(Platform::Object^ sender, Platform::Object^ args);
// Window event handlers.
void OnWindowSizeChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowSizeChangedEventArgs^ args);
void OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args);
void OnWindowClosed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CoreWindowEventArgs^ args);
// DisplayInformation event handlers.
void OnDpiChanged(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args);
void OnOrientationChanged(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args);
void OnDisplayContentsInvalidated(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args);
// Input
void OnKeyDown(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowSizeChangedEventArgs^ args);
private:
std::shared_ptr<DX::DeviceResources> m_deviceResources;
std::unique_ptr<PPSSPP_UWPMain> m_main;
bool m_windowClosed;
bool m_windowVisible;
};
}
ref class Direct3DApplicationSource sealed : Windows::ApplicationModel::Core::IFrameworkViewSource
{
public:
virtual Windows::ApplicationModel::Core::IFrameworkView^ CreateView();
};

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#include "pch.h"
#include <algorithm>
#include "DeviceResources.h"
#include "DirectXHelper.h"
using namespace D2D1;
using namespace DirectX;
using namespace Microsoft::WRL;
using namespace Windows::Foundation;
using namespace Windows::Graphics::Display;
using namespace Windows::UI::Core;
using namespace Windows::UI::Xaml::Controls;
using namespace Platform;
namespace DisplayMetrics
{
// High resolution displays can require a lot of GPU and battery power to render.
// High resolution phones, for example, may suffer from poor battery life if
// games attempt to render at 60 frames per second at full fidelity.
// The decision to render at full fidelity across all platforms and form factors
// should be deliberate.
static const bool SupportHighResolutions = false;
// The default thresholds that define a "high resolution" display. If the thresholds
// are exceeded and SupportHighResolutions is false, the dimensions will be scaled
// by 50%.
static const float DpiThreshold = 192.0f; // 200% of standard desktop display.
static const float WidthThreshold = 1920.0f; // 1080p width.
static const float HeightThreshold = 1080.0f; // 1080p height.
};
// Constants used to calculate screen rotations
namespace ScreenRotation
{
// 0-degree Z-rotation
static const XMFLOAT4X4 Rotation0(
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
);
// 90-degree Z-rotation
static const XMFLOAT4X4 Rotation90(
0.0f, 1.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
);
// 180-degree Z-rotation
static const XMFLOAT4X4 Rotation180(
-1.0f, 0.0f, 0.0f, 0.0f,
0.0f, -1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
);
// 270-degree Z-rotation
static const XMFLOAT4X4 Rotation270(
0.0f, -1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
);
};
// Constructor for DeviceResources.
DX::DeviceResources::DeviceResources() :
m_screenViewport(),
m_d3dFeatureLevel(D3D_FEATURE_LEVEL_9_1),
m_d3dRenderTargetSize(),
m_outputSize(),
m_logicalSize(),
m_nativeOrientation(DisplayOrientations::None),
m_currentOrientation(DisplayOrientations::None),
m_dpi(-1.0f),
m_effectiveDpi(-1.0f),
m_deviceNotify(nullptr)
{
CreateDeviceIndependentResources();
CreateDeviceResources();
}
// Configures resources that don't depend on the Direct3D device.
void DX::DeviceResources::CreateDeviceIndependentResources()
{
// Initialize Direct2D resources.
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.
options.debugLevel = D2D1_DEBUG_LEVEL_INFORMATION;
#endif
// Initialize the Direct2D Factory.
DX::ThrowIfFailed(
D2D1CreateFactory(
D2D1_FACTORY_TYPE_SINGLE_THREADED,
__uuidof(ID2D1Factory3),
&options,
&m_d2dFactory
)
);
// Initialize the DirectWrite Factory.
DX::ThrowIfFailed(
DWriteCreateFactory(
DWRITE_FACTORY_TYPE_SHARED,
__uuidof(IDWriteFactory3),
&m_dwriteFactory
)
);
// Initialize the Windows Imaging Component (WIC) Factory.
DX::ThrowIfFailed(
CoCreateInstance(
CLSID_WICImagingFactory2,
nullptr,
CLSCTX_INPROC_SERVER,
IID_PPV_ARGS(&m_wicFactory)
)
);
}
// Configures the Direct3D device, and stores handles to it and the device context.
void DX::DeviceResources::CreateDeviceResources()
{
// This flag adds support for surfaces with a different color channel ordering
// than the API default. It is required for compatibility with Direct2D.
UINT creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
#if defined(_DEBUG)
if (DX::SdkLayersAvailable())
{
// 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_12_1,
D3D_FEATURE_LEVEL_12_0,
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 Direct3D 11 API device object and a corresponding context.
ComPtr<ID3D11Device> device;
ComPtr<ID3D11DeviceContext> context;
HRESULT hr = D3D11CreateDevice(
nullptr, // Specify nullptr to use the default adapter.
D3D_DRIVER_TYPE_HARDWARE, // Create a device using the hardware graphics driver.
0, // Should be 0 unless the driver is D3D_DRIVER_TYPE_SOFTWARE.
creationFlags, // Set debug and Direct2D compatibility flags.
featureLevels, // List of feature levels this app can support.
ARRAYSIZE(featureLevels), // Size of the list above.
D3D11_SDK_VERSION, // Always set this to D3D11_SDK_VERSION for Windows Store apps.
&device, // Returns the Direct3D device created.
&m_d3dFeatureLevel, // Returns feature level of device created.
&context // Returns the device immediate context.
);
if (FAILED(hr))
{
// If the initialization fails, fall back to the WARP device.
// For more information on WARP, see:
// http://go.microsoft.com/fwlink/?LinkId=286690
DX::ThrowIfFailed(
D3D11CreateDevice(
nullptr,
D3D_DRIVER_TYPE_WARP, // Create a WARP device instead of a hardware device.
0,
creationFlags,
featureLevels,
ARRAYSIZE(featureLevels),
D3D11_SDK_VERSION,
&device,
&m_d3dFeatureLevel,
&context
)
);
}
// Store pointers to the Direct3D 11.3 API device and immediate context.
DX::ThrowIfFailed(
device.As(&m_d3dDevice)
);
DX::ThrowIfFailed(
context.As(&m_d3dContext)
);
// Create the Direct2D device object and a corresponding context.
ComPtr<IDXGIDevice3> dxgiDevice;
DX::ThrowIfFailed(
m_d3dDevice.As(&dxgiDevice)
);
DX::ThrowIfFailed(
m_d2dFactory->CreateDevice(dxgiDevice.Get(), &m_d2dDevice)
);
DX::ThrowIfFailed(
m_d2dDevice->CreateDeviceContext(
D2D1_DEVICE_CONTEXT_OPTIONS_NONE,
&m_d2dContext
)
);
}
// These resources need to be recreated every time the window size is changed.
void DX::DeviceResources::CreateWindowSizeDependentResources()
{
// Clear the previous window size specific context.
ID3D11RenderTargetView* nullViews[] = {nullptr};
m_d3dContext->OMSetRenderTargets(ARRAYSIZE(nullViews), nullViews, nullptr);
m_d3dRenderTargetView = nullptr;
m_d2dContext->SetTarget(nullptr);
m_d2dTargetBitmap = nullptr;
m_d3dDepthStencilView = nullptr;
m_d3dContext->Flush1(D3D11_CONTEXT_TYPE_ALL, nullptr);
UpdateRenderTargetSize();
// The width and height of the swap chain must be based on the window's
// natively-oriented width and height. If the window is not in the native
// orientation, the dimensions must be reversed.
DXGI_MODE_ROTATION displayRotation = ComputeDisplayRotation();
bool swapDimensions = displayRotation == DXGI_MODE_ROTATION_ROTATE90 || displayRotation == DXGI_MODE_ROTATION_ROTATE270;
m_d3dRenderTargetSize.Width = swapDimensions ? m_outputSize.Height : m_outputSize.Width;
m_d3dRenderTargetSize.Height = swapDimensions ? m_outputSize.Width : m_outputSize.Height;
if (m_swapChain != nullptr)
{
// If the swap chain already exists, resize it.
HRESULT hr = m_swapChain->ResizeBuffers(
2, // Double-buffered swap chain.
lround(m_d3dRenderTargetSize.Width),
lround(m_d3dRenderTargetSize.Height),
DXGI_FORMAT_B8G8R8A8_UNORM,
0
);
if (hr == DXGI_ERROR_DEVICE_REMOVED || hr == DXGI_ERROR_DEVICE_RESET)
{
// If the device was removed for any reason, a new device and swap chain will need to be created.
HandleDeviceLost();
// Everything is set up now. Do not continue execution of this method. HandleDeviceLost will reenter this method
// and correctly set up the new device.
return;
}
else
{
DX::ThrowIfFailed(hr);
}
}
else
{
// Otherwise, create a new one using the same adapter as the existing Direct3D device.
DXGI_SCALING scaling = DisplayMetrics::SupportHighResolutions ? DXGI_SCALING_NONE : DXGI_SCALING_STRETCH;
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {0};
swapChainDesc.Width = lround(m_d3dRenderTargetSize.Width); // Match the size of the window.
swapChainDesc.Height = lround(m_d3dRenderTargetSize.Height);
swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; // This is the most common swap chain 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 minimize latency.
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; // All Windows Store apps must use this SwapEffect.
swapChainDesc.Flags = 0;
swapChainDesc.Scaling = scaling;
swapChainDesc.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
// This sequence obtains the DXGI factory that was used to create the Direct3D device above.
ComPtr<IDXGIDevice3> dxgiDevice;
DX::ThrowIfFailed(
m_d3dDevice.As(&dxgiDevice)
);
ComPtr<IDXGIAdapter> dxgiAdapter;
DX::ThrowIfFailed(
dxgiDevice->GetAdapter(&dxgiAdapter)
);
ComPtr<IDXGIFactory4> dxgiFactory;
DX::ThrowIfFailed(
dxgiAdapter->GetParent(IID_PPV_ARGS(&dxgiFactory))
);
ComPtr<IDXGISwapChain1> swapChain;
DX::ThrowIfFailed(
dxgiFactory->CreateSwapChainForCoreWindow(
m_d3dDevice.Get(),
reinterpret_cast<IUnknown*>(m_window.Get()),
&swapChainDesc,
nullptr,
&swapChain
)
);
DX::ThrowIfFailed(
swapChain.As(&m_swapChain)
);
// 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)
);
}
// Set the proper orientation for the swap chain, and generate 2D and
// 3D matrix transformations for rendering to the rotated swap chain.
// Note the rotation angle for the 2D and 3D transforms are different.
// This is due to the difference in coordinate spaces. Additionally,
// the 3D matrix is specified explicitly to avoid rounding errors.
switch (displayRotation)
{
case DXGI_MODE_ROTATION_IDENTITY:
m_orientationTransform2D = Matrix3x2F::Identity();
m_orientationTransform3D = ScreenRotation::Rotation0;
break;
case DXGI_MODE_ROTATION_ROTATE90:
m_orientationTransform2D =
Matrix3x2F::Rotation(90.0f) *
Matrix3x2F::Translation(m_logicalSize.Height, 0.0f);
m_orientationTransform3D = ScreenRotation::Rotation270;
break;
case DXGI_MODE_ROTATION_ROTATE180:
m_orientationTransform2D =
Matrix3x2F::Rotation(180.0f) *
Matrix3x2F::Translation(m_logicalSize.Width, m_logicalSize.Height);
m_orientationTransform3D = ScreenRotation::Rotation180;
break;
case DXGI_MODE_ROTATION_ROTATE270:
m_orientationTransform2D =
Matrix3x2F::Rotation(270.0f) *
Matrix3x2F::Translation(0.0f, m_logicalSize.Width);
m_orientationTransform3D = ScreenRotation::Rotation90;
break;
default:
throw ref new FailureException();
}
DX::ThrowIfFailed(
m_swapChain->SetRotation(displayRotation)
);
// Create a render target view of the swap chain back buffer.
ComPtr<ID3D11Texture2D1> backBuffer;
DX::ThrowIfFailed(
m_swapChain->GetBuffer(0, IID_PPV_ARGS(&backBuffer))
);
DX::ThrowIfFailed(
m_d3dDevice->CreateRenderTargetView1(
backBuffer.Get(),
nullptr,
&m_d3dRenderTargetView
)
);
// Create a depth stencil view for use with 3D rendering if needed.
CD3D11_TEXTURE2D_DESC1 depthStencilDesc(
DXGI_FORMAT_D24_UNORM_S8_UINT,
lround(m_d3dRenderTargetSize.Width),
lround(m_d3dRenderTargetSize.Height),
1, // This depth stencil view has only one texture.
1, // Use a single mipmap level.
D3D11_BIND_DEPTH_STENCIL
);
ComPtr<ID3D11Texture2D1> depthStencil;
DX::ThrowIfFailed(
m_d3dDevice->CreateTexture2D1(
&depthStencilDesc,
nullptr,
&depthStencil
)
);
CD3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc(D3D11_DSV_DIMENSION_TEXTURE2D);
DX::ThrowIfFailed(
m_d3dDevice->CreateDepthStencilView(
depthStencil.Get(),
&depthStencilViewDesc,
&m_d3dDepthStencilView
)
);
// Set the 3D rendering viewport to target the entire window.
m_screenViewport = CD3D11_VIEWPORT(
0.0f,
0.0f,
m_d3dRenderTargetSize.Width,
m_d3dRenderTargetSize.Height
);
m_d3dContext->RSSetViewports(1, &m_screenViewport);
// Create a Direct2D target bitmap associated with the
// swap chain back buffer and set it as the current target.
D2D1_BITMAP_PROPERTIES1 bitmapProperties =
D2D1::BitmapProperties1(
D2D1_BITMAP_OPTIONS_TARGET | D2D1_BITMAP_OPTIONS_CANNOT_DRAW,
D2D1::PixelFormat(DXGI_FORMAT_B8G8R8A8_UNORM, D2D1_ALPHA_MODE_PREMULTIPLIED),
m_dpi,
m_dpi
);
ComPtr<IDXGISurface2> dxgiBackBuffer;
DX::ThrowIfFailed(
m_swapChain->GetBuffer(0, IID_PPV_ARGS(&dxgiBackBuffer))
);
DX::ThrowIfFailed(
m_d2dContext->CreateBitmapFromDxgiSurface(
dxgiBackBuffer.Get(),
&bitmapProperties,
&m_d2dTargetBitmap
)
);
m_d2dContext->SetTarget(m_d2dTargetBitmap.Get());
m_d2dContext->SetDpi(m_effectiveDpi, m_effectiveDpi);
// Grayscale text anti-aliasing is recommended for all Windows Store apps.
m_d2dContext->SetTextAntialiasMode(D2D1_TEXT_ANTIALIAS_MODE_GRAYSCALE);
}
// Determine the dimensions of the render target and whether it will be scaled down.
void DX::DeviceResources::UpdateRenderTargetSize()
{
m_effectiveDpi = m_dpi;
// To improve battery life on high resolution devices, render to a smaller render target
// and allow the GPU to scale the output when it is presented.
if (!DisplayMetrics::SupportHighResolutions && m_dpi > DisplayMetrics::DpiThreshold)
{
float width = DX::ConvertDipsToPixels(m_logicalSize.Width, m_dpi);
float height = DX::ConvertDipsToPixels(m_logicalSize.Height, m_dpi);
// When the device is in portrait orientation, height > width. Compare the
// larger dimension against the width threshold and the smaller dimension
// against the height threshold.
if (std::max(width, height) > DisplayMetrics::WidthThreshold && std::min(width, height) > DisplayMetrics::HeightThreshold)
{
// To scale the app we change the effective DPI. Logical size does not change.
m_effectiveDpi /= 2.0f;
}
}
// Calculate the necessary render target size in pixels.
m_outputSize.Width = DX::ConvertDipsToPixels(m_logicalSize.Width, m_effectiveDpi);
m_outputSize.Height = DX::ConvertDipsToPixels(m_logicalSize.Height, m_effectiveDpi);
// Prevent zero size DirectX content from being created.
m_outputSize.Width = std::max(m_outputSize.Width, 1.0f);
m_outputSize.Height = std::max(m_outputSize.Height, 1.0f);
}
// This method is called when the CoreWindow is created (or re-created).
void DX::DeviceResources::SetWindow(CoreWindow^ window)
{
DisplayInformation^ currentDisplayInformation = DisplayInformation::GetForCurrentView();
m_window = window;
m_logicalSize = Windows::Foundation::Size(window->Bounds.Width, window->Bounds.Height);
m_nativeOrientation = currentDisplayInformation->NativeOrientation;
m_currentOrientation = currentDisplayInformation->CurrentOrientation;
m_dpi = currentDisplayInformation->LogicalDpi;
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(&currentFactory)));
ComPtr<IDXGIAdapter1> currentDefaultAdapter;
DX::ThrowIfFailed(currentFactory->EnumAdapters1(0, &currentDefaultAdapter));
DXGI_ADAPTER_DESC1 currentDesc;
DX::ThrowIfFailed(currentDefaultAdapter->GetDesc1(&currentDesc));
// 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, &parameters);
// 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);
// Discard the contents of the depth stencil.
m_d3dContext->DiscardView1(m_d3dDepthStencilView.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;
}

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#pragma once
namespace DX
{
// Provides an interface for an application that owns DeviceResources to be notified of the device being lost or created.
interface IDeviceNotify
{
virtual void OnDeviceLost() = 0;
virtual void OnDeviceRestored() = 0;
};
// Controls all the DirectX device resources.
class DeviceResources
{
public:
DeviceResources();
void SetWindow(Windows::UI::Core::CoreWindow^ window);
void SetLogicalSize(Windows::Foundation::Size logicalSize);
void SetCurrentOrientation(Windows::Graphics::Display::DisplayOrientations currentOrientation);
void SetDpi(float dpi);
void ValidateDevice();
void HandleDeviceLost();
void RegisterDeviceNotify(IDeviceNotify* deviceNotify);
void Trim();
void Present();
// The size of the render target, in pixels.
Windows::Foundation::Size GetOutputSize() const { return m_outputSize; }
// The size of the render target, in dips.
Windows::Foundation::Size GetLogicalSize() const { return m_logicalSize; }
float GetDpi() const { return m_effectiveDpi; }
// D3D Accessors.
ID3D11Device3* GetD3DDevice() const { return m_d3dDevice.Get(); }
ID3D11DeviceContext3* GetD3DDeviceContext() const { return m_d3dContext.Get(); }
IDXGISwapChain3* GetSwapChain() const { return m_swapChain.Get(); }
D3D_FEATURE_LEVEL GetDeviceFeatureLevel() const { return m_d3dFeatureLevel; }
ID3D11RenderTargetView1* GetBackBufferRenderTargetView() const { return m_d3dRenderTargetView.Get(); }
ID3D11DepthStencilView* GetDepthStencilView() const { return m_d3dDepthStencilView.Get(); }
D3D11_VIEWPORT GetScreenViewport() const { return m_screenViewport; }
DirectX::XMFLOAT4X4 GetOrientationTransform3D() const { return m_orientationTransform3D; }
// D2D Accessors.
ID2D1Factory3* GetD2DFactory() const { return m_d2dFactory.Get(); }
ID2D1Device2* GetD2DDevice() const { return m_d2dDevice.Get(); }
ID2D1DeviceContext2* GetD2DDeviceContext() const { return m_d2dContext.Get(); }
ID2D1Bitmap1* GetD2DTargetBitmap() const { return m_d2dTargetBitmap.Get(); }
IDWriteFactory3* GetDWriteFactory() const { return m_dwriteFactory.Get(); }
IWICImagingFactory2* GetWicImagingFactory() const { return m_wicFactory.Get(); }
D2D1::Matrix3x2F GetOrientationTransform2D() const { return m_orientationTransform2D; }
private:
void CreateDeviceIndependentResources();
void CreateDeviceResources();
void CreateWindowSizeDependentResources();
void UpdateRenderTargetSize();
DXGI_MODE_ROTATION ComputeDisplayRotation();
// Direct3D objects.
Microsoft::WRL::ComPtr<ID3D11Device3> m_d3dDevice;
Microsoft::WRL::ComPtr<ID3D11DeviceContext3> m_d3dContext;
Microsoft::WRL::ComPtr<IDXGISwapChain3> m_swapChain;
// Direct3D rendering objects. Required for 3D.
Microsoft::WRL::ComPtr<ID3D11RenderTargetView1> m_d3dRenderTargetView;
Microsoft::WRL::ComPtr<ID3D11DepthStencilView> m_d3dDepthStencilView;
D3D11_VIEWPORT m_screenViewport;
// Direct2D drawing components.
Microsoft::WRL::ComPtr<ID2D1Factory3> m_d2dFactory;
Microsoft::WRL::ComPtr<ID2D1Device2> m_d2dDevice;
Microsoft::WRL::ComPtr<ID2D1DeviceContext2> m_d2dContext;
Microsoft::WRL::ComPtr<ID2D1Bitmap1> m_d2dTargetBitmap;
// DirectWrite drawing components.
Microsoft::WRL::ComPtr<IDWriteFactory3> m_dwriteFactory;
Microsoft::WRL::ComPtr<IWICImagingFactory2> m_wicFactory;
// Cached reference to the Window.
Platform::Agile<Windows::UI::Core::CoreWindow> m_window;
// Cached device properties.
D3D_FEATURE_LEVEL m_d3dFeatureLevel;
Windows::Foundation::Size m_d3dRenderTargetSize;
Windows::Foundation::Size m_outputSize;
Windows::Foundation::Size m_logicalSize;
Windows::Graphics::Display::DisplayOrientations m_nativeOrientation;
Windows::Graphics::Display::DisplayOrientations m_currentOrientation;
float m_dpi;
// This is the DPI that will be reported back to the app. It takes into account whether the app supports high resolution screens or not.
float m_effectiveDpi;
// Transforms used for display orientation.
D2D1::Matrix3x2F m_orientationTransform2D;
DirectX::XMFLOAT4X4 m_orientationTransform3D;
// The IDeviceNotify can be held directly as it owns the DeviceResources.
IDeviceNotify* m_deviceNotify;
};
}

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#pragma once
#include <ppltasks.h> // For create_task
namespace DX
{
inline void ThrowIfFailed(HRESULT hr)
{
if (FAILED(hr))
{
// Set a breakpoint on this line to catch Win32 API errors.
throw Platform::Exception::CreateException(hr);
}
}
// Function that reads from a binary file asynchronously.
inline Concurrency::task<std::vector<byte>> ReadDataAsync(const std::wstring& filename)
{
using namespace Windows::Storage;
using namespace Concurrency;
auto folder = Windows::ApplicationModel::Package::Current->InstalledLocation;
return create_task(folder->GetFileAsync(Platform::StringReference(filename.c_str()))).then([] (StorageFile^ file)
{
return FileIO::ReadBufferAsync(file);
}).then([] (Streams::IBuffer^ fileBuffer) -> std::vector<byte>
{
std::vector<byte> returnBuffer;
returnBuffer.resize(fileBuffer->Length);
Streams::DataReader::FromBuffer(fileBuffer)->ReadBytes(Platform::ArrayReference<byte>(returnBuffer.data(), fileBuffer->Length));
return returnBuffer;
});
}
// Converts a length in device-independent pixels (DIPs) to a length in physical pixels.
inline float ConvertDipsToPixels(float dips, float dpi)
{
static const float dipsPerInch = 96.0f;
return floorf(dips * dpi / dipsPerInch + 0.5f); // Round to nearest integer.
}
#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 Store 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
}

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#include "pch.h"
#include "CommonUWP.h"

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@ -0,0 +1 @@
#pragma once

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@ -0,0 +1,299 @@
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1
UWP/CommonUWP/pch.cpp Normal file
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#include "pch.h"

9
UWP/CommonUWP/pch.h Normal file
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#pragma once
#include "targetver.h"
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#include <windows.h>

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@ -0,0 +1,8 @@
#pragma once
// Including SDKDDKVer.h defines the highest available Windows platform.
// If you wish to build your application for a previous Windows platform, include WinSDKVer.h and
// set the _WIN32_WINNT macro to the platform you wish to support before including SDKDDKVer.h.
#include <SDKDDKVer.h>

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#pragma once
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>

8
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#pragma once
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#include "pch.h"

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UWP/NativeUWP/pch.h Normal file
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#pragma once
#include "targetver.h"
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#include <windows.h>

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#pragma once
// Including SDKDDKVer.h defines the highest available Windows platform.
// If you wish to build your application for a previous Windows platform, include WinSDKVer.h and
// set the _WIN32_WINNT macro to the platform you wish to support before including SDKDDKVer.h.
#include <SDKDDKVer.h>

225
UWP/PPSSPP_UWPMain.cpp Normal file
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#include "pch.h"
#include "PPSSPP_UWPMain.h"
#include <mutex>
#include "Common/FileUtil.h"
#include "Common/Log.h"
#include "Common/LogManager.h"
#include "Core/System.h"
#include "base/NativeApp.h"
#include "input/input_state.h"
#include "file/vfs.h"
#include "file/zip_read.h"
#include "file/file_util.h"
#include "base/display.h"
#include "util/text/utf8.h"
#include "Common/DirectXHelper.h"
#include "XAudioSoundStream.h"
using namespace UWP;
using namespace Windows::Foundation;
using namespace Windows::System::Threading;
using namespace Concurrency;
// TODO: Use Microsoft::WRL::ComPtr<> for D3D11 objects?
// Loads and initializes application assets when the application is loaded.
PPSSPP_UWPMain::PPSSPP_UWPMain(const std::shared_ptr<DX::DeviceResources>& deviceResources) :
m_deviceResources(deviceResources)
{
// Register to be notified if the Device is lost or recreated
m_deviceResources->RegisterDeviceNotify(this);
// TODO: Change the timer settings if you want something other than the default variable timestep mode.
// e.g. for 60 FPS fixed timestep update logic, call:
/*
m_timer.SetFixedTimeStep(true);
m_timer.SetTargetElapsedSeconds(1.0 / 60);
*/
m_graphicsContext.reset(new UWPGraphicsContext(deviceResources));
const std::string &exePath = File::GetExeDirectory();
VFSRegister("", new DirectoryAssetReader((exePath + "/Content/").c_str()));
VFSRegister("", new DirectoryAssetReader(exePath.c_str()));
wchar_t lcCountry[256];
std::string langRegion;
if (0 != GetLocaleInfoEx(LOCALE_NAME_USER_DEFAULT, LOCALE_SNAME, lcCountry, 256)) {
langRegion = ConvertWStringToUTF8(lcCountry);
for (size_t i = 0; i < langRegion.size(); i++) {
if (langRegion[i] == '-')
langRegion[i] = '_';
}
} else {
langRegion = "en_US";
}
char configFilename[MAX_PATH] = { 0 };
char controlsConfigFilename[MAX_PATH] = { 0 };
// On Win32 it makes more sense to initialize the system directories here
// because the next place it was called was in the EmuThread, and it's too late by then.
InitSysDirectories();
// Load config up here, because those changes below would be overwritten
// if it's not loaded here first.
g_Config.AddSearchPath("");
g_Config.AddSearchPath(GetSysDirectory(DIRECTORY_SYSTEM));
g_Config.SetDefaultPath(GetSysDirectory(DIRECTORY_SYSTEM));
g_Config.Load(configFilename, controlsConfigFilename);
bool debugLogLevel = false;
g_Config.iGPUBackend = GPU_BACKEND_DIRECT3D11;
#ifdef _DEBUG
g_Config.bEnableLogging = true;
#endif
LogManager::Init();
if (debugLogLevel)
LogManager::GetInstance()->SetAllLogLevels(LogTypes::LDEBUG);
const char *argv[2] = { "fake", nullptr };
NativeInit(1, argv, "", "", "", false);
NativeInitGraphics(m_graphicsContext.get());
}
PPSSPP_UWPMain::~PPSSPP_UWPMain() {
NativeShutdownGraphics();
NativeShutdown();
// Deregister device notification
m_deviceResources->RegisterDeviceNotify(nullptr);
}
// Updates application state when the window size changes (e.g. device orientation change)
void PPSSPP_UWPMain::CreateWindowSizeDependentResources() {
// TODO: Replace this with the size-dependent initialization of your app's content.
NativeResized();
}
// Updates the application state once per frame.
void PPSSPP_UWPMain::Update() {
InputState input{};
NativeUpdate(input);
}
// Renders the current frame according to the current application state.
// Returns true if the frame was rendered and is ready to be displayed.
bool PPSSPP_UWPMain::Render() {
auto context = m_deviceResources->GetD3DDeviceContext();
// Reset the viewport to target the whole screen.
auto viewport = m_deviceResources->GetScreenViewport();
pixel_xres = viewport.Width;
pixel_yres = viewport.Height;
g_dpi = m_deviceResources->GetDpi();
g_dpi_scale = 96.0f / g_dpi;
pixel_in_dps = 1.0f / g_dpi_scale;
dp_xres = pixel_xres * g_dpi_scale;
dp_yres = pixel_yres * g_dpi_scale;
/*
context->RSSetViewports(1, &viewport);
// Reset render targets to the screen.
ID3D11RenderTargetView *const targets[1] = { m_deviceResources->GetBackBufferRenderTargetView() };
context->OMSetRenderTargets(1, targets, m_deviceResources->GetDepthStencilView());
// Clear the back buffer and depth stencil view.
context->ClearRenderTargetView(m_deviceResources->GetBackBufferRenderTargetView(), DirectX::Colors::CornflowerBlue);
context->ClearDepthStencilView(m_deviceResources->GetDepthStencilView(), D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
*/
NativeRender(m_graphicsContext.get());
return true;
}
// Notifies renderers that device resources need to be released.
void PPSSPP_UWPMain::OnDeviceLost() {
}
// Notifies renderers that device resources may now be recreated.
void PPSSPP_UWPMain::OnDeviceRestored()
{
CreateWindowSizeDependentResources();
}
UWPGraphicsContext::UWPGraphicsContext(std::shared_ptr<DX::DeviceResources> resources) {
ctx_ = Draw::T3DCreateD3D11Context(resources->GetD3DDevice(), resources->GetD3DDeviceContext(), resources->GetD3DDevice(), resources->GetD3DDeviceContext(), 0);
}
void UWPGraphicsContext::Shutdown() {
delete ctx_;
}
void UWPGraphicsContext::SwapInterval(int interval) {
}
std::string System_GetProperty(SystemProperty prop) {
static bool hasCheckedGPUDriverVersion = false;
switch (prop) {
case SYSPROP_NAME:
return "Windows 10";
case SYSPROP_LANGREGION:
return "en_US"; // TODO UWP
case SYSPROP_CLIPBOARD_TEXT:
return "";
case SYSPROP_GPUDRIVER_VERSION:
return "";
default:
return "";
}
}
int System_GetPropertyInt(SystemProperty prop) {
switch (prop) {
case SYSPROP_AUDIO_SAMPLE_RATE:
return 48000; //winAudioBackend ? winAudioBackend->GetSampleRate() : -1;
case SYSPROP_DISPLAY_REFRESH_RATE:
return 60000;
case SYSPROP_DEVICE_TYPE:
return DEVICE_TYPE_DESKTOP;
default:
return -1;
}
}
void System_SendMessage(const char *command, const char *parameter) {
// TODO UWP
}
void LaunchBrowser(const char *url) {
// TODO UWP
}
void Vibrate(int length_ms) {
// Ignore on PC
}
void System_AskForPermission(SystemPermission permission) {}
PermissionStatus System_GetPermissionStatus(SystemPermission permission) {
return PERMISSION_STATUS_GRANTED;
}
bool System_InputBoxGetString(const char *title, const char *defaultValue, char *outValue, size_t outLength) {
return false;
}
bool System_InputBoxGetWString(const wchar_t *title, const std::wstring &defaultvalue, std::wstring &outvalue) {
return false;
}

48
UWP/PPSSPP_UWPMain.h Normal file
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#pragma once
#include "thin3d/thin3d.h"
#include "Common/GraphicsContext.h"
#include "Common/DeviceResources.h"
// Renders Direct2D and 3D content on the screen.
namespace UWP {
class UWPGraphicsContext : public GraphicsContext {
public:
UWPGraphicsContext(std::shared_ptr<DX::DeviceResources> resources);
void Shutdown() override;
void SwapInterval(int interval) override;
void SwapBuffers() override {}
void Resize() override {}
Draw::DrawContext * GetDrawContext() override {
return ctx_;
}
private:
Draw::DrawContext *ctx_;
std::shared_ptr<DX::DeviceResources> resources_;
};
class PPSSPP_UWPMain : public DX::IDeviceNotify
{
public:
PPSSPP_UWPMain(const std::shared_ptr<DX::DeviceResources>& deviceResources);
~PPSSPP_UWPMain();
void CreateWindowSizeDependentResources();
void Update();
bool Render();
// IDeviceNotify
virtual void OnDeviceLost();
virtual void OnDeviceRestored();
private:
// Cached pointer to device resources.
std::shared_ptr<DX::DeviceResources> m_deviceResources;
std::unique_ptr<UWPGraphicsContext> m_graphicsContext;
};
}

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<?xml version="1.0" encoding="utf-8"?>
<Package xmlns="http://schemas.microsoft.com/appx/manifest/foundation/windows10" xmlns:mp="http://schemas.microsoft.com/appx/2014/phone/manifest" xmlns:uap="http://schemas.microsoft.com/appx/manifest/uap/windows10" IgnorableNamespaces="uap mp">
<Identity Name="0ad29e1a-1069-4cf5-8c97-620892505f0c" Publisher="CN=Henrik" Version="1.0.0.0" />
<mp:PhoneIdentity PhoneProductId="0ad29e1a-1069-4cf5-8c97-620892505f0c" PhonePublisherId="00000000-0000-0000-0000-000000000000" />
<Properties>
<DisplayName>PPSSPP - PSP emulator</DisplayName>
<PublisherDisplayName>Henrik Rydgård</PublisherDisplayName>
<Logo>Assets\StoreLogo.png</Logo>
</Properties>
<Dependencies>
<TargetDeviceFamily Name="Windows.Universal" MinVersion="10.0.0.0" MaxVersionTested="10.0.0.0" />
</Dependencies>
<Resources>
<Resource Language="x-generate" />
</Resources>
<Applications>
<Application Id="App" Executable="$targetnametoken$.exe" EntryPoint="UWP.App">
<uap:VisualElements DisplayName="PPSSPP" Square150x150Logo="Assets\Square150x150Logo.png" Square44x44Logo="Assets\Square44x44Logo.png" Description="PPSSPP UWP" BackgroundColor="transparent">
<uap:DefaultTile Wide310x150Logo="Assets\Wide310x150Logo.png">
</uap:DefaultTile>
<uap:SplashScreen Image="Assets\SplashScreen.png" />
<uap:InitialRotationPreference>
<uap:Rotation Preference="portrait" />
<uap:Rotation Preference="landscape" />
<uap:Rotation Preference="portraitFlipped" />
<uap:Rotation Preference="landscapeFlipped" />
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#include "pch.h"

9
UWP/SPIRVCross_UWP/pch.h Normal file
View File

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#define WIN32_LEAN_AND_MEAN
#endif
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View File

@ -0,0 +1,8 @@
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283
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UWP/UI_UWP/pch.cpp Normal file
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#include "pch.h"

9
UWP/UI_UWP/pch.h Normal file
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#pragma once
#include "targetver.h"
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#include <windows.h>

8
UWP/UI_UWP/targetver.h Normal file
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#pragma once
// Including SDKDDKVer.h defines the highest available Windows platform.
// If you wish to build your application for a previous Windows platform, include WinSDKVer.h and
// set the _WIN32_WINNT macro to the platform you wish to support before including SDKDDKVer.h.
#include <SDKDDKVer.h>

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UWP/UWP.vcxproj Normal file
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#include "pch.h"
#include <XAudio2.h>
#include "XAudioSoundStream.h"
#include <process.h>
#define BUFSIZE 0x80000U
class XAudioBackend : public WindowsAudioBackend {
public:
XAudioBackend();
~XAudioBackend() override;
bool Init(HWND window, StreamCallback callback, int sampleRate ) override; // If fails, can safely delete the object
void Update() override;
int GetSampleRate() override { return sampleRate_; }
private:
inline int ModBufferSize( int x ) { return ( x + BUFSIZE ) % BUFSIZE; }
bool RunSound();
bool CreateBuffer();
bool WriteDataToBuffer( char* soundData, DWORD soundBytes );
void PollLoop();
StreamCallback callback_;
IXAudio2* xaudioDevice;
IXAudio2MasteringVoice* xaudioMaster;
IXAudio2SourceVoice* xaudioVoice;
int sampleRate_;
char realtimeBuffer_[ BUFSIZE ];
unsigned cursor_;
HANDLE thread_;
HANDLE exitEvent_;
bool exit = false;
};
// TODO: Get rid of this
static XAudioBackend *g_dsound;
inline int RoundDown128( int x ) {
return x & ( ~127 );
}
bool XAudioBackend::CreateBuffer() {
if FAILED( xaudioDevice->CreateMasteringVoice( &xaudioMaster, 2, sampleRate_, 0, 0, NULL ) )
return false;
WAVEFORMATEX waveFormat;
waveFormat.cbSize = sizeof( waveFormat );
waveFormat.nAvgBytesPerSec = sampleRate_ * 4;
waveFormat.nBlockAlign = 4;
waveFormat.nChannels = 2;
waveFormat.nSamplesPerSec = sampleRate_;
waveFormat.wBitsPerSample = 16;
waveFormat.wFormatTag = WAVE_FORMAT_PCM;
if FAILED( xaudioDevice->CreateSourceVoice( &xaudioVoice, &waveFormat, 0, XAUDIO2_DEFAULT_FREQ_RATIO, nullptr, nullptr, nullptr ) )
return false;
return true;
}
bool XAudioBackend::RunSound() {
if FAILED( XAudio2Create( &xaudioDevice, 0, XAUDIO2_DEFAULT_PROCESSOR ) ) {
xaudioDevice = NULL;
return false;
}
XAUDIO2_DEBUG_CONFIGURATION dbgCfg;
ZeroMemory( &dbgCfg, sizeof( dbgCfg ) );
dbgCfg.TraceMask = XAUDIO2_LOG_WARNINGS | XAUDIO2_LOG_DETAIL;
//dbgCfg.BreakMask = XAUDIO2_LOG_ERRORS;
xaudioDevice->SetDebugConfiguration( &dbgCfg );
if ( !CreateBuffer() ) {
xaudioDevice->Release();
xaudioDevice = NULL;
return false;
}
cursor_ = 0;
if FAILED( xaudioVoice->Start( 0, XAUDIO2_COMMIT_NOW ) ) {
xaudioDevice->Release();
xaudioDevice = NULL;
return false;
}
thread_ = (HANDLE)_beginthreadex( 0, 0, []( void* param )
{
XAudioBackend *backend = (XAudioBackend *)param;
backend->PollLoop();
return 0U;
}, ( void * )this, 0, 0 );
SetThreadPriority( thread_, THREAD_PRIORITY_ABOVE_NORMAL );
return true;
}
XAudioBackend::XAudioBackend() : xaudioDevice( nullptr ) {
exitEvent_ = CreateEvent( nullptr, true, true, L"" );
}
XAudioBackend::~XAudioBackend() {
if ( !xaudioDevice )
return;
if ( !xaudioVoice )
return;
exit = true;
WaitForSingleObject( exitEvent_, INFINITE );
CloseHandle( exitEvent_ );
xaudioDevice->Release();
}
bool XAudioBackend::Init(HWND window, StreamCallback _callback, int sampleRate ) {
callback_ = _callback;
sampleRate_ = sampleRate;
return RunSound();
}
void XAudioBackend::Update() {
}
bool XAudioBackend::WriteDataToBuffer( char* soundData, DWORD soundBytes ) {
XAUDIO2_BUFFER xaudioBuffer;
ZeroMemory( &xaudioBuffer, sizeof( xaudioBuffer ) );
xaudioBuffer.pAudioData = (const BYTE*)soundData;
xaudioBuffer.AudioBytes = soundBytes;
if FAILED( xaudioVoice->SubmitSourceBuffer( &xaudioBuffer, NULL ) )
return false;
return true;
}
void XAudioBackend::PollLoop()
{
ResetEvent( exitEvent_ );
while ( !exit )
{
XAUDIO2_VOICE_STATE state;
xaudioVoice->GetState( &state );
if ( state.BuffersQueued < 1 )
{
int a = 0;
a++;
}
unsigned bytesRequired = ( sampleRate_ * 4 ) / 100;
while ( bytesRequired )
{
unsigned bytesLeftInBuffer = BUFSIZE - cursor_;
unsigned readCount = std::min( bytesRequired, bytesLeftInBuffer );
int numBytesRendered = 4 * ( *callback_ )( (short*)&realtimeBuffer_[ cursor_ ], readCount / 4, 16, sampleRate_, 2 );
WriteDataToBuffer( &realtimeBuffer_[ cursor_ ], numBytesRendered );
cursor_ += numBytesRendered;
if ( cursor_ >= BUFSIZE )
{
cursor_ = 0;
bytesLeftInBuffer = BUFSIZE;
}
bytesRequired -= numBytesRendered;
}
Sleep( 2 );
}
SetEvent( exitEvent_ );
}
WindowsAudioBackend *CreateAudioBackend( AudioBackendType type ) {
return new XAudioBackend();
}

8
UWP/XAudioSoundStream.h Normal file
View File

@ -0,0 +1,8 @@
#pragma once
#include "Common/CommonWindows.h"
#include "Core/Config.h"
#include "Windows/DSoundStream.h"
// Factory
WindowsAudioBackend *CreateAudioBackend(AudioBackendType type);

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1
UWP/glslang_UWP/pch.cpp Normal file
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#include "pch.h"

4
UWP/glslang_UWP/pch.h Normal file
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#pragma once
#include "targetver.h"

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#pragma once
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1
UWP/libkirk_UWP/pch.cpp Normal file
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#include "pch.h"

9
UWP/libkirk_UWP/pch.h Normal file
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@ -0,0 +1,9 @@
#pragma once
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>

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@ -0,0 +1,8 @@
#pragma once
// Including SDKDDKVer.h defines the highest available Windows platform.
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#include <SDKDDKVer.h>

1
UWP/pch.cpp Normal file
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#include "pch.h"

17
UWP/pch.h Normal file
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@ -0,0 +1,17 @@
#pragma once
#define NOMINMAX
#include <wrl.h>
#include <wrl/client.h>
#include <dxgi1_4.h>
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#include <d2d1effects_2.h>
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#include <concrt.h>

8
UWP/zlib_UWP/targetver.h Normal file
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@ -0,0 +1,8 @@
#pragma once
// Including SDKDDKVer.h defines the highest available Windows platform.
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#include <SDKDDKVer.h>

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@ -0,0 +1,238 @@
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Release|Win32 = Release|Win32 Release|Win32 = Release|Win32
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Tests|ARM = Tests|ARM
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