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#include "pch.h"
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#include "Direct3DBase.h"
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using namespace DirectX;
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using namespace Microsoft::WRL;
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using namespace Windows::UI::Core;
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using namespace Windows::Foundation;
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using namespace Windows::Graphics::Display;
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// Constructor.
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Direct3DBase::Direct3DBase()
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{
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}
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// Initialize the Direct3D resources required to run.
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void Direct3DBase::Initialize(CoreWindow ^ window)
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{
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m_window = window;
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CreateDeviceResources();
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CreateWindowSizeDependentResources();
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}
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// Recreate all device resources and set them back to the current state.
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void Direct3DBase::HandleDeviceLost()
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{
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// Reset these member variables to ensure that UpdateForWindowSizeChange
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// recreates all resources.
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m_windowBounds.Width = 0;
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m_windowBounds.Height = 0;
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m_swapChain = nullptr;
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CreateDeviceResources();
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UpdateForWindowSizeChange();
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}
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// These are the resources that depend on the device.
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void Direct3DBase::CreateDeviceResources()
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{
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// This flag adds support for surfaces with a different color channel
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// 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 the project is in a debug build, enable debugging via SDK Layers with
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// this flag.
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creationFlags |= D3D11_CREATE_DEVICE_DEBUG;
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#endif
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// This array defines the set of DirectX hardware feature levels this app
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// 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
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// in its
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// description. All applications are assumed to support 9.1 unless otherwise
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// stated.
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D3D_FEATURE_LEVEL featureLevels[] = {
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D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1,
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D3D_FEATURE_LEVEL_10_0, D3D_FEATURE_LEVEL_9_3, 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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DX::ThrowIfFailed(D3D11CreateDevice(
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nullptr, // Specify nullptr to use the default adapter.
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D3D_DRIVER_TYPE_HARDWARE, nullptr,
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creationFlags, // Set 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),
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D3D11_SDK_VERSION, // Always set this to D3D11_SDK_VERSION for Windows
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// Store apps.
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&device, // Returns the Direct3D device created.
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&m_featureLevel, // Returns feature level of device created.
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&context // Returns the device immediate context.
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));
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// Get the Direct3D 11.1 API device and context interfaces.
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DX::ThrowIfFailed(device.As(&m_d3dDevice));
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DX::ThrowIfFailed(context.As(&m_d3dContext));
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}
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// Allocate all memory resources that change on a window SizeChanged event.
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void Direct3DBase::CreateWindowSizeDependentResources()
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{
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// Store the window bounds so the next time we get a SizeChanged event we can
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// avoid rebuilding everything if the size is identical.
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m_windowBounds = m_window->Bounds;
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// Calculate the necessary swap chain and render target size in pixels.
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float windowWidth = ConvertDipsToPixels(m_windowBounds.Width);
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float windowHeight = ConvertDipsToPixels(m_windowBounds.Height);
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// The width and height of the swap chain must be based on the window's
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// landscape-oriented width and height. If the window is in a portrait
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// orientation, the dimensions must be reversed.
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#if WINVER > 0x0602
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m_orientation = DisplayInformation::GetForCurrentView()->CurrentOrientation;
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#else
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# if PHONE
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// WP8 doesn't support rotations so always make it landscape
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m_orientation = DisplayOrientations::Landscape;
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# else
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m_orientation = DisplayProperties::CurrentOrientation;
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# endif
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#endif
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bool swapDimensions = m_orientation == DisplayOrientations::Portrait ||
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m_orientation == DisplayOrientations::PortraitFlipped;
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m_renderTargetSize.Width = swapDimensions ? windowHeight : windowWidth;
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m_renderTargetSize.Height = swapDimensions ? windowWidth : windowHeight;
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if (m_swapChain != nullptr) {
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// If the swap chain already exists, resize it.
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DX::ThrowIfFailed(
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m_swapChain->ResizeBuffers(2, // Double-buffered swap chain.
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static_cast<UINT>(m_renderTargetSize.Width),
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static_cast<UINT>(m_renderTargetSize.Height),
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DXGI_FORMAT_B8G8R8A8_UNORM, 0));
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} else {
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// Otherwise, create a new one using the same adapter as the existing
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// Direct3D device.
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DXGI_SWAP_CHAIN_DESC1 swapChainDesc = { 0 };
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swapChainDesc.Width = static_cast<UINT>(
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m_renderTargetSize.Width); // Match the size of the window.
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swapChainDesc.Height = static_cast<UINT>(m_renderTargetSize.Height);
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swapChainDesc.Format =
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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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#if PHONE && WINVER <= 0x0602
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swapChainDesc.BufferCount = 1; // Use double-buffering to minimize latency.
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swapChainDesc.Scaling = DXGI_SCALING_STRETCH; // On phone, only stretch and
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// aspect-ratio stretch
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// scaling are allowed.
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swapChainDesc.SwapEffect =
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DXGI_SWAP_EFFECT_DISCARD; // On phone, no swap effects are supported.
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#else
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swapChainDesc.BufferCount = 2; // Use double-buffering to minimize latency.
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swapChainDesc.Scaling = DXGI_SCALING_NONE;
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swapChainDesc.SwapEffect =
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DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; // All Windows Store apps must use this
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// SwapEffect.
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#endif
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swapChainDesc.Flags = 0;
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ComPtr<IDXGIDevice1> dxgiDevice;
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DX::ThrowIfFailed(m_d3dDevice.As(&dxgiDevice));
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ComPtr<IDXGIAdapter> dxgiAdapter;
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DX::ThrowIfFailed(dxgiDevice->GetAdapter(&dxgiAdapter));
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ComPtr<IDXGIFactory2> dxgiFactory;
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DX::ThrowIfFailed(
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dxgiAdapter->GetParent(__uuidof(IDXGIFactory2), &dxgiFactory));
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Windows::UI::Core::CoreWindow ^ window = m_window.Get();
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DX::ThrowIfFailed(dxgiFactory->CreateSwapChainForCoreWindow(
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m_d3dDevice.Get(), reinterpret_cast<IUnknown*>(window), &swapChainDesc,
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nullptr, // Allow on all displays.
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&m_swapChain));
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// Ensure that DXGI does not queue more than one frame at a time. This both
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// reduces latency and
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// ensures that the application will only render after each VSync,
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// minimizing power consumption.
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DX::ThrowIfFailed(dxgiDevice->SetMaximumFrameLatency(1));
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}
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// Set the proper orientation for the swap chain, and generate the
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// 3D matrix transformation for rendering to the rotated swap chain.
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DXGI_MODE_ROTATION rotation = DXGI_MODE_ROTATION_UNSPECIFIED;
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switch (m_orientation) {
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case DisplayOrientations::Landscape:
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rotation = DXGI_MODE_ROTATION_IDENTITY;
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m_orientationTransform3D = XMFLOAT4X4( // 0-degree Z-rotation
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1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f);
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break;
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case DisplayOrientations::Portrait:
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rotation = DXGI_MODE_ROTATION_ROTATE270;
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m_orientationTransform3D = XMFLOAT4X4( // 90-degree Z-rotation
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0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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0.0f, 0.0f, 0.0f, 0.0f, 1.0f);
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break;
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case DisplayOrientations::LandscapeFlipped:
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rotation = DXGI_MODE_ROTATION_ROTATE180;
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m_orientationTransform3D = XMFLOAT4X4( // 180-degree Z-rotation
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-1.0f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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0.0f, 0.0f, 0.0f, 0.0f, 1.0f);
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break;
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case DisplayOrientations::PortraitFlipped:
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rotation = DXGI_MODE_ROTATION_ROTATE90;
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m_orientationTransform3D = XMFLOAT4X4( // 270-degree Z-rotation
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0.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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0.0f, 0.0f, 0.0f, 0.0f, 1.0f);
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break;
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default:
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throw ref new Platform::FailureException();
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}
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#if !PHONE || WINVER > 0x0602
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DX::ThrowIfFailed(m_swapChain->SetRotation(rotation));
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#endif // !PHONE
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// Create a render target view of the swap chain back buffer.
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ComPtr<ID3D11Texture2D> backBuffer;
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DX::ThrowIfFailed(
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m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), &backBuffer));
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DX::ThrowIfFailed(m_d3dDevice->CreateRenderTargetView(
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backBuffer.Get(), nullptr, &m_renderTargetView));
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// Create a depth stencil view.
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CD3D11_TEXTURE2D_DESC depthStencilDesc(
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DXGI_FORMAT_D24_UNORM_S8_UINT, static_cast<UINT>(m_renderTargetSize.Width),
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static_cast<UINT>(m_renderTargetSize.Height), 1, 1,
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D3D11_BIND_DEPTH_STENCIL);
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ComPtr<ID3D11Texture2D> depthStencil;
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DX::ThrowIfFailed(
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m_d3dDevice->CreateTexture2D(&depthStencilDesc, nullptr, &depthStencil));
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CD3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc(
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D3D11_DSV_DIMENSION_TEXTURE2D);
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DX::ThrowIfFailed(m_d3dDevice->CreateDepthStencilView(
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depthStencil.Get(), &depthStencilViewDesc, &m_depthStencilView));
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// Set the rendering viewport to target the entire window.
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CD3D11_VIEWPORT viewport(0.0f, 0.0f, m_renderTargetSize.Width,
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m_renderTargetSize.Height);
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m_d3dContext->RSSetViewports(1, &viewport);
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}
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// This method is called in the event handler for the SizeChanged event.
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void Direct3DBase::UpdateForWindowSizeChange()
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{
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if (m_window->Bounds.Width != m_windowBounds.Width ||
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m_window->Bounds.Height != m_windowBounds.Height ||
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#if WINVER > 0x0602
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m_orientation !=
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DisplayInformation::GetForCurrentView()->CurrentOrientation)
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#else
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m_orientation != DisplayProperties::CurrentOrientation)
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#endif
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{
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ID3D11RenderTargetView* nullViews[] = { nullptr };
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m_d3dContext->OMSetRenderTargets(ARRAYSIZE(nullViews), nullViews, nullptr);
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m_renderTargetView = nullptr;
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m_depthStencilView = nullptr;
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m_d3dContext->Flush();
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CreateWindowSizeDependentResources();
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}
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}
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void Direct3DBase::ReleaseResourcesForSuspending()
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{
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// Phone applications operate in a memory-constrained environment, so when
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// entering
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// the background it is a good idea to free memory-intensive objects that
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// will be
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// easy to restore upon reactivation. The swapchain and backbuffer are good
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// candidates
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// here, as they consume a large amount of memory and can be reinitialized
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// quickly.
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m_swapChain = nullptr;
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m_renderTargetView = nullptr;
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m_depthStencilView = nullptr;
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}
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// Method to deliver the final image to the display.
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void Direct3DBase::Present()
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{
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// The first argument instructs DXGI to block until VSync, putting the
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// application
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// to sleep until the next VSync. This ensures we don't waste any cycles
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// rendering
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// frames that will never be displayed to the screen.
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#if PHONE && WINVER <= 0x0602
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HRESULT hr = m_swapChain->Present(1, 0);
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#else
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// The application may optionally specify "dirty" or "scroll"
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// rects to improve efficiency in certain scenarios.
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DXGI_PRESENT_PARAMETERS parameters = { 0 };
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parameters.DirtyRectsCount = 0;
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parameters.pDirtyRects = nullptr;
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parameters.pScrollRect = nullptr;
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parameters.pScrollOffset = nullptr;
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HRESULT hr = m_swapChain->Present1(1, 0, ¶meters);
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#endif
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// Discard the contents of the render target.
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// This is a valid operation only when the existing contents will be entirely
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// overwritten. If dirty or scroll rects are used, this call should be
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// removed.
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m_d3dContext->DiscardView(m_renderTargetView.Get());
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// Discard the contents of the depth stencil.
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m_d3dContext->DiscardView(m_depthStencilView.Get());
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// If the device was removed either by a disconnect or a driver upgrade, we
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// must recreate all device resources.
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if (hr == DXGI_ERROR_DEVICE_REMOVED) {
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HandleDeviceLost();
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} else {
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DX::ThrowIfFailed(hr);
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}
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}
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// Method to convert a length in device-independent pixels (DIPs) to a length
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// in physical pixels.
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float Direct3DBase::ConvertDipsToPixels(float dips)
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{
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static const float dipsPerInch = 96.0f;
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#if WINVER > 0x0602
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return floor(dips * DisplayInformation::GetForCurrentView()->LogicalDpi /
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dipsPerInch +
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0.5f); // Round to nearest integer.
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#else
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return floor(dips * DisplayProperties::LogicalDpi / dipsPerInch +
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0.5f); // Round to nearest integer.
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#endif
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}
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