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April 7, 2014 18:11
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WinRT basic D3D example, one file; all cube rendering/framework-y stuff removed, this just clears the screen every frame.
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#include <wrl/client.h> | |
#include <d3d11_1.h> | |
#include <agile.h> | |
#include <ppl.h> | |
#include <ppltasks.h> | |
using namespace Microsoft::WRL; | |
using namespace Windows::ApplicationModel; | |
using namespace Windows::ApplicationModel::Core; | |
using namespace Windows::ApplicationModel::Activation; | |
using namespace Windows::UI::Core; | |
using namespace Windows::System; | |
using namespace Windows::Foundation; | |
using namespace Windows::Graphics::Display; | |
using namespace concurrency; | |
static void ThrowIfFailed(HRESULT hr) | |
{ | |
if (FAILED(hr)) | |
{ | |
// Set a breakpoint on this line to catch Win32 API errors. | |
throw Platform::Exception::CreateException(hr); | |
} | |
} | |
ref class winrt_basic sealed : public Windows::ApplicationModel::Core::IFrameworkView | |
{ | |
public: | |
winrt_basic(); | |
// 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: | |
// Event Handlers. | |
void OnWindowSizeChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowSizeChangedEventArgs^ args); | |
void OnLogicalDpiChanged(Platform::Object^ sender); | |
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); | |
void OnWindowClosed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CoreWindowEventArgs^ args); | |
void OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args); | |
void OnPointerPressed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args); | |
void OnPointerMoved(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args); | |
// Renderer. | |
void InitRenderer(CoreWindow^ window); | |
void HandleDeviceLost(); | |
void Render(); | |
void Present(); | |
void UpdateForWindowSizeChange(); | |
float ConvertDipsToPixels(float dips); | |
void CreateDeviceResources(); | |
void CreateWindowSizeDependentResources(); | |
private: | |
ComPtr<ID3D11Device> m_d3dDevice; | |
ComPtr<ID3D11DeviceContext1> m_d3dContext; | |
ComPtr<IDXGISwapChain1> m_swapChain; | |
ComPtr<ID3D11RenderTargetView> m_renderTargetView; | |
ComPtr<ID3D11DepthStencilView> m_depthStencilView; | |
D3D_FEATURE_LEVEL m_featureLevel; | |
Rect m_renderTargetSize; | |
Rect m_windowBounds; | |
Platform::Agile<CoreWindow> m_window; | |
Windows::Graphics::Display::DisplayOrientations m_orientation; | |
bool m_windowClosed; | |
bool m_windowVisible; | |
}; | |
winrt_basic::winrt_basic() : | |
m_windowClosed(false), | |
m_windowVisible(true) | |
{ | |
} | |
void winrt_basic::Initialize(CoreApplicationView^ applicationView) | |
{ | |
applicationView->Activated += | |
ref new TypedEventHandler<CoreApplicationView^, IActivatedEventArgs^>(this, &winrt_basic::OnActivated); | |
CoreApplication::Suspending += | |
ref new EventHandler<SuspendingEventArgs^>(this, &winrt_basic::OnSuspending); | |
CoreApplication::Resuming += | |
ref new EventHandler<Platform::Object^>(this, &winrt_basic::OnResuming); | |
} | |
void winrt_basic::SetWindow(CoreWindow^ window) | |
{ | |
window->SizeChanged += | |
ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(this, &winrt_basic::OnWindowSizeChanged); | |
window->VisibilityChanged += | |
ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &winrt_basic::OnVisibilityChanged); | |
window->Closed += | |
ref new TypedEventHandler<CoreWindow^, CoreWindowEventArgs^>(this, &winrt_basic::OnWindowClosed); | |
window->PointerCursor = ref new CoreCursor(CoreCursorType::Arrow, 0); | |
window->PointerPressed += | |
ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &winrt_basic::OnPointerPressed); | |
window->PointerMoved += | |
ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &winrt_basic::OnPointerMoved); | |
InitRenderer(CoreWindow::GetForCurrentThread()); | |
} | |
void winrt_basic::Load(Platform::String^ entryPoint) | |
{ | |
} | |
void winrt_basic::Run() | |
{ | |
while (!m_windowClosed) | |
{ | |
if (m_windowVisible) | |
{ | |
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent); | |
Render(); | |
Present(); | |
} | |
else | |
{ | |
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending); | |
} | |
} | |
} | |
void winrt_basic::Uninitialize() | |
{ | |
} | |
void winrt_basic::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEventArgs^ args) | |
{ | |
UpdateForWindowSizeChange(); | |
} | |
void winrt_basic::OnVisibilityChanged(CoreWindow^ sender, VisibilityChangedEventArgs^ args) | |
{ | |
m_windowVisible = args->Visible; | |
} | |
void winrt_basic::OnWindowClosed(CoreWindow^ sender, CoreWindowEventArgs^ args) | |
{ | |
m_windowClosed = true; | |
} | |
void winrt_basic::OnPointerPressed(CoreWindow^ sender, PointerEventArgs^ args) | |
{ | |
// Insert your code here. | |
} | |
void winrt_basic::OnPointerMoved(CoreWindow^ sender, PointerEventArgs^ args) | |
{ | |
// Insert your code here. | |
} | |
void winrt_basic::OnActivated(CoreApplicationView^ applicationView, IActivatedEventArgs^ args) | |
{ | |
CoreWindow::GetForCurrentThread()->Activate(); | |
} | |
void winrt_basic::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(); | |
} | |
void winrt_basic::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. | |
} | |
void winrt_basic::InitRenderer(CoreWindow^ window) | |
{ | |
m_window = window; | |
CreateDeviceResources(); | |
CreateWindowSizeDependentResources(); | |
} | |
// Recreate all device resources and set them back to the current state. | |
void winrt_basic::HandleDeviceLost() | |
{ | |
// Reset these member variables to ensure that UpdateForWindowSizeChange recreates all resources. | |
m_windowBounds.Width = 0; | |
m_windowBounds.Height = 0; | |
m_swapChain = nullptr; | |
CreateDeviceResources(); | |
UpdateForWindowSizeChange(); | |
} | |
void winrt_basic::Render() | |
{ | |
float clear_color[4] = { 0.3f, 0.6f, 0.9f, 1.0f }; | |
m_d3dContext->ClearRenderTargetView(m_renderTargetView.Get(), clear_color); | |
} | |
void winrt_basic::Present() | |
{ | |
// The application may optionally specify "dirty" or "scroll" | |
// rects to improve efficiency in certain scenarios. | |
DXGI_PRESENT_PARAMETERS parameters = {0}; | |
parameters.DirtyRectsCount = 0; | |
parameters.pDirtyRects = nullptr; | |
parameters.pScrollRect = nullptr; | |
parameters.pScrollOffset = nullptr; | |
// The first argument instructs DXGI to block until VSync, putting the application | |
// to sleep until the next VSync. This ensures we don't waste any cycles rendering | |
// frames that will never be displayed to the screen. | |
HRESULT hr = m_swapChain->Present1(1, 0, ¶meters); | |
// 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->DiscardView(m_renderTargetView.Get()); | |
// Discard the contents of the depth stencil. | |
m_d3dContext->DiscardView(m_depthStencilView.Get()); | |
// If the device was removed either by a disconnect or a driver upgrade, we | |
// must recreate all device resources. | |
if (hr == DXGI_ERROR_DEVICE_REMOVED) | |
{ | |
HandleDeviceLost(); | |
} | |
else | |
{ | |
ThrowIfFailed(hr); | |
} | |
} | |
void winrt_basic::UpdateForWindowSizeChange() | |
{ | |
if (m_window->Bounds.Width != m_windowBounds.Width || | |
m_window->Bounds.Height != m_windowBounds.Height || | |
m_orientation != DisplayProperties::CurrentOrientation) | |
{ | |
ID3D11RenderTargetView* nullViews[] = {nullptr}; | |
m_d3dContext->OMSetRenderTargets(ARRAYSIZE(nullViews), nullViews, nullptr); | |
m_renderTargetView = nullptr; | |
m_depthStencilView = nullptr; | |
m_d3dContext->Flush(); | |
CreateWindowSizeDependentResources(); | |
} | |
} | |
// Method to convert a length in device-independent pixels (DIPs) to a length in physical pixels. | |
float winrt_basic::ConvertDipsToPixels(float dips) | |
{ | |
static const float dipsPerInch = 96.0f; | |
return floor(dips * DisplayProperties::LogicalDpi / dipsPerInch + 0.5f); // Round to nearest integer. | |
} | |
void winrt_basic::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 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_9_1 | |
}; | |
// Create the Direct3D 11 API device object and a corresponding context. | |
ComPtr<ID3D11Device> device; | |
ComPtr<ID3D11DeviceContext> context; | |
ThrowIfFailed( | |
D3D11CreateDevice( | |
nullptr, // Specify nullptr to use the default adapter. | |
D3D_DRIVER_TYPE_HARDWARE, | |
nullptr, | |
creationFlags, // Set set debug and Direct2D compatibility flags. | |
featureLevels, // List of feature levels this app can support. | |
ARRAYSIZE(featureLevels), | |
D3D11_SDK_VERSION, // Always set this to D3D11_SDK_VERSION for Windows Store apps. | |
&device, // Returns the Direct3D device created. | |
&m_featureLevel, // Returns feature level of device created. | |
&context // Returns the device immediate context. | |
) | |
); | |
// Get the Direct3D 11.1 API device and context interfaces. | |
ThrowIfFailed(device.As(&m_d3dDevice)); | |
ThrowIfFailed(context.As(&m_d3dContext)); | |
} | |
void winrt_basic::CreateWindowSizeDependentResources() | |
{ | |
// Store the window bounds so the next time we get a SizeChanged event we can | |
// avoid rebuilding everything if the size is identical. | |
m_windowBounds = m_window->Bounds; | |
// Calculate the necessary swap chain and render target size in pixels. | |
float windowWidth = ConvertDipsToPixels(m_windowBounds.Width); | |
float windowHeight = ConvertDipsToPixels(m_windowBounds.Height); | |
// The width and height of the swap chain must be based on the window's | |
// landscape-oriented width and height. If the window is in a portrait | |
// orientation, the dimensions must be reversed. | |
m_orientation = DisplayProperties::CurrentOrientation; | |
bool swapDimensions = | |
m_orientation == DisplayOrientations::Portrait || | |
m_orientation == DisplayOrientations::PortraitFlipped; | |
m_renderTargetSize.Width = swapDimensions ? windowHeight : windowWidth; | |
m_renderTargetSize.Height = swapDimensions ? windowWidth : windowHeight; | |
if(m_swapChain != nullptr) | |
{ | |
// If the swap chain already exists, resize it. | |
ThrowIfFailed( | |
m_swapChain->ResizeBuffers( | |
2, // Double-buffered swap chain. | |
static_cast<UINT>(m_renderTargetSize.Width), | |
static_cast<UINT>(m_renderTargetSize.Height), | |
DXGI_FORMAT_B8G8R8A8_UNORM, | |
0 | |
) | |
); | |
} | |
else | |
{ | |
// Otherwise, create a new one using the same adapter as the existing Direct3D device. | |
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {0}; | |
swapChainDesc.Width = static_cast<UINT>(m_renderTargetSize.Width); // Match the size of the window. | |
swapChainDesc.Height = static_cast<UINT>(m_renderTargetSize.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.Scaling = DXGI_SCALING_NONE; | |
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; // All Windows Store apps must use this SwapEffect. | |
swapChainDesc.Flags = 0; | |
ComPtr<IDXGIDevice1> dxgiDevice; | |
ThrowIfFailed(m_d3dDevice.As(&dxgiDevice)); | |
ComPtr<IDXGIAdapter> dxgiAdapter; | |
ThrowIfFailed(dxgiDevice->GetAdapter(&dxgiAdapter)); | |
ComPtr<IDXGIFactory2> dxgiFactory; | |
ThrowIfFailed(dxgiAdapter->GetParent(__uuidof(IDXGIFactory2), &dxgiFactory)); | |
Windows::UI::Core::CoreWindow^ window = m_window.Get(); | |
ThrowIfFailed( | |
dxgiFactory->CreateSwapChainForCoreWindow( | |
m_d3dDevice.Get(), | |
reinterpret_cast<IUnknown*>(window), | |
&swapChainDesc, | |
nullptr, // Allow on all displays. | |
&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. | |
ThrowIfFailed(dxgiDevice->SetMaximumFrameLatency(1)); | |
} | |
// Set the proper orientation for the swap chain, and generate the | |
// 3D matrix transformation for rendering to the rotated swap chain. | |
DXGI_MODE_ROTATION rotation = DXGI_MODE_ROTATION_UNSPECIFIED; | |
switch (m_orientation) | |
{ | |
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; | |
default: | |
throw ref new Platform::FailureException(); | |
} | |
ThrowIfFailed(m_swapChain->SetRotation(rotation)); | |
// Create a render target view of the swap chain back buffer. | |
ComPtr<ID3D11Texture2D> backBuffer; | |
ThrowIfFailed( | |
m_swapChain->GetBuffer( | |
0, | |
__uuidof(ID3D11Texture2D), | |
&backBuffer | |
) | |
); | |
ThrowIfFailed( | |
m_d3dDevice->CreateRenderTargetView( | |
backBuffer.Get(), | |
nullptr, | |
&m_renderTargetView | |
) | |
); | |
// Create a depth stencil view. | |
CD3D11_TEXTURE2D_DESC depthStencilDesc( | |
DXGI_FORMAT_D24_UNORM_S8_UINT, | |
static_cast<UINT>(m_renderTargetSize.Width), | |
static_cast<UINT>(m_renderTargetSize.Height), | |
1, | |
1, | |
D3D11_BIND_DEPTH_STENCIL | |
); | |
ComPtr<ID3D11Texture2D> depthStencil; | |
ThrowIfFailed( | |
m_d3dDevice->CreateTexture2D( | |
&depthStencilDesc, | |
nullptr, | |
&depthStencil | |
) | |
); | |
CD3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc(D3D11_DSV_DIMENSION_TEXTURE2D); | |
ThrowIfFailed( | |
m_d3dDevice->CreateDepthStencilView( | |
depthStencil.Get(), | |
&depthStencilViewDesc, | |
&m_depthStencilView | |
) | |
); | |
// Set the rendering viewport to target the entire window. | |
CD3D11_VIEWPORT viewport( | |
0.0f, | |
0.0f, | |
m_renderTargetSize.Width, | |
m_renderTargetSize.Height | |
); | |
m_d3dContext->RSSetViewports(1, &viewport); | |
} | |
ref class Direct3DApplicationSource sealed : Windows::ApplicationModel::Core::IFrameworkViewSource | |
{ | |
public: | |
virtual Windows::ApplicationModel::Core::IFrameworkView^ CreateView(); | |
}; | |
IFrameworkView^ Direct3DApplicationSource::CreateView() | |
{ | |
return ref new winrt_basic(); | |
} | |
[Platform::MTAThread] | |
int main(Platform::Array<Platform::String^>^) | |
{ | |
auto direct3DApplicationSource = ref new Direct3DApplicationSource(); | |
CoreApplication::Run(direct3DApplicationSource); | |
return 0; | |
} |
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