mirror of
https://github.com/opencv/opencv.git
synced 2024-12-15 09:49:13 +08:00
530c8dc0c0
Signed-off-by: Maxim Kostin <v-maxkos@microsoft.com>
163 lines
4.9 KiB
C++
163 lines
4.9 KiB
C++
#include "pch.h"
|
|
#include "Direct3DBase.h"
|
|
|
|
using namespace DirectX;
|
|
using namespace Microsoft::WRL;
|
|
using namespace Windows::UI::Core;
|
|
using namespace Windows::Foundation;
|
|
using namespace Windows::Graphics::Display;
|
|
|
|
// Constructor.
|
|
Direct3DBase::Direct3DBase()
|
|
{
|
|
}
|
|
|
|
// Initialize the Direct3D resources required to run.
|
|
void Direct3DBase::Initialize()
|
|
{
|
|
CreateDeviceResources();
|
|
}
|
|
|
|
// These are the resources that depend on the device.
|
|
void Direct3DBase::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_11_1,
|
|
D3D_FEATURE_LEVEL_11_0,
|
|
D3D_FEATURE_LEVEL_10_1,
|
|
D3D_FEATURE_LEVEL_10_0,
|
|
D3D_FEATURE_LEVEL_9_3
|
|
};
|
|
|
|
// Create the Direct3D 11 API device object and a corresponding context.
|
|
ComPtr<ID3D11Device> device;
|
|
ComPtr<ID3D11DeviceContext> context;
|
|
DX::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.
|
|
&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.
|
|
DX::ThrowIfFailed(
|
|
device.As(&m_d3dDevice)
|
|
);
|
|
|
|
DX::ThrowIfFailed(
|
|
context.As(&m_d3dContext)
|
|
);
|
|
}
|
|
|
|
// Allocate all memory resources that depend on the window size.
|
|
void Direct3DBase::CreateWindowSizeDependentResources()
|
|
{
|
|
// Create a descriptor for the render target buffer.
|
|
CD3D11_TEXTURE2D_DESC renderTargetDesc(
|
|
DXGI_FORMAT_B8G8R8A8_UNORM,
|
|
static_cast<UINT>(m_renderTargetSize.Width),
|
|
static_cast<UINT>(m_renderTargetSize.Height),
|
|
1,
|
|
1,
|
|
D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE
|
|
);
|
|
renderTargetDesc.MiscFlags = D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX | D3D11_RESOURCE_MISC_SHARED_NTHANDLE;
|
|
|
|
// Allocate a 2-D surface as the render target buffer.
|
|
DX::ThrowIfFailed(
|
|
m_d3dDevice->CreateTexture2D(
|
|
&renderTargetDesc,
|
|
nullptr,
|
|
&m_renderTarget
|
|
)
|
|
);
|
|
|
|
DX::ThrowIfFailed(
|
|
m_d3dDevice->CreateRenderTargetView(
|
|
m_renderTarget.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;
|
|
DX::ThrowIfFailed(
|
|
m_d3dDevice->CreateTexture2D(
|
|
&depthStencilDesc,
|
|
nullptr,
|
|
&depthStencil
|
|
)
|
|
);
|
|
|
|
CD3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc(D3D11_DSV_DIMENSION_TEXTURE2D);
|
|
DX::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);
|
|
}
|
|
|
|
void Direct3DBase::UpdateForRenderResolutionChange(float width, float height)
|
|
{
|
|
m_renderTargetSize.Width = width;
|
|
m_renderTargetSize.Height = height;
|
|
|
|
ID3D11RenderTargetView* nullViews[] = {nullptr};
|
|
m_d3dContext->OMSetRenderTargets(ARRAYSIZE(nullViews), nullViews, nullptr);
|
|
m_renderTarget = nullptr;
|
|
m_renderTargetView = nullptr;
|
|
m_depthStencilView = nullptr;
|
|
m_d3dContext->Flush();
|
|
CreateWindowSizeDependentResources();
|
|
}
|
|
|
|
void Direct3DBase::UpdateForWindowSizeChange(float width, float height)
|
|
{
|
|
m_windowBounds.Width = width;
|
|
m_windowBounds.Height = height;
|
|
}
|