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-rw-r--r--support/hololens/ServoApp/Common/DirectXHelper.h65
1 files changed, 0 insertions, 65 deletions
diff --git a/support/hololens/ServoApp/Common/DirectXHelper.h b/support/hololens/ServoApp/Common/DirectXHelper.h
deleted file mode 100644
index 5ab0dae02c7..00000000000
--- a/support/hololens/ServoApp/Common/DirectXHelper.h
+++ /dev/null
@@ -1,65 +0,0 @@
-#pragma once
-
-namespace DX {
-// Function that reads from a binary file asynchronously.
-inline std::future<std::vector<byte>>
-ReadDataAsync(const std::wstring_view &filename) {
- using namespace winrt::Windows::Storage;
- using namespace winrt::Windows::Storage::Streams;
-
- IBuffer fileBuffer = co_await PathIO::ReadBufferAsync(filename);
-
- std::vector<byte> returnBuffer;
- returnBuffer.resize(fileBuffer.Length());
- DataReader::FromBuffer(fileBuffer)
- .ReadBytes(winrt::array_view<uint8_t>(returnBuffer));
- return returnBuffer;
-}
-
-// Converts a length in device-independent pixels (DIPs) to a length in physical
-// pixels.
-inline float ConvertDipsToPixels(float dips, float dpi) {
- constexpr float dipsPerInch = 96.0f;
- return floorf(dips * dpi / dipsPerInch + 0.5f); // Round to nearest integer.
-}
-
-inline winrt::Windows::Graphics::DirectX::Direct3D11::IDirect3DSurface
-CreateDepthTextureInteropObject(
- const Microsoft::WRL::ComPtr<ID3D11Texture2D> spTexture2D) {
- // Direct3D interop APIs are used to provide the buffer to the WinRT API.
- Microsoft::WRL::ComPtr<IDXGIResource1> depthStencilResource;
- winrt::check_hresult(spTexture2D.As(&depthStencilResource));
- Microsoft::WRL::ComPtr<IDXGISurface2> depthDxgiSurface;
- winrt::check_hresult(
- depthStencilResource->CreateSubresourceSurface(0, &depthDxgiSurface));
- winrt::com_ptr<::IInspectable> inspectableSurface;
- winrt::check_hresult(CreateDirect3D11SurfaceFromDXGISurface(
- depthDxgiSurface.Get(),
- reinterpret_cast<IInspectable **>(winrt::put_abi(inspectableSurface))));
-
- return inspectableSurface
- .as<winrt::Windows::Graphics::DirectX::Direct3D11::IDirect3DSurface>();
-}
-
-#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
- // Runtime 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
-} // namespace DX