blob: 5ab0dae02c77b9a20cf9ac754519d642d4dc7eb4 (
plain) (
blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
|
#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
|