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DeviceResources.h
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DeviceResources.h
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//
// DeviceResources.h - A wrapper for the Direct3D 11 device and swapchain
//
#pragma once
namespace DX
{
// Controls all the DirectX device resources.
class DeviceResources
{
public:
static const unsigned int c_FastSemantics = 0x1;
static const unsigned int c_Enable4K_UHD = 0x2;
DeviceResources(DXGI_FORMAT backBufferFormat = DXGI_FORMAT_B8G8R8A8_UNORM,
DXGI_FORMAT depthBufferFormat = DXGI_FORMAT_D32_FLOAT,
UINT backBufferCount = 2,
unsigned int flags = 0);
void CreateDeviceResources();
void CreateWindowSizeDependentResources();
void SetWindow(IUnknown* window) { m_window = window; }
void Prepare();
void Present(UINT decompressFlags = D3D11X_DECOMPRESS_PROPAGATE_COLOR_CLEAR);
// Device Accessors.
RECT GetOutputSize() const { return m_outputSize; }
// Direct3D Accessors.
ID3D11DeviceX* GetD3DDevice() const { return m_d3dDevice.Get(); }
ID3D11DeviceContextX* GetD3DDeviceContext() const { return m_d3dContext.Get(); }
IDXGISwapChain1* GetSwapChain() const { return m_swapChain.Get(); }
D3D_FEATURE_LEVEL GetDeviceFeatureLevel() const { return m_d3dFeatureLevel; }
ID3D11Texture2D* GetRenderTarget() const { return m_renderTarget.Get(); }
ID3D11Texture2D* GetDepthStencil() const { return m_depthStencil.Get(); }
ID3D11RenderTargetView* GetRenderTargetView() const { return m_d3dRenderTargetView.Get(); }
ID3D11DepthStencilView* GetDepthStencilView() const { return m_d3dDepthStencilView.Get(); }
DXGI_FORMAT GetBackBufferFormat() const { return m_backBufferFormat; }
DXGI_FORMAT GetDepthBufferFormat() const { return m_depthBufferFormat; }
D3D11_VIEWPORT GetScreenViewport() const { return m_screenViewport; }
UINT GetBackBufferCount() const { return m_backBufferCount; }
unsigned int GetDeviceOptions() const { return m_options; }
private:
// Direct3D objects.
Microsoft::WRL::ComPtr<ID3D11DeviceX> m_d3dDevice;
Microsoft::WRL::ComPtr<ID3D11DeviceContextX> m_d3dContext;
Microsoft::WRL::ComPtr<IDXGISwapChain1> m_swapChain;
// Direct3D rendering objects. Required for 3D.
Microsoft::WRL::ComPtr<ID3D11Texture2D> m_renderTarget;
Microsoft::WRL::ComPtr<ID3D11Texture2D> m_depthStencil;
Microsoft::WRL::ComPtr<ID3D11RenderTargetView> m_d3dRenderTargetView;
Microsoft::WRL::ComPtr<ID3D11DepthStencilView> m_d3dDepthStencilView;
D3D11_VIEWPORT m_screenViewport;
// Direct3D properties.
DXGI_FORMAT m_backBufferFormat;
DXGI_FORMAT m_depthBufferFormat;
UINT m_backBufferCount;
// Cached device properties.
IUnknown* m_window;
D3D_FEATURE_LEVEL m_d3dFeatureLevel;
RECT m_outputSize;
// DeviceResources options (see flags above)
unsigned int m_options;
};
}