Esempio n. 1
0
bool D3DManager::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hwnd, bool fullscreen,
	float screenDepth, float screenNear)
{
	HRESULT result;
	IDXGIFactory* factory;
	IDXGIAdapter* adapter;
	IDXGIOutput* adapterOutput;
	unsigned int numModes, i, numerator, denominator;
	unsigned int stringLength;
	DXGI_MODE_DESC* displayModeList;
	DXGI_ADAPTER_DESC adapterDesc;
	int error;
	DXGI_SWAP_CHAIN_DESC swapChainDesc;
	D3D_FEATURE_LEVEL featureLevel;
	Microsoft::WRL::ComPtr<ID3D11Texture2D> backBufferPtr;
	D3D11_TEXTURE2D_DESC depthBufferDesc;
	D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
	D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
	D3D11_RASTERIZER_DESC rasterDesc;
	float fieldOfView, screenAspect;
	D3D11_DEPTH_STENCIL_DESC depthDisabledStencilDesc;
	D3D11_BLEND_DESC blendStateDesc;

	// Store the vsync setting.
	m_vsync_enabled = vsync;

	// Create a DirectX graphics interface factory.
	result = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
	if (FAILED(result))
	{
		return false;
	}

	// Use the factory to create an adapter for the primary graphics interface (video card).
	result = factory->EnumAdapters(0, &adapter);
	if (FAILED(result))
	{
		return false;
	}

	// Enumerate the primary adapter output (monitor).
	result = adapter->EnumOutputs(0, &adapterOutput);
	if (FAILED(result))
	{
		return false;
	}

	// Get the number of modes that fit the DXGI_FORMAT_R8G8B8A8_UNORM display format for the adapter output (monitor).
	result = adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, NULL);
	if (FAILED(result))
	{
		return false;
	}

	// Create a list to hold all the possible display modes for this monitor/video card combination.
	displayModeList = new DXGI_MODE_DESC[numModes];
	if (!displayModeList)
	{
		return false;
	}

	// Now fill the display mode list structures.
	result = adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, displayModeList);
	if (FAILED(result))
	{
		return false;
	}

	// Now go through all the display modes and find the one that matches the screen width and height.
	// When a match is found store the numerator and denominator of the refresh rate for that monitor.
	for (i = 0; i < numModes; i++)
	{
		if (displayModeList[i].Width == (unsigned int)screenWidth)
		{
			if (displayModeList[i].Height == (unsigned int)screenHeight)
			{
				numerator = displayModeList[i].RefreshRate.Numerator;
				denominator = displayModeList[i].RefreshRate.Denominator;
			}
		}
	}

	// Get the adapter (video card) description.
	result = adapter->GetDesc(&adapterDesc);
	if (FAILED(result))
	{
		return false;
	}

	// Store the dedicated video card memory in megabytes.
	m_videoCardMemory = (int)(adapterDesc.DedicatedVideoMemory / 1024 / 1024);

	// Convert the name of the video card to a character array and store it.
	error = wcstombs_s(&stringLength, m_videoCardDescription, 128, adapterDesc.Description, 128);
	if (error != 0)
	{
		return false;
	}

	// Release the display mode list.
	delete[] displayModeList;
	displayModeList = 0;

	// Release the adapter output.
	adapterOutput->Release();
	adapterOutput = 0;

	// Release the adapter.
	adapter->Release();
	adapter = 0;

	// Release the factory.
	factory->Release();
	factory = 0;

	// Initialize the swap chain description.
	ZeroMemory(&swapChainDesc, sizeof(swapChainDesc));

	// Set to a single back buffer.
	swapChainDesc.BufferCount = 1;

	// Set the width and height of the back buffer.
	swapChainDesc.BufferDesc.Width = screenWidth;
	swapChainDesc.BufferDesc.Height = screenHeight;

	// Set regular 32-bit surface for the back buffer.
	swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;

	// Set the refresh rate of the back buffer.
	if (m_vsync_enabled)
	{
		swapChainDesc.BufferDesc.RefreshRate.Numerator = numerator;
		swapChainDesc.BufferDesc.RefreshRate.Denominator = denominator;
	}
	else
	{
		swapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
		swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
	}

	// Set the usage of the back buffer.
	swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;

	// Set the handle for the window to render to.
	swapChainDesc.OutputWindow = hwnd;

	// Turn multi-sampling off.
	swapChainDesc.SampleDesc.Count = 1;
	swapChainDesc.SampleDesc.Quality = 0;

	// Set to full screen or windowed mode.
	if (fullscreen)
	{
		swapChainDesc.Windowed = false;
	}
	else
	{
		swapChainDesc.Windowed = true;
	}

	// Set the scan line ordering and scaling to unspecified.
	swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
	swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;

	// Discard the back buffer contents after presenting.
	swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;

	// Don't set the advanced flags.
	swapChainDesc.Flags = 0;

	// Set the feature level to DirectX 11.
	featureLevel = D3D_FEATURE_LEVEL_11_0;

	// Create the swap chain, Direct3D device, and Direct3D device context.
	result = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, &featureLevel, 1,
		D3D11_SDK_VERSION, &swapChainDesc, &m_pSwapChain, &m_device, NULL, &m_deviceContext);
	if (FAILED(result))
	{
		return false;
	}

	// Get the pointer to the back buffer.
	result = m_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBufferPtr);
	if (FAILED(result))
	{
		return false;
	}

	// Create the render target view with the back buffer pointer.
	result = m_device->CreateRenderTargetView(backBufferPtr.Get(), NULL, &m_renderTargetView);
	if (FAILED(result))
	{
		return false;
	}

	// Release pointer to the back buffer as we no longer need it.
	backBufferPtr.Reset();
	backBufferPtr = nullptr;

	// Initialize the description of the depth buffer.
	ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc));

	// Set up the description of the depth buffer.
	depthBufferDesc.Width = screenWidth;
	depthBufferDesc.Height = screenHeight;
	depthBufferDesc.MipLevels = 1;
	depthBufferDesc.ArraySize = 1;
	depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
	depthBufferDesc.SampleDesc.Count = 1;
	depthBufferDesc.SampleDesc.Quality = 0;
	depthBufferDesc.Usage = D3D11_USAGE_DEFAULT;
	depthBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
	depthBufferDesc.CPUAccessFlags = 0;
	depthBufferDesc.MiscFlags = 0;

	// Create the texture for the depth buffer using the filled out description.
	result = m_device->CreateTexture2D(&depthBufferDesc, NULL, &m_depthStencilBuffer);
	if (FAILED(result))
	{
		return false;
	}

	// Initialize the description of the stencil state.
	ZeroMemory(&depthStencilDesc, sizeof(depthStencilDesc));

	// Set up the description of the stencil state.
	depthStencilDesc.DepthEnable = true;
	depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
	depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;

	depthStencilDesc.StencilEnable = true;
	depthStencilDesc.StencilReadMask = 0xFF;
	depthStencilDesc.StencilWriteMask = 0xFF;

	// Stencil operations if pixel is front-facing.
	depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
	depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
	depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
	depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;

	// Stencil operations if pixel is back-facing.
	depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
	depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
	depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
	depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;

	// Create the depth stencil state.
	result = m_device->CreateDepthStencilState(&depthStencilDesc, &m_depthStencilState);
	if (FAILED(result))
	{
		return false;
	}

	// Set the depth stencil state.
	m_deviceContext->OMSetDepthStencilState(m_depthStencilState, 1);

	// Initialize the depth stencil view.
	ZeroMemory(&depthStencilViewDesc, sizeof(depthStencilViewDesc));

	// Set up the depth stencil view description.
	depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
	depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
	depthStencilViewDesc.Texture2D.MipSlice = 0;

	// Create the depth stencil view.
	result = m_device->CreateDepthStencilView(m_depthStencilBuffer, &depthStencilViewDesc, &m_depthStencilView);
	if (FAILED(result))
	{
		return false;
	}

	// Bind the render target view and depth stencil buffer to the output render pipeline.
	m_deviceContext->OMSetRenderTargets(1, &m_renderTargetView, m_depthStencilView);

	// Setup the raster description which will determine how and what polygons will be drawn.
	rasterDesc.AntialiasedLineEnable = false;
	rasterDesc.CullMode = D3D11_CULL_BACK;
	rasterDesc.DepthBias = 0;
	rasterDesc.DepthBiasClamp = 0.0f;
	rasterDesc.DepthClipEnable = true;
	rasterDesc.FillMode = D3D11_FILL_SOLID;
	rasterDesc.FrontCounterClockwise = false;
	rasterDesc.MultisampleEnable = false;
	rasterDesc.ScissorEnable = false;
	rasterDesc.SlopeScaledDepthBias = 0.0f;

	// Create the rasterizer state from the description we just filled out.
	result = m_device->CreateRasterizerState(&rasterDesc, &m_rasterState);
	if (FAILED(result))
	{
		return false;
	}

	// Now set the rasterizer state.
	m_deviceContext->RSSetState(m_rasterState);

	rasterDesc.CullMode = D3D11_CULL_NONE;

	result = m_device->CreateRasterizerState(&rasterDesc, &m_rasterStateNoCulling);
	if (FAILED(result))
	{
		return false;
	}

	// Setup a raster description which enables wire frame rendering.
	rasterDesc.AntialiasedLineEnable = false;
	rasterDesc.CullMode = D3D11_CULL_BACK;
	rasterDesc.DepthBias = 0;
	rasterDesc.DepthBiasClamp = 0.0f;
	rasterDesc.DepthClipEnable = true;
	rasterDesc.FillMode = D3D11_FILL_WIREFRAME;
	rasterDesc.FrontCounterClockwise = false;
	rasterDesc.MultisampleEnable = false;
	rasterDesc.ScissorEnable = false;
	rasterDesc.SlopeScaledDepthBias = 0.0f;

	// Create the wire frame rasterizer state.
	result = m_device->CreateRasterizerState(&rasterDesc, &m_rasterStateWireframe);
	if (FAILED(result))
	{
		return false;
	}

	// Setup the viewport for rendering.
	m_viewport.Width = (float)screenWidth;
	m_viewport.Height = (float)screenHeight;
	m_viewport.MinDepth = 0.0f;
	m_viewport.MaxDepth = 1.0f;
	m_viewport.TopLeftX = 0.0f;
	m_viewport.TopLeftY = 0.0f;

	// Create the viewport.
	m_deviceContext->RSSetViewports(1, &m_viewport);

	// Setup the projection matrix.
	fieldOfView = 3.141592654f / 4.0f;
	screenAspect = (float)screenWidth / (float)screenHeight;

	// Create the projection matrix for 3D rendering.
	m_projectionMatrix = DirectX::XMMatrixPerspectiveFovLH(fieldOfView, screenAspect, screenNear, screenDepth);

	// Initialize the world matrix to the identity matrix.
	m_worldMatrix = DirectX::XMMatrixIdentity();

	// Create an orthographic projection matrix for 2D rendering.
	m_orthoMatrix = DirectX::XMMatrixOrthographicLH((float)screenWidth, (float)screenHeight, screenNear, screenDepth);

	// Set up the description of the stencil state.
	depthDisabledStencilDesc.DepthEnable = false;
	depthDisabledStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
	depthDisabledStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;

	depthDisabledStencilDesc.StencilEnable = true;
	depthDisabledStencilDesc.StencilReadMask = 0xFF;
	depthDisabledStencilDesc.StencilWriteMask = 0xFF;

	// Stencil operations if pixel is front-facing.
	depthDisabledStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
	depthDisabledStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
	depthDisabledStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
	depthDisabledStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;

	// Stencil operations if pixel is back-facing.
	depthDisabledStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
	depthDisabledStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
	depthDisabledStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
	depthDisabledStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;

	// Create the state using the device.
	result = m_device->CreateDepthStencilState(&depthDisabledStencilDesc, &m_depthDisabledStencilState);
	if (FAILED(result))
	{
		return false;
	}

	// Clear the blend state description.
	ZeroMemory(&blendStateDesc, sizeof(D3D11_BLEND_DESC));

	// Create an alpha enabled blend state description.
	blendStateDesc.RenderTarget[0].BlendEnable = TRUE;
	blendStateDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
	blendStateDesc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
	blendStateDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
	blendStateDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
	blendStateDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
	blendStateDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
	blendStateDesc.RenderTarget[0].RenderTargetWriteMask = 0x0f;

	// Create the blend state using the description.
	result = m_device->CreateBlendState(&blendStateDesc, &m_alphaEnableBlendingState);
	if (FAILED(result))
	{
		return false;
	}

	// Modify the description to create an alpha disabled blend state description.
	blendStateDesc.RenderTarget[0].BlendEnable = FALSE;

	// Create the blend state using the description.
	result = m_device->CreateBlendState(&blendStateDesc, &m_alphaDisableBlendingState);
	if (FAILED(result))
	{
		return false;
	}

	// Create a blend state description for the alpha-to-coverage blending mode.
	blendStateDesc.AlphaToCoverageEnable = true;
	blendStateDesc.IndependentBlendEnable = false;
	blendStateDesc.RenderTarget[0].BlendEnable = true;
	blendStateDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
	blendStateDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
	blendStateDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
	blendStateDesc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
	blendStateDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
	blendStateDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
	blendStateDesc.RenderTarget[0].RenderTargetWriteMask = 0x0f;

	// Create the blend state using the description.
	result = m_device->CreateBlendState(&blendStateDesc, &m_alphaEnableBlendingState2);
	if (FAILED(result))
	{
		return false;
	}

	return true;
}
Esempio n. 2
0
void Scene::onInit()
{
	this->mpZBufferDSV.Reset();
	this->mpZBuffer.Reset();
	this->mpBackBufferRTV.Reset();
	this->mpBackBuffer.Reset();
	this->mpImmediateContext.Reset();
	this->mpDevice.Reset();
	this->mpSwapChain.Reset();

	//デバイスなどを作り直す

	//DXGIを使う上で必要となるIDXGIFactory1を作成
	HRESULT hr;
	Microsoft::WRL::ComPtr<IDXGIFactory1> pFactory;
	hr = CreateDXGIFactory1(IID_PPV_ARGS(pFactory.GetAddressOf()));
	if (FAILED(hr)) {
		throw std::runtime_error("IDXGIFactoryクラスの作成に失敗しました。");
	}

	//GPUアダプターを列挙して一番最初に見つかった使えるものを選ぶ
	Microsoft::WRL::ComPtr<IDXGIAdapter1> pAdapterIt;
	for (UINT adapterIndex = 0; S_OK == pFactory->EnumAdapters1(adapterIndex, pAdapterIt.GetAddressOf());  ++adapterIndex) {
		DXGI_ADAPTER_DESC1 desc;
		pAdapterIt->GetDesc1(&desc);
		OutputDebugStringA(  std::string("adapter " + std::to_string(adapterIndex) + "\n").c_str());
		OutputDebugStringW((std::wstring(L"  decription =  ") + desc.Description + L"\n").c_str());
		OutputDebugStringA(  std::string("  VemdorId =  " + std::to_string(desc.VendorId) + "\n").c_str());
		OutputDebugStringA(  std::string("  DeviceId =  " + std::to_string(desc.DeviceId) + "\n").c_str());
		OutputDebugStringA(  std::string("  SubSysId =  " + std::to_string(desc.SubSysId) + "\n").c_str());
		OutputDebugStringA(  std::string("  Revision =  " + std::to_string(desc.Revision) + "\n").c_str());
		OutputDebugStringA(  std::string("  DedicatedVideoMemory =  " + std::to_string(desc.DedicatedVideoMemory) + "\n").c_str());
		OutputDebugStringA(  std::string("  DedicatedSystemMemory =  " + std::to_string(desc.DedicatedSystemMemory) + "\n").c_str());
		OutputDebugStringA(  std::string("  SharedSystemMemory =  " + std::to_string(desc.SharedSystemMemory) + "\n").c_str());
		OutputDebugStringA(  std::string("  AdapterLuid =  high:" + std::to_string(desc.AdapterLuid.HighPart) + " low:" + std::to_string(desc.AdapterLuid.LowPart) + "\n").c_str());
		OutputDebugStringA(  std::string("  Flag = " + std::to_string(desc.Flags) + "\n").c_str());

		if (nullptr == this->mpAdapter) {
			if (desc.Flags ^= DXGI_ADAPTER_FLAG_SOFTWARE) {
				this->mpAdapter = pAdapterIt;
				OutputDebugStringA(std::string("このアダプターを使用します。 adapterIndex = " + std::to_string(adapterIndex) + "\n").c_str());
			}

			//期待通りに動作してくれなかった
			//LARGE_INTEGER version;
			//hr = pAdapterIt->CheckInterfaceSupport(__uuidof(ID3D11Device), &version);
			//DXGI_ERROR_UNSUPPORTED;
			//if (S_OK == hr) {
			//	pAdapter = pAdapterIt;
			//	OutputDebugStringA(std::string("このアダプターを使用します。 adapterIndex = " + std::to_string(adapterIndex) + "\n").c_str());
			//}
		}

		//使い終わったら必ずReleaseすること
		pAdapterIt.Reset();
	}

	//ID3D11DeviceとID3D11DeviceContextの作成
	std::array<D3D_FEATURE_LEVEL, 3> featureLevels = { {
			D3D_FEATURE_LEVEL_11_0,
			D3D_FEATURE_LEVEL_10_1,
			D3D_FEATURE_LEVEL_10_0
		} };
	UINT flags = 0;
#ifdef _DEBUG
	flags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
	D3D_FEATURE_LEVEL usedLevel;
	hr = D3D11CreateDevice(
		this->mpAdapter.Get(),
		D3D_DRIVER_TYPE_UNKNOWN,
		nullptr,
		flags,
		featureLevels.data(),
		static_cast<UINT>(featureLevels.size()),
		D3D11_SDK_VERSION,
		this->mpDevice.GetAddressOf(),
		&usedLevel,
		this->mpImmediateContext.GetAddressOf()
		);

	if (FAILED(hr)) {
		throw std::runtime_error("ID3D11Deviceの作成に失敗。");
	}

	//IDXGISwapChainの作成
	DXGI_SWAP_CHAIN_DESC swapChainDesc = { 0 };
	swapChainDesc.OutputWindow = Win32Application::hwnd();
	swapChainDesc.BufferCount = 2;
	swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_SEQUENTIAL;

	swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
	swapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
	//swapChainDesc.Flags = 0;
	swapChainDesc.SampleDesc.Count = 1;
	swapChainDesc.SampleDesc.Quality = 0;
	//フルスクリーンとウィンドモードの切り替えがしたい場合は、まずウィンドウモードとして生成することを推奨しているみたい
	//https://msdn.microsoft.com/en-us/library/bb174579(v=vs.85).aspx
	swapChainDesc.Windowed = true;

	//希望する画面設定
	swapChainDesc.BufferDesc.Width = this->width();
	swapChainDesc.BufferDesc.Height = this->height();
	swapChainDesc.BufferDesc.RefreshRate.Numerator = 60;
	swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
	swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;

	//上の画面設定に一番近いものを調べる
	Microsoft::WRL::ComPtr<IDXGIOutput> pOutput;
	if (DXGI_ERROR_NOT_FOUND == this->mpAdapter->EnumOutputs(0, pOutput.GetAddressOf())) {
		throw std::runtime_error("アダプターの出力先が見つかりません。");
	}
	DXGI_MODE_DESC modeDesc;
	hr = pOutput->FindClosestMatchingMode(&swapChainDesc.BufferDesc, &modeDesc, this->mpDevice.Get());
	if (FAILED(hr)) {
		throw std::runtime_error("表示モードの取得に失敗");
	}
	//IDXGISwapChainの作成
	swapChainDesc.BufferDesc = modeDesc;
	hr = pFactory->CreateSwapChain(this->mpDevice.Get(), &swapChainDesc, this->mpSwapChain.GetAddressOf());
	if (FAILED(hr)) {
		throw std::runtime_error("IDXGISwapChainの作成に失敗");
	}

	//ディスプレイの画面モードの一覧を取得する
	//IDXGIOutput* pOutput;
	//this->mpSwapChain->GetContainingOutput(&pOutput);
	//UINT num;
	//UINT flag = DXGI_ENUM_MODES_INTERLACED;
	//pOutput->GetDisplayModeList(swapChainDesc.BufferDesc.Format, flag, &num, nullptr);
	//std::vector<DXGI_MODE_DESC> modeDesces;
	//modeDesces.resize(num);
	//pOutput->GetDisplayModeList(swapChainDesc.BufferDesc.Format, flag, &num, &modeDesces[0]);
	//pOutput->Release();

	//
	//	後はバックバッファのレンダーターゲットビューの作成、必要ならZバッファの作成とビューポートの設定を行う
	//
	initRenderTargetAndDepthStencil(swapChainDesc.BufferDesc.Width, swapChainDesc.BufferDesc.Height);
}