// Initialize hardware-dependent resources.
void Scenario1ImageSource::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.
    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.
    const 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,
        D3D_FEATURE_LEVEL_9_2,
        D3D_FEATURE_LEVEL_9_1,
    };

    // Create the Direct3D 11 API device object.
    DX::ThrowIfFailed(
        D3D11CreateDevice(
            nullptr,                        // Specify nullptr to use the default adapter.
            D3D_DRIVER_TYPE_HARDWARE,
            nullptr,
            creationFlags,                  // 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 for Windows Store apps.
            &m_d3dDevice,                   // Returns the Direct3D device created.
            nullptr,
            nullptr
            )
        );

    // Get the Direct3D 11.1 API device.
    ComPtr<IDXGIDevice> dxgiDevice;
    DX::ThrowIfFailed(
        m_d3dDevice.As(&dxgiDevice)
        );

    // Create the Direct2D device object and a corresponding context.
    DX::ThrowIfFailed(
        D2D1CreateDevice(
            dxgiDevice.Get(),
            nullptr,
            &m_d2dDevice
            )
        );

    DX::ThrowIfFailed(
        m_d2dDevice->CreateDeviceContext(
            D2D1_DEVICE_CONTEXT_OPTIONS_NONE,
            &m_d2dContext
            )
        );

    // Set DPI to the display's current DPI.
    SetDpi(DisplayInformation::GetForCurrentView()->LogicalDpi);

    // Query for ISurfaceImageSourceNative interface.
    Microsoft::WRL::ComPtr<ISurfaceImageSourceNative> sisNative;    
    DX::ThrowIfFailed(
        reinterpret_cast<IUnknown*>(this)->QueryInterface(IID_PPV_ARGS(&sisNative))
        );

    // Associate the DXGI device with the SurfaceImageSource.
    DX::ThrowIfFailed(
        sisNative->SetDevice(dxgiDevice.Get())
        );
}
Esempio n. 2
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// Initialize hardware-dependent resources.
void LineGraph::CreateDeviceResources()
{
	// This flag adds support for surfaces with a different color channel ordering
	// than the API default.
	UINT creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;

#if defined(_DEBUG)    
	// If the project is in a debug build, enable debugging via SDK Layers.
	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.
	const 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,
		D3D_FEATURE_LEVEL_9_2,
		D3D_FEATURE_LEVEL_9_1,
	};

	// Create the DX11 API device object, and get a corresponding context.
	ThrowIfFailed(
		D3D11CreateDevice(
		nullptr,                        // Specify nullptr to use the default adapter.
		D3D_DRIVER_TYPE_HARDWARE,
		nullptr,
		creationFlags,                  // 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 for Windows Store apps.
		&m_d3dDevice,                   // Returns the Direct3D device created.
		nullptr,
		&m_d3dContext                   // Returns the device immediate context.
		)
		);

	// Get the Direct3D 11.1 API device.
	ComPtr<IDXGIDevice> dxgiDevice;
	ThrowIfFailed(
		m_d3dDevice.As(&dxgiDevice)
		);

	// Query for ISurfaceImageSourceNative interface.
	Microsoft::WRL::ComPtr<ISurfaceImageSourceNative> sisNative;
	ThrowIfFailed(
		reinterpret_cast<IUnknown*>(this)->QueryInterface(IID_PPV_ARGS(&sisNative))
		);

	// Associate the DXGI device with the SurfaceImageSource.
	ThrowIfFailed(
		sisNative->SetDevice(dxgiDevice.Get())
		);

	BasicReaderWriter^ reader = ref new BasicReaderWriter();

	// Load the vertex shader.
	auto vsBytecode = reader->ReadData("VisualizationTools\\SimpleVertexShader.cso");
	ThrowIfFailed(
		m_d3dDevice->CreateVertexShader(
		vsBytecode->Data,
		vsBytecode->Length,
		nullptr,
		&m_vertexShader
		)
		);

	// Create input layout for vertex shader.
	const D3D11_INPUT_ELEMENT_DESC vertexDesc[] =
	{
		{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "COLOR", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
	};
	ThrowIfFailed(
		m_d3dDevice->CreateInputLayout(
		vertexDesc,
		ARRAYSIZE(vertexDesc),
		vsBytecode->Data,
		vsBytecode->Length,
		&m_inputLayout
		)
		);

	// Load the pixel shader.
	auto psBytecode = reader->ReadData("VisualizationTools\\SimplePixelShader.cso");
	ThrowIfFailed(
		m_d3dDevice->CreatePixelShader(
		psBytecode->Data,
		psBytecode->Length,
		nullptr,
		&m_pixelShader
		)
		);

	// Create the constant buffer.
	const CD3D11_BUFFER_DESC constantBufferDesc = CD3D11_BUFFER_DESC(sizeof(ModelViewProjectionConstantBuffer), D3D11_BIND_CONSTANT_BUFFER);
	ThrowIfFailed(
		m_d3dDevice->CreateBuffer(
		&constantBufferDesc,
		nullptr,
		&m_constantBuffer
		)
		);

	// Initialize constant buffers
	makeConstantBuffers();

}