summaryrefslogtreecommitdiffstats
path: root/Common/NativeApp/src
diff options
context:
space:
mode:
authorEgor Yusov <egor.yusov@gmail.com>2019-10-27 20:43:14 +0000
committerEgor Yusov <egor.yusov@gmail.com>2019-10-27 20:43:14 +0000
commit7af12d4c1e5429a21e560dc15d516e2a6319a5af (patch)
tree79e9732c27a2380b303545ed2986e5b4fb4910e4 /Common/NativeApp/src
parentUpdated core (diff)
downloadDiligentEngine-7af12d4c1e5429a21e560dc15d516e2a6319a5af.tar.gz
DiligentEngine-7af12d4c1e5429a21e560dc15d516e2a6319a5af.zip
Fixed tabs in UWP app source
Diffstat (limited to 'Common/NativeApp/src')
-rw-r--r--Common/NativeApp/src/UWP/App.cpp198
-rw-r--r--Common/NativeApp/src/UWP/App.h58
-rw-r--r--Common/NativeApp/src/UWP/Common/DeviceResources.cpp364
-rw-r--r--Common/NativeApp/src/UWP/Common/DeviceResources.h78
-rw-r--r--Common/NativeApp/src/UWP/Common/DirectXHelper.h88
-rw-r--r--Common/NativeApp/src/UWP/Common/StepTimer.h352
6 files changed, 569 insertions, 569 deletions
diff --git a/Common/NativeApp/src/UWP/App.cpp b/Common/NativeApp/src/UWP/App.cpp
index a36fe49..0c928eb 100644
--- a/Common/NativeApp/src/UWP/App.cpp
+++ b/Common/NativeApp/src/UWP/App.cpp
@@ -66,14 +66,14 @@ public:
[Platform::MTAThread]
int main(Platform::Array<Platform::String^>^)
{
- auto direct3DApplicationSource = ref new ApplicationSource();
- CoreApplication::Run(direct3DApplicationSource);
- return 0;
+ auto direct3DApplicationSource = ref new ApplicationSource();
+ CoreApplication::Run(direct3DApplicationSource);
+ return 0;
}
App::App() :
- m_windowClosed(false),
- m_windowVisible(true)
+ m_windowClosed(false),
+ m_windowVisible(true)
{
}
@@ -81,29 +81,29 @@ App::App() :
// The first method called when the IFrameworkView is being created.
void App::Initialize(CoreApplicationView^ applicationView)
{
- // Register event handlers for app lifecycle. This example includes Activated, so that we
- // can make the CoreWindow active and start rendering on the window.
- applicationView->Activated +=
- ref new TypedEventHandler<CoreApplicationView^, IActivatedEventArgs^>(this, &App::OnActivated);
+ // Register event handlers for app lifecycle. This example includes Activated, so that we
+ // can make the CoreWindow active and start rendering on the window.
+ applicationView->Activated +=
+ ref new TypedEventHandler<CoreApplicationView^, IActivatedEventArgs^>(this, &App::OnActivated);
- CoreApplication::Suspending +=
- ref new EventHandler<SuspendingEventArgs^>(this, &App::OnSuspending);
+ CoreApplication::Suspending +=
+ ref new EventHandler<SuspendingEventArgs^>(this, &App::OnSuspending);
- CoreApplication::Resuming +=
- ref new EventHandler<Platform::Object^>(this, &App::OnResuming);
+ CoreApplication::Resuming +=
+ ref new EventHandler<Platform::Object^>(this, &App::OnResuming);
}
// Called when the CoreWindow object is created (or re-created).
void App::SetWindow(CoreWindow^ window)
{
- window->SizeChanged +=
- ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(this, &App::OnWindowSizeChanged);
+ window->SizeChanged +=
+ ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(this, &App::OnWindowSizeChanged);
- window->VisibilityChanged +=
- ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &App::OnVisibilityChanged);
+ window->VisibilityChanged +=
+ ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &App::OnVisibilityChanged);
- window->Closed +=
- ref new TypedEventHandler<CoreWindow^, CoreWindowEventArgs^>(this, &App::OnWindowClosed);
+ window->Closed +=
+ ref new TypedEventHandler<CoreWindow^, CoreWindowEventArgs^>(this, &App::OnWindowClosed);
window->KeyDown +=
ref new TypedEventHandler<CoreWindow^, KeyEventArgs^>(this, &App::OnKeyDown);
@@ -111,16 +111,16 @@ void App::SetWindow(CoreWindow^ window)
window->KeyUp +=
ref new TypedEventHandler<CoreWindow^, KeyEventArgs^>(this, &App::OnKeyUp);
- DisplayInformation^ currentDisplayInformation = DisplayInformation::GetForCurrentView();
+ DisplayInformation^ currentDisplayInformation = DisplayInformation::GetForCurrentView();
- currentDisplayInformation->DpiChanged +=
- ref new TypedEventHandler<DisplayInformation^, Object^>(this, &App::OnDpiChanged);
+ currentDisplayInformation->DpiChanged +=
+ ref new TypedEventHandler<DisplayInformation^, Object^>(this, &App::OnDpiChanged);
- currentDisplayInformation->OrientationChanged +=
- ref new TypedEventHandler<DisplayInformation^, Object^>(this, &App::OnOrientationChanged);
+ currentDisplayInformation->OrientationChanged +=
+ ref new TypedEventHandler<DisplayInformation^, Object^>(this, &App::OnOrientationChanged);
- DisplayInformation::DisplayContentsInvalidated +=
- ref new TypedEventHandler<DisplayInformation^, Object^>(this, &App::OnDisplayContentsInvalidated);
+ DisplayInformation::DisplayContentsInvalidated +=
+ ref new TypedEventHandler<DisplayInformation^, Object^>(this, &App::OnDisplayContentsInvalidated);
if (m_Main)
{
@@ -131,46 +131,46 @@ void App::SetWindow(CoreWindow^ window)
// Initializes scene resources, or loads a previously saved app state.
void App::Load(Platform::String^ entryPoint)
{
- if (m_Main == nullptr)
- {
+ if (m_Main == nullptr)
+ {
m_Main.reset(CreateApplication());
m_Main->OnSetWindow(CoreWindow::GetForCurrentThread());
- }
+ }
}
// This method is called after the window becomes active.
void App::Run()
{
- while (!m_windowClosed)
- {
- if (m_windowVisible)
- {
- CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);
+ while (!m_windowClosed)
+ {
+ if (m_windowVisible)
+ {
+ CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);
// Initialize device resources
GetDeviceResources();
- //PIXBeginEvent(commandQueue, 0, L"Update");
- {
- m_Main->Update();
- }
- //PIXEndEvent(commandQueue);
+ //PIXBeginEvent(commandQueue, 0, L"Update");
+ {
+ m_Main->Update();
+ }
+ //PIXEndEvent(commandQueue);
- //PIXBeginEvent(commandQueue, 0, L"Render");
- {
+ //PIXBeginEvent(commandQueue, 0, L"Render");
+ {
m_Main->Render();
- if (m_Main->IsFrameReady())
- {
+ if (m_Main->IsFrameReady())
+ {
m_Main->Present();
- }
- }
- //PIXEndEvent(commandQueue);
- }
- else
- {
- CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending);
- }
- }
+ }
+ }
+ //PIXEndEvent(commandQueue);
+ }
+ else
+ {
+ CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending);
+ }
+ }
}
// Required for IFrameworkView.
@@ -200,26 +200,26 @@ void App::OnActivated(CoreApplicationView^ applicationView, IActivatedEventArgs^
void App::OnSuspending(Platform::Object^ sender, SuspendingEventArgs^ args)
{
- // Save app state asynchronously after requesting a deferral. Holding a deferral
- // indicates that the application is busy performing suspending operations. Be
- // aware that a deferral may not be held indefinitely. After about five seconds,
- // the app will be forced to exit.
- SuspendingDeferral^ deferral = args->SuspendingOperation->GetDeferral();
-
- create_task([this, deferral]()
- {
- m_Main->OnSuspending();
- deferral->Complete();
- });
+ // Save app state asynchronously after requesting a deferral. Holding a deferral
+ // indicates that the application is busy performing suspending operations. Be
+ // aware that a deferral may not be held indefinitely. After about five seconds,
+ // the app will be forced to exit.
+ SuspendingDeferral^ deferral = args->SuspendingOperation->GetDeferral();
+
+ create_task([this, deferral]()
+ {
+ m_Main->OnSuspending();
+ deferral->Complete();
+ });
}
void App::OnResuming(Platform::Object^ sender, Platform::Object^ args)
{
- // Restore any data or state that was unloaded on suspend. By default, data
- // and state are persisted when resuming from suspend. Note that this event
- // does not occur if the app was previously terminated.
+ // Restore any data or state that was unloaded on suspend. By default, data
+ // and state are persisted when resuming from suspend. Note that this event
+ // does not occur if the app was previously terminated.
- m_Main->OnResuming();
+ m_Main->OnResuming();
}
// Window event handlers.
@@ -228,33 +228,33 @@ void App::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEventArgs^ ar
{
if (auto DeviceResources = GetDeviceResources())
{
- DeviceResources->SetLogicalSize(Size(sender->Bounds.Width, sender->Bounds.Height));
- m_Main->OnWindowSizeChanged();
+ DeviceResources->SetLogicalSize(Size(sender->Bounds.Width, sender->Bounds.Height));
+ m_Main->OnWindowSizeChanged();
}
}
void App::OnVisibilityChanged(CoreWindow^ sender, VisibilityChangedEventArgs^ args)
{
- m_windowVisible = args->Visible;
+ m_windowVisible = args->Visible;
}
void App::OnWindowClosed(CoreWindow^ sender, CoreWindowEventArgs^ args)
{
- m_windowClosed = true;
+ m_windowClosed = true;
}
// DisplayInformation event handlers.
void App::OnDpiChanged(DisplayInformation^ sender, Object^ args)
{
- // Note: The value for LogicalDpi retrieved here may not match the effective DPI of the app
- // if it is being scaled for high resolution devices. Once the DPI is set on DeviceResources,
- // you should always retrieve it using the GetDpi method.
- // See DeviceResources.cpp for more details.
+ // Note: The value for LogicalDpi retrieved here may not match the effective DPI of the app
+ // if it is being scaled for high resolution devices. Once the DPI is set on DeviceResources,
+ // you should always retrieve it using the GetDpi method.
+ // See DeviceResources.cpp for more details.
if (auto DeviceResources = GetDeviceResources())
{
- DeviceResources->SetDpi(sender->LogicalDpi);
- m_Main->OnWindowSizeChanged();
+ DeviceResources->SetDpi(sender->LogicalDpi);
+ m_Main->OnWindowSizeChanged();
}
}
@@ -262,8 +262,8 @@ void App::OnOrientationChanged(DisplayInformation^ sender, Object^ args)
{
if (auto DeviceResources = GetDeviceResources())
{
- DeviceResources->SetCurrentOrientation(sender->CurrentOrientation);
- m_Main->OnWindowSizeChanged();
+ DeviceResources->SetCurrentOrientation(sender->CurrentOrientation);
+ m_Main->OnWindowSizeChanged();
}
}
@@ -271,7 +271,7 @@ void App::OnDisplayContentsInvalidated(DisplayInformation^ sender, Object^ args)
{
if (auto DeviceResources = GetDeviceResources())
{
- DeviceResources->ValidateDevice();
+ DeviceResources->ValidateDevice();
}
}
@@ -318,34 +318,34 @@ void App::OnKeyUp(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyE
std::shared_ptr<DX::DeviceResources> App::GetDeviceResources()
{
- if (m_deviceResources != nullptr && m_deviceResources->IsDeviceRemoved())
- {
- // All references to the existing D3D device must be released before a new device
- // can be created.
+ if (m_deviceResources != nullptr && m_deviceResources->IsDeviceRemoved())
+ {
+ // All references to the existing D3D device must be released before a new device
+ // can be created.
- m_deviceResources = nullptr;
- m_Main->OnDeviceRemoved();
+ m_deviceResources = nullptr;
+ m_Main->OnDeviceRemoved();
#if defined(_DEBUG)
- ComPtr<IDXGIDebug1> dxgiDebug;
- if (SUCCEEDED(DXGIGetDebugInterface1(0, IID_PPV_ARGS(&dxgiDebug))))
- {
- dxgiDebug->ReportLiveObjects(DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_FLAGS(DXGI_DEBUG_RLO_SUMMARY | DXGI_DEBUG_RLO_IGNORE_INTERNAL));
- }
+ ComPtr<IDXGIDebug1> dxgiDebug;
+ if (SUCCEEDED(DXGIGetDebugInterface1(0, IID_PPV_ARGS(&dxgiDebug))))
+ {
+ dxgiDebug->ReportLiveObjects(DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_FLAGS(DXGI_DEBUG_RLO_SUMMARY | DXGI_DEBUG_RLO_IGNORE_INTERNAL));
+ }
#endif
- }
+ }
- if (m_deviceResources == nullptr)
- {
- m_deviceResources = m_Main->InitDeviceResources();
+ if (m_deviceResources == nullptr)
+ {
+ m_deviceResources = m_Main->InitDeviceResources();
if (m_deviceResources)
{
- m_deviceResources->SetWindow(CoreWindow::GetForCurrentThread());
+ m_deviceResources->SetWindow(CoreWindow::GetForCurrentThread());
auto Title = Diligent::WidenString(m_Main->GetAppTitle());
Windows::UI::ViewManagement::ApplicationView::GetForCurrentView()->Title = ref new Platform::String(Title.c_str());
m_Main->OnWindowSizeChanged();
- m_Main->CreateRenderers();
+ m_Main->CreateRenderers();
}
- }
- return m_deviceResources;
+ }
+ return m_deviceResources;
}
diff --git a/Common/NativeApp/src/UWP/App.h b/Common/NativeApp/src/UWP/App.h
index 6b3fea2..4f31f07 100644
--- a/Common/NativeApp/src/UWP/App.h
+++ b/Common/NativeApp/src/UWP/App.h
@@ -28,44 +28,44 @@
namespace SampleApp
{
- // Main entry point for our app. Connects the app with the Windows shell and handles application lifecycle events.
- ref class App sealed : public Windows::ApplicationModel::Core::IFrameworkView
- {
- public:
- App();
+ // Main entry point for our app. Connects the app with the Windows shell and handles application lifecycle events.
+ ref class App sealed : public Windows::ApplicationModel::Core::IFrameworkView
+ {
+ public:
+ App();
- // IFrameworkView methods.
- virtual void Initialize(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView);
- virtual void SetWindow(Windows::UI::Core::CoreWindow^ window);
- virtual void Load(Platform::String^ entryPoint);
- virtual void Run();
- virtual void Uninitialize();
+ // IFrameworkView methods.
+ virtual void Initialize(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView);
+ virtual void SetWindow(Windows::UI::Core::CoreWindow^ window);
+ virtual void Load(Platform::String^ entryPoint);
+ virtual void Run();
+ virtual void Uninitialize();
- protected:
- // Application lifecycle event handlers.
- void OnActivated(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView, Windows::ApplicationModel::Activation::IActivatedEventArgs^ args);
- void OnSuspending(Platform::Object^ sender, Windows::ApplicationModel::SuspendingEventArgs^ args);
- void OnResuming(Platform::Object^ sender, Platform::Object^ args);
+ protected:
+ // Application lifecycle event handlers.
+ void OnActivated(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView, Windows::ApplicationModel::Activation::IActivatedEventArgs^ args);
+ void OnSuspending(Platform::Object^ sender, Windows::ApplicationModel::SuspendingEventArgs^ args);
+ void OnResuming(Platform::Object^ sender, Platform::Object^ args);
- // Window event handlers.
- void OnWindowSizeChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowSizeChangedEventArgs^ args);
- void OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args);
- void OnWindowClosed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CoreWindowEventArgs^ args);
+ // Window event handlers.
+ void OnWindowSizeChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowSizeChangedEventArgs^ args);
+ void OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args);
+ void OnWindowClosed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CoreWindowEventArgs^ args);
- // DisplayInformation event handlers.
- void OnDpiChanged(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args);
- void OnOrientationChanged(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args);
- void OnDisplayContentsInvalidated(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args);
+ // DisplayInformation event handlers.
+ void OnDpiChanged(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args);
+ void OnOrientationChanged(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args);
+ void OnDisplayContentsInvalidated(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args);
void OnKeyDown(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args);
void OnKeyUp(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args);
- private:
+ private:
std::shared_ptr<DX::DeviceResources> GetDeviceResources();
std::unique_ptr<Diligent::NativeAppBase> m_Main;
- std::shared_ptr<DX::DeviceResources> m_deviceResources;
- bool m_windowClosed = false;
- bool m_windowVisible = false;
+ std::shared_ptr<DX::DeviceResources> m_deviceResources;
+ bool m_windowClosed = false;
+ bool m_windowVisible = false;
bool m_bShiftPressed = false;
- };
+ };
}
diff --git a/Common/NativeApp/src/UWP/Common/DeviceResources.cpp b/Common/NativeApp/src/UWP/Common/DeviceResources.cpp
index b6ea12d..c111a54 100644
--- a/Common/NativeApp/src/UWP/Common/DeviceResources.cpp
+++ b/Common/NativeApp/src/UWP/Common/DeviceResources.cpp
@@ -28,66 +28,66 @@ using namespace Platform;
namespace DisplayMetrics
{
- // High resolution displays can require a lot of GPU and battery power to render.
- // High resolution phones, for example, may suffer from poor battery life if
- // games attempt to render at 60 frames per second at full fidelity.
- // The decision to render at full fidelity across all platforms and form factors
- // should be deliberate.
- static const bool SupportHighResolutions = false;
-
- // The default thresholds that define a "high resolution" display. If the thresholds
- // are exceeded and SupportHighResolutions is false, the dimensions will be scaled
- // by 50%.
- static const float DpiThreshold = 192.0f; // 200% of standard desktop display.
- static const float WidthThreshold = 1920.0f; // 1080p width.
- static const float HeightThreshold = 1080.0f; // 1080p height.
+ // High resolution displays can require a lot of GPU and battery power to render.
+ // High resolution phones, for example, may suffer from poor battery life if
+ // games attempt to render at 60 frames per second at full fidelity.
+ // The decision to render at full fidelity across all platforms and form factors
+ // should be deliberate.
+ static const bool SupportHighResolutions = false;
+
+ // The default thresholds that define a "high resolution" display. If the thresholds
+ // are exceeded and SupportHighResolutions is false, the dimensions will be scaled
+ // by 50%.
+ static const float DpiThreshold = 192.0f; // 200% of standard desktop display.
+ static const float WidthThreshold = 1920.0f; // 1080p width.
+ static const float HeightThreshold = 1080.0f; // 1080p height.
};
// Constants used to calculate screen rotations.
namespace ScreenRotation
{
- // 0-degree Z-rotation
- static const XMFLOAT4X4 Rotation0(
- 1.0f, 0.0f, 0.0f, 0.0f,
- 0.0f, 1.0f, 0.0f, 0.0f,
- 0.0f, 0.0f, 1.0f, 0.0f,
- 0.0f, 0.0f, 0.0f, 1.0f
- );
-
- // 90-degree Z-rotation
- static const XMFLOAT4X4 Rotation90(
- 0.0f, 1.0f, 0.0f, 0.0f,
- -1.0f, 0.0f, 0.0f, 0.0f,
- 0.0f, 0.0f, 1.0f, 0.0f,
- 0.0f, 0.0f, 0.0f, 1.0f
- );
-
- // 180-degree Z-rotation
- static const XMFLOAT4X4 Rotation180(
- -1.0f, 0.0f, 0.0f, 0.0f,
- 0.0f, -1.0f, 0.0f, 0.0f,
- 0.0f, 0.0f, 1.0f, 0.0f,
- 0.0f, 0.0f, 0.0f, 1.0f
- );
-
- // 270-degree Z-rotation
- static const XMFLOAT4X4 Rotation270(
- 0.0f, -1.0f, 0.0f, 0.0f,
- 1.0f, 0.0f, 0.0f, 0.0f,
- 0.0f, 0.0f, 1.0f, 0.0f,
- 0.0f, 0.0f, 0.0f, 1.0f
- );
+ // 0-degree Z-rotation
+ static const XMFLOAT4X4 Rotation0(
+ 1.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 1.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 1.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f
+ );
+
+ // 90-degree Z-rotation
+ static const XMFLOAT4X4 Rotation90(
+ 0.0f, 1.0f, 0.0f, 0.0f,
+ -1.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 1.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f
+ );
+
+ // 180-degree Z-rotation
+ static const XMFLOAT4X4 Rotation180(
+ -1.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, -1.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 1.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f
+ );
+
+ // 270-degree Z-rotation
+ static const XMFLOAT4X4 Rotation270(
+ 0.0f, -1.0f, 0.0f, 0.0f,
+ 1.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 1.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f
+ );
};
// Constructor for DeviceResources.
DX::DeviceResources::DeviceResources(ID3D11Device *d3d11Device, ID3D12Device *d3d12Device) :
- m_d3dRenderTargetSize(),
- m_outputSize(),
- m_logicalSize(),
- m_nativeOrientation(DisplayOrientations::None),
- m_currentOrientation(DisplayOrientations::None),
- m_dpi(-1.0f),
- m_deviceRemoved(false),
+ m_d3dRenderTargetSize(),
+ m_outputSize(),
+ m_logicalSize(),
+ m_nativeOrientation(DisplayOrientations::None),
+ m_currentOrientation(DisplayOrientations::None),
+ m_dpi(-1.0f),
+ m_deviceRemoved(false),
m_d3d11Device(d3d11Device),
m_d3d12Device(d3d12Device)
{
@@ -130,32 +130,32 @@ void DX::DeviceResources::SetSwapChainRotation(IDXGISwapChain3 *swapChain)
// Determine the dimensions of the render target and whether it will be scaled down.
void DX::DeviceResources::UpdateRenderTargetSize()
{
- m_effectiveDpi = m_dpi;
-
- // To improve battery life on high resolution devices, render to a smaller render target
- // and allow the GPU to scale the output when it is presented.
- if (!DisplayMetrics::SupportHighResolutions && m_dpi > DisplayMetrics::DpiThreshold)
- {
- float width = DX::ConvertDipsToPixels(m_logicalSize.Width, m_dpi);
- float height = DX::ConvertDipsToPixels(m_logicalSize.Height, m_dpi);
-
- // When the device is in portrait orientation, height > width. Compare the
- // larger dimension against the width threshold and the smaller dimension
- // against the height threshold.
- if (max(width, height) > DisplayMetrics::WidthThreshold && min(width, height) > DisplayMetrics::HeightThreshold)
- {
- // To scale the app we change the effective DPI. Logical size does not change.
- m_effectiveDpi /= 2.0f;
- }
- }
-
- // Calculate the necessary render target size in pixels.
- m_outputSize.Width = DX::ConvertDipsToPixels(m_logicalSize.Width, m_effectiveDpi);
- m_outputSize.Height = DX::ConvertDipsToPixels(m_logicalSize.Height, m_effectiveDpi);
-
- // Prevent zero size DirectX content from being created.
- m_outputSize.Width = max(m_outputSize.Width, 1);
- m_outputSize.Height = max(m_outputSize.Height, 1);
+ m_effectiveDpi = m_dpi;
+
+ // To improve battery life on high resolution devices, render to a smaller render target
+ // and allow the GPU to scale the output when it is presented.
+ if (!DisplayMetrics::SupportHighResolutions && m_dpi > DisplayMetrics::DpiThreshold)
+ {
+ float width = DX::ConvertDipsToPixels(m_logicalSize.Width, m_dpi);
+ float height = DX::ConvertDipsToPixels(m_logicalSize.Height, m_dpi);
+
+ // When the device is in portrait orientation, height > width. Compare the
+ // larger dimension against the width threshold and the smaller dimension
+ // against the height threshold.
+ if (max(width, height) > DisplayMetrics::WidthThreshold && min(width, height) > DisplayMetrics::HeightThreshold)
+ {
+ // To scale the app we change the effective DPI. Logical size does not change.
+ m_effectiveDpi /= 2.0f;
+ }
+ }
+
+ // Calculate the necessary render target size in pixels.
+ m_outputSize.Width = DX::ConvertDipsToPixels(m_logicalSize.Width, m_effectiveDpi);
+ m_outputSize.Height = DX::ConvertDipsToPixels(m_logicalSize.Height, m_effectiveDpi);
+
+ // Prevent zero size DirectX content from being created.
+ m_outputSize.Width = max(m_outputSize.Width, 1);
+ m_outputSize.Height = max(m_outputSize.Height, 1);
// The width and height of the swap chain must be based on the window's
@@ -174,155 +174,155 @@ void DX::DeviceResources::UpdateRenderTargetSize()
// This method is called when the CoreWindow is created (or re-created).
void DX::DeviceResources::SetWindow(CoreWindow^ window)
{
- DisplayInformation^ currentDisplayInformation = DisplayInformation::GetForCurrentView();
+ DisplayInformation^ currentDisplayInformation = DisplayInformation::GetForCurrentView();
- m_window = window;
- m_logicalSize = Windows::Foundation::Size(window->Bounds.Width, window->Bounds.Height);
- m_nativeOrientation = currentDisplayInformation->NativeOrientation;
- m_currentOrientation = currentDisplayInformation->CurrentOrientation;
- m_dpi = currentDisplayInformation->LogicalDpi;
+ m_window = window;
+ m_logicalSize = Windows::Foundation::Size(window->Bounds.Width, window->Bounds.Height);
+ m_nativeOrientation = currentDisplayInformation->NativeOrientation;
+ m_currentOrientation = currentDisplayInformation->CurrentOrientation;
+ m_dpi = currentDisplayInformation->LogicalDpi;
- //CreateWindowSizeDependentResources();
+ //CreateWindowSizeDependentResources();
}
// This method is called in the event handler for the SizeChanged event.
void DX::DeviceResources::SetLogicalSize(Windows::Foundation::Size logicalSize)
{
- if (m_logicalSize != logicalSize)
- {
- m_logicalSize = logicalSize;
- //CreateWindowSizeDependentResources();
- }
+ if (m_logicalSize != logicalSize)
+ {
+ m_logicalSize = logicalSize;
+ //CreateWindowSizeDependentResources();
+ }
}
// This method is called in the event handler for the DpiChanged event.
void DX::DeviceResources::SetDpi(float dpi)
{
- if (dpi != m_dpi)
- {
- m_dpi = dpi;
+ if (dpi != m_dpi)
+ {
+ m_dpi = dpi;
- // When the display DPI changes, the logical size of the window (measured in Dips) also changes and needs to be updated.
- m_logicalSize = Windows::Foundation::Size(m_window->Bounds.Width, m_window->Bounds.Height);
+ // When the display DPI changes, the logical size of the window (measured in Dips) also changes and needs to be updated.
+ m_logicalSize = Windows::Foundation::Size(m_window->Bounds.Width, m_window->Bounds.Height);
- //CreateWindowSizeDependentResources();
- }
+ //CreateWindowSizeDependentResources();
+ }
}
// This method is called in the event handler for the OrientationChanged event.
void DX::DeviceResources::SetCurrentOrientation(DisplayOrientations currentOrientation)
{
- if (m_currentOrientation != currentOrientation)
- {
- m_currentOrientation = currentOrientation;
- //CreateWindowSizeDependentResources();
- }
+ if (m_currentOrientation != currentOrientation)
+ {
+ m_currentOrientation = currentOrientation;
+ //CreateWindowSizeDependentResources();
+ }
}
// This method is called in the event handler for the DisplayContentsInvalidated event.
void DX::DeviceResources::ValidateDevice()
{
- // The D3D Device is no longer valid if the default adapter changed since the device
- // was created or if the device has been removed.
+ // The D3D Device is no longer valid if the default adapter changed since the device
+ // was created or if the device has been removed.
- ComPtr<IDXGIDevice3> dxgiDevice;
+ ComPtr<IDXGIDevice3> dxgiDevice;
if(m_d3d11Device)
- DX::ThrowIfFailed(m_d3d11Device.As(&dxgiDevice));
+ DX::ThrowIfFailed(m_d3d11Device.As(&dxgiDevice));
else if(m_d3d12Device)
DX::ThrowIfFailed(m_d3d12Device.As(&dxgiDevice));
- ComPtr<IDXGIAdapter> deviceAdapter;
- DX::ThrowIfFailed(dxgiDevice->GetAdapter(&deviceAdapter));
+ ComPtr<IDXGIAdapter> deviceAdapter;
+ DX::ThrowIfFailed(dxgiDevice->GetAdapter(&deviceAdapter));
- ComPtr<IDXGIFactory2> deviceFactory;
- DX::ThrowIfFailed(deviceAdapter->GetParent(IID_PPV_ARGS(&deviceFactory)));
+ ComPtr<IDXGIFactory2> deviceFactory;
+ DX::ThrowIfFailed(deviceAdapter->GetParent(IID_PPV_ARGS(&deviceFactory)));
- // First, get the LUID for the default adapter from when the device was created.
+ // First, get the LUID for the default adapter from when the device was created.
- DXGI_ADAPTER_DESC previousDesc;
- {
- ComPtr<IDXGIAdapter1> previousDefaultAdapter;
- DX::ThrowIfFailed(deviceFactory->EnumAdapters1(0, &previousDefaultAdapter));
+ DXGI_ADAPTER_DESC previousDesc;
+ {
+ ComPtr<IDXGIAdapter1> previousDefaultAdapter;
+ DX::ThrowIfFailed(deviceFactory->EnumAdapters1(0, &previousDefaultAdapter));
- DX::ThrowIfFailed(previousDefaultAdapter->GetDesc(&previousDesc));
- }
+ DX::ThrowIfFailed(previousDefaultAdapter->GetDesc(&previousDesc));
+ }
- // Next, get the information for the current default adapter.
+ // Next, get the information for the current default adapter.
- DXGI_ADAPTER_DESC currentDesc;
- {
- ComPtr<IDXGIFactory4> currentDxgiFactory;
- DX::ThrowIfFailed(CreateDXGIFactory1(IID_PPV_ARGS(&currentDxgiFactory)));
+ DXGI_ADAPTER_DESC currentDesc;
+ {
+ ComPtr<IDXGIFactory4> currentDxgiFactory;
+ DX::ThrowIfFailed(CreateDXGIFactory1(IID_PPV_ARGS(&currentDxgiFactory)));
- ComPtr<IDXGIAdapter1> currentDefaultAdapter;
- DX::ThrowIfFailed(currentDxgiFactory->EnumAdapters1(0, &currentDefaultAdapter));
+ ComPtr<IDXGIAdapter1> currentDefaultAdapter;
+ DX::ThrowIfFailed(currentDxgiFactory->EnumAdapters1(0, &currentDefaultAdapter));
- DX::ThrowIfFailed(currentDefaultAdapter->GetDesc(&currentDesc));
- }
+ DX::ThrowIfFailed(currentDefaultAdapter->GetDesc(&currentDesc));
+ }
- // If the adapter LUIDs don't match, or if the device reports that it has been removed,
- // a new D3D device must be created.
+ // If the adapter LUIDs don't match, or if the device reports that it has been removed,
+ // a new D3D device must be created.
- if (previousDesc.AdapterLuid.LowPart != currentDesc.AdapterLuid.LowPart ||
- previousDesc.AdapterLuid.HighPart != currentDesc.AdapterLuid.HighPart ||
- m_d3d11Device && FAILED(m_d3d11Device->GetDeviceRemovedReason()) ||
+ if (previousDesc.AdapterLuid.LowPart != currentDesc.AdapterLuid.LowPart ||
+ previousDesc.AdapterLuid.HighPart != currentDesc.AdapterLuid.HighPart ||
+ m_d3d11Device && FAILED(m_d3d11Device->GetDeviceRemovedReason()) ||
m_d3d12Device && FAILED(m_d3d12Device->GetDeviceRemovedReason()))
- {
- m_deviceRemoved = true;
- }
+ {
+ m_deviceRemoved = true;
+ }
}
// This method determines the rotation between the display device's native Orientation and the
// current display orientation.
DXGI_MODE_ROTATION DX::DeviceResources::ComputeDisplayRotation()
{
- DXGI_MODE_ROTATION rotation = DXGI_MODE_ROTATION_UNSPECIFIED;
-
- // Note: NativeOrientation can only be Landscape or Portrait even though
- // the DisplayOrientations enum has other values.
- switch (m_nativeOrientation)
- {
- case DisplayOrientations::Landscape:
- switch (m_currentOrientation)
- {
- case DisplayOrientations::Landscape:
- rotation = DXGI_MODE_ROTATION_IDENTITY;
- break;
-
- case DisplayOrientations::Portrait:
- rotation = DXGI_MODE_ROTATION_ROTATE270;
- break;
-
- case DisplayOrientations::LandscapeFlipped:
- rotation = DXGI_MODE_ROTATION_ROTATE180;
- break;
-
- case DisplayOrientations::PortraitFlipped:
- rotation = DXGI_MODE_ROTATION_ROTATE90;
- break;
- }
- break;
-
- case DisplayOrientations::Portrait:
- switch (m_currentOrientation)
- {
- case DisplayOrientations::Landscape:
- rotation = DXGI_MODE_ROTATION_ROTATE90;
- break;
-
- case DisplayOrientations::Portrait:
- rotation = DXGI_MODE_ROTATION_IDENTITY;
- break;
-
- case DisplayOrientations::LandscapeFlipped:
- rotation = DXGI_MODE_ROTATION_ROTATE270;
- break;
-
- case DisplayOrientations::PortraitFlipped:
- rotation = DXGI_MODE_ROTATION_ROTATE180;
- break;
- }
- break;
- }
- return rotation;
+ DXGI_MODE_ROTATION rotation = DXGI_MODE_ROTATION_UNSPECIFIED;
+
+ // Note: NativeOrientation can only be Landscape or Portrait even though
+ // the DisplayOrientations enum has other values.
+ switch (m_nativeOrientation)
+ {
+ case DisplayOrientations::Landscape:
+ switch (m_currentOrientation)
+ {
+ case DisplayOrientations::Landscape:
+ rotation = DXGI_MODE_ROTATION_IDENTITY;
+ break;
+
+ case DisplayOrientations::Portrait:
+ rotation = DXGI_MODE_ROTATION_ROTATE270;
+ break;
+
+ case DisplayOrientations::LandscapeFlipped:
+ rotation = DXGI_MODE_ROTATION_ROTATE180;
+ break;
+
+ case DisplayOrientations::PortraitFlipped:
+ rotation = DXGI_MODE_ROTATION_ROTATE90;
+ break;
+ }
+ break;
+
+ case DisplayOrientations::Portrait:
+ switch (m_currentOrientation)
+ {
+ case DisplayOrientations::Landscape:
+ rotation = DXGI_MODE_ROTATION_ROTATE90;
+ break;
+
+ case DisplayOrientations::Portrait:
+ rotation = DXGI_MODE_ROTATION_IDENTITY;
+ break;
+
+ case DisplayOrientations::LandscapeFlipped:
+ rotation = DXGI_MODE_ROTATION_ROTATE270;
+ break;
+
+ case DisplayOrientations::PortraitFlipped:
+ rotation = DXGI_MODE_ROTATION_ROTATE180;
+ break;
+ }
+ break;
+ }
+ return rotation;
}
diff --git a/Common/NativeApp/src/UWP/Common/DeviceResources.h b/Common/NativeApp/src/UWP/Common/DeviceResources.h
index 403d118..69fa00c 100644
--- a/Common/NativeApp/src/UWP/Common/DeviceResources.h
+++ b/Common/NativeApp/src/UWP/Common/DeviceResources.h
@@ -8,30 +8,30 @@
namespace DX
{
- // Controls all the DirectX device resources.
- class DeviceResources
- {
- public:
- DeviceResources(ID3D11Device *d3d11Device, ID3D12Device *d3d12Device);
+ // Controls all the DirectX device resources.
+ class DeviceResources
+ {
+ public:
+ DeviceResources(ID3D11Device *d3d11Device, ID3D12Device *d3d12Device);
- void SetWindow(Windows::UI::Core::CoreWindow^ window);
- void SetLogicalSize(Windows::Foundation::Size logicalSize);
- void SetCurrentOrientation(Windows::Graphics::Display::DisplayOrientations currentOrientation);
- void SetDpi(float dpi);
- void ValidateDevice();
+ void SetWindow(Windows::UI::Core::CoreWindow^ window);
+ void SetLogicalSize(Windows::Foundation::Size logicalSize);
+ void SetCurrentOrientation(Windows::Graphics::Display::DisplayOrientations currentOrientation);
+ void SetDpi(float dpi);
+ void ValidateDevice();
void SetSwapChainRotation(IDXGISwapChain3 *swapChain);
- // The size of the render target, in pixels.
- Windows::Foundation::Size GetOutputSize() const { return m_outputSize; }
+ // The size of the render target, in pixels.
+ Windows::Foundation::Size GetOutputSize() const { return m_outputSize; }
- // The size of the render target, in dips.
- Windows::Foundation::Size GetLogicalSize() const { return m_logicalSize; }
+ // The size of the render target, in dips.
+ Windows::Foundation::Size GetLogicalSize() const { return m_logicalSize; }
- float GetDpi() const { return m_effectiveDpi; }
- bool IsDeviceRemoved() const { return m_deviceRemoved; }
+ float GetDpi() const { return m_effectiveDpi; }
+ bool IsDeviceRemoved() const { return m_deviceRemoved; }
- // D3D Accessors.
- DirectX::XMFLOAT4X4 GetOrientationTransform3D() const { return m_orientationTransform3D; }
+ // D3D Accessors.
+ DirectX::XMFLOAT4X4 GetOrientationTransform3D() const { return m_orientationTransform3D; }
void UpdateRenderTargetSize();
UINT GetBackBufferWidth() {return m_backBufferWidth;}
@@ -39,34 +39,34 @@ namespace DX
Windows::UI::Core::CoreWindow^ GetWindow(){return m_window.Get();}
- private:
-
-
- DXGI_MODE_ROTATION ComputeDisplayRotation();
+ private:
+
+
+ DXGI_MODE_ROTATION ComputeDisplayRotation();
bool m_deviceRemoved;
- // Direct3D objects.
- Microsoft::WRL::ComPtr<ID3D12Device> m_d3d12Device;
+ // Direct3D objects.
+ Microsoft::WRL::ComPtr<ID3D12Device> m_d3d12Device;
Microsoft::WRL::ComPtr<ID3D11Device> m_d3d11Device;
-
- // Cached reference to the Window.
- Platform::Agile<Windows::UI::Core::CoreWindow> m_window;
+
+ // Cached reference to the Window.
+ Platform::Agile<Windows::UI::Core::CoreWindow> m_window;
- // Cached device properties.
- Windows::Foundation::Size m_d3dRenderTargetSize;
- Windows::Foundation::Size m_outputSize;
- Windows::Foundation::Size m_logicalSize;
- Windows::Graphics::Display::DisplayOrientations m_nativeOrientation;
- Windows::Graphics::Display::DisplayOrientations m_currentOrientation;
- float m_dpi;
+ // Cached device properties.
+ Windows::Foundation::Size m_d3dRenderTargetSize;
+ Windows::Foundation::Size m_outputSize;
+ Windows::Foundation::Size m_logicalSize;
+ Windows::Graphics::Display::DisplayOrientations m_nativeOrientation;
+ Windows::Graphics::Display::DisplayOrientations m_currentOrientation;
+ float m_dpi;
UINT m_backBufferWidth = 0;
UINT m_backBufferHeight = 0;
- // This is the DPI that will be reported back to the app. It takes into account whether the app supports high resolution screens or not.
- float m_effectiveDpi;
+ // This is the DPI that will be reported back to the app. It takes into account whether the app supports high resolution screens or not.
+ float m_effectiveDpi;
- // Transforms used for display orientation.
- DirectX::XMFLOAT4X4 m_orientationTransform3D;
- };
+ // Transforms used for display orientation.
+ DirectX::XMFLOAT4X4 m_orientationTransform3D;
+ };
}
diff --git a/Common/NativeApp/src/UWP/Common/DirectXHelper.h b/Common/NativeApp/src/UWP/Common/DirectXHelper.h
index 958b355..7bfe36f 100644
--- a/Common/NativeApp/src/UWP/Common/DirectXHelper.h
+++ b/Common/NativeApp/src/UWP/Common/DirectXHelper.h
@@ -4,52 +4,52 @@
namespace DX
{
- inline void ThrowIfFailed(HRESULT hr)
- {
- if (FAILED(hr))
- {
- // Set a breakpoint on this line to catch Win32 API errors.
- throw Platform::Exception::CreateException(hr);
- }
- }
-
- // Function that reads from a binary file asynchronously.
- inline Concurrency::task<std::vector<byte>> ReadDataAsync(const std::wstring& filename)
- {
- using namespace Windows::Storage;
- using namespace Concurrency;
-
- auto folder = Windows::ApplicationModel::Package::Current->InstalledLocation;
-
- return create_task(folder->GetFileAsync(Platform::StringReference(filename.c_str()))).then([](StorageFile^ file)
- {
- return FileIO::ReadBufferAsync(file);
- }).then([](Streams::IBuffer^ fileBuffer) -> std::vector<byte>
- {
- std::vector<byte> returnBuffer;
- returnBuffer.resize(fileBuffer->Length);
- Streams::DataReader::FromBuffer(fileBuffer)->ReadBytes(Platform::ArrayReference<byte>(returnBuffer.data(), fileBuffer->Length));
- return returnBuffer;
- });
- }
-
- // Converts a length in device-independent pixels (DIPs) to a length in physical pixels.
- inline float ConvertDipsToPixels(float dips, float dpi)
- {
- static const float dipsPerInch = 96.0f;
- return floorf(dips * dpi / dipsPerInch + 0.5f); // Round to nearest integer.
- }
-
- // Assign a name to the object to aid with debugging.
+ inline void ThrowIfFailed(HRESULT hr)
+ {
+ if (FAILED(hr))
+ {
+ // Set a breakpoint on this line to catch Win32 API errors.
+ throw Platform::Exception::CreateException(hr);
+ }
+ }
+
+ // Function that reads from a binary file asynchronously.
+ inline Concurrency::task<std::vector<byte>> ReadDataAsync(const std::wstring& filename)
+ {
+ using namespace Windows::Storage;
+ using namespace Concurrency;
+
+ auto folder = Windows::ApplicationModel::Package::Current->InstalledLocation;
+
+ return create_task(folder->GetFileAsync(Platform::StringReference(filename.c_str()))).then([](StorageFile^ file)
+ {
+ return FileIO::ReadBufferAsync(file);
+ }).then([](Streams::IBuffer^ fileBuffer) -> std::vector<byte>
+ {
+ std::vector<byte> returnBuffer;
+ returnBuffer.resize(fileBuffer->Length);
+ Streams::DataReader::FromBuffer(fileBuffer)->ReadBytes(Platform::ArrayReference<byte>(returnBuffer.data(), fileBuffer->Length));
+ return returnBuffer;
+ });
+ }
+
+ // Converts a length in device-independent pixels (DIPs) to a length in physical pixels.
+ inline float ConvertDipsToPixels(float dips, float dpi)
+ {
+ static const float dipsPerInch = 96.0f;
+ return floorf(dips * dpi / dipsPerInch + 0.5f); // Round to nearest integer.
+ }
+
+ // Assign a name to the object to aid with debugging.
#if defined(_DEBUG)
- inline void SetName(ID3D12Object* pObject, LPCWSTR name)
- {
- pObject->SetName(name);
- }
+ inline void SetName(ID3D12Object* pObject, LPCWSTR name)
+ {
+ pObject->SetName(name);
+ }
#else
- inline void SetName(ID3D12Object*, LPCWSTR)
- {
- }
+ inline void SetName(ID3D12Object*, LPCWSTR)
+ {
+ }
#endif
}
diff --git a/Common/NativeApp/src/UWP/Common/StepTimer.h b/Common/NativeApp/src/UWP/Common/StepTimer.h
index 286710c..c8addbc 100644
--- a/Common/NativeApp/src/UWP/Common/StepTimer.h
+++ b/Common/NativeApp/src/UWP/Common/StepTimer.h
@@ -4,180 +4,180 @@
namespace DX
{
- // Helper class for animation and simulation timing.
- class StepTimer
- {
- public:
- StepTimer() :
- m_elapsedTicks(0),
- m_totalTicks(0),
- m_leftOverTicks(0),
- m_frameCount(0),
- m_framesPerSecond(0),
- m_framesThisSecond(0),
- m_qpcSecondCounter(0),
- m_isFixedTimeStep(false),
- m_targetElapsedTicks(TicksPerSecond / 60)
- {
- if (!QueryPerformanceFrequency(&m_qpcFrequency))
- {
- throw ref new Platform::FailureException();
- }
-
- if (!QueryPerformanceCounter(&m_qpcLastTime))
- {
- throw ref new Platform::FailureException();
- }
-
- // Initialize max delta to 1/10 of a second.
- m_qpcMaxDelta = m_qpcFrequency.QuadPart / 10;
- }
-
- // Get elapsed time since the previous Update call.
- uint64 GetElapsedTicks() const { return m_elapsedTicks; }
- double GetElapsedSeconds() const { return TicksToSeconds(m_elapsedTicks); }
-
- // Get total time since the start of the program.
- uint64 GetTotalTicks() const { return m_totalTicks; }
- double GetTotalSeconds() const { return TicksToSeconds(m_totalTicks); }
-
- // Get total number of updates since start of the program.
- uint32 GetFrameCount() const { return m_frameCount; }
-
- // Get the current framerate.
- uint32 GetFramesPerSecond() const { return m_framesPerSecond; }
-
- // Set whether to use fixed or variable timestep mode.
- void SetFixedTimeStep(bool isFixedTimestep) { m_isFixedTimeStep = isFixedTimestep; }
-
- // Set how often to call Update when in fixed timestep mode.
- void SetTargetElapsedTicks(uint64 targetElapsed) { m_targetElapsedTicks = targetElapsed; }
- void SetTargetElapsedSeconds(double targetElapsed) { m_targetElapsedTicks = SecondsToTicks(targetElapsed); }
-
- // Integer format represents time using 10,000,000 ticks per second.
- static const uint64 TicksPerSecond = 10000000;
-
- static double TicksToSeconds(uint64 ticks) { return static_cast<double>(ticks) / TicksPerSecond; }
- static uint64 SecondsToTicks(double seconds) { return static_cast<uint64>(seconds * TicksPerSecond); }
-
- // After an intentional timing discontinuity (for instance a blocking IO operation)
- // call this to avoid having the fixed timestep logic attempt a set of catch-up
- // Update calls.
-
- void ResetElapsedTime()
- {
- if (!QueryPerformanceCounter(&m_qpcLastTime))
- {
- throw ref new Platform::FailureException();
- }
-
- m_leftOverTicks = 0;
- m_framesPerSecond = 0;
- m_framesThisSecond = 0;
- m_qpcSecondCounter = 0;
- }
-
- // Update timer state, calling the specified Update function the appropriate number of times.
- template<typename TUpdate>
- void Tick(const TUpdate& update)
- {
- // Query the current time.
- LARGE_INTEGER currentTime;
-
- if (!QueryPerformanceCounter(&currentTime))
- {
- throw ref new Platform::FailureException();
- }
-
- uint64 timeDelta = currentTime.QuadPart - m_qpcLastTime.QuadPart;
-
- m_qpcLastTime = currentTime;
- m_qpcSecondCounter += timeDelta;
-
- // Clamp excessively large time deltas (e.g. after paused in the debugger).
- if (timeDelta > m_qpcMaxDelta)
- {
- timeDelta = m_qpcMaxDelta;
- }
-
- // Convert QPC units into a canonical tick format. This cannot overflow due to the previous clamp.
- timeDelta *= TicksPerSecond;
- timeDelta /= m_qpcFrequency.QuadPart;
-
- uint32 lastFrameCount = m_frameCount;
-
- if (m_isFixedTimeStep)
- {
- // Fixed timestep update logic
-
- // If the app is running very close to the target elapsed time (within 1/4 of a millisecond) just clamp
- // the clock to exactly match the target value. This prevents tiny and irrelevant errors
- // from accumulating over time. Without this clamping, a game that requested a 60 fps
- // fixed update, running with vsync enabled on a 59.94 NTSC display, would eventually
- // accumulate enough tiny errors that it would drop a frame. It is better to just round
- // small deviations down to zero to leave things running smoothly.
-
- if (abs(static_cast<int64>(timeDelta - m_targetElapsedTicks)) < TicksPerSecond / 4000)
- {
- timeDelta = m_targetElapsedTicks;
- }
-
- m_leftOverTicks += timeDelta;
-
- while (m_leftOverTicks >= m_targetElapsedTicks)
- {
- m_elapsedTicks = m_targetElapsedTicks;
- m_totalTicks += m_targetElapsedTicks;
- m_leftOverTicks -= m_targetElapsedTicks;
- m_frameCount++;
-
- update();
- }
- }
- else
- {
- // Variable timestep update logic.
- m_elapsedTicks = timeDelta;
- m_totalTicks += timeDelta;
- m_leftOverTicks = 0;
- m_frameCount++;
-
- update();
- }
-
- // Track the current framerate.
- if (m_frameCount != lastFrameCount)
- {
- m_framesThisSecond++;
- }
-
- if (m_qpcSecondCounter >= static_cast<uint64>(m_qpcFrequency.QuadPart))
- {
- m_framesPerSecond = m_framesThisSecond;
- m_framesThisSecond = 0;
- m_qpcSecondCounter %= m_qpcFrequency.QuadPart;
- }
- }
-
- private:
- // Source timing data uses QPC units.
- LARGE_INTEGER m_qpcFrequency;
- LARGE_INTEGER m_qpcLastTime;
- uint64 m_qpcMaxDelta;
-
- // Derived timing data uses a canonical tick format.
- uint64 m_elapsedTicks;
- uint64 m_totalTicks;
- uint64 m_leftOverTicks;
-
- // Members for tracking the framerate.
- uint32 m_frameCount;
- uint32 m_framesPerSecond;
- uint32 m_framesThisSecond;
- uint64 m_qpcSecondCounter;
-
- // Members for configuring fixed timestep mode.
- bool m_isFixedTimeStep;
- uint64 m_targetElapsedTicks;
- };
+ // Helper class for animation and simulation timing.
+ class StepTimer
+ {
+ public:
+ StepTimer() :
+ m_elapsedTicks(0),
+ m_totalTicks(0),
+ m_leftOverTicks(0),
+ m_frameCount(0),
+ m_framesPerSecond(0),
+ m_framesThisSecond(0),
+ m_qpcSecondCounter(0),
+ m_isFixedTimeStep(false),
+ m_targetElapsedTicks(TicksPerSecond / 60)
+ {
+ if (!QueryPerformanceFrequency(&m_qpcFrequency))
+ {
+ throw ref new Platform::FailureException();
+ }
+
+ if (!QueryPerformanceCounter(&m_qpcLastTime))
+ {
+ throw ref new Platform::FailureException();
+ }
+
+ // Initialize max delta to 1/10 of a second.
+ m_qpcMaxDelta = m_qpcFrequency.QuadPart / 10;
+ }
+
+ // Get elapsed time since the previous Update call.
+ uint64 GetElapsedTicks() const { return m_elapsedTicks; }
+ double GetElapsedSeconds() const { return TicksToSeconds(m_elapsedTicks); }
+
+ // Get total time since the start of the program.
+ uint64 GetTotalTicks() const { return m_totalTicks; }
+ double GetTotalSeconds() const { return TicksToSeconds(m_totalTicks); }
+
+ // Get total number of updates since start of the program.
+ uint32 GetFrameCount() const { return m_frameCount; }
+
+ // Get the current framerate.
+ uint32 GetFramesPerSecond() const { return m_framesPerSecond; }
+
+ // Set whether to use fixed or variable timestep mode.
+ void SetFixedTimeStep(bool isFixedTimestep) { m_isFixedTimeStep = isFixedTimestep; }
+
+ // Set how often to call Update when in fixed timestep mode.
+ void SetTargetElapsedTicks(uint64 targetElapsed) { m_targetElapsedTicks = targetElapsed; }
+ void SetTargetElapsedSeconds(double targetElapsed) { m_targetElapsedTicks = SecondsToTicks(targetElapsed); }
+
+ // Integer format represents time using 10,000,000 ticks per second.
+ static const uint64 TicksPerSecond = 10000000;
+
+ static double TicksToSeconds(uint64 ticks) { return static_cast<double>(ticks) / TicksPerSecond; }
+ static uint64 SecondsToTicks(double seconds) { return static_cast<uint64>(seconds * TicksPerSecond); }
+
+ // After an intentional timing discontinuity (for instance a blocking IO operation)
+ // call this to avoid having the fixed timestep logic attempt a set of catch-up
+ // Update calls.
+
+ void ResetElapsedTime()
+ {
+ if (!QueryPerformanceCounter(&m_qpcLastTime))
+ {
+ throw ref new Platform::FailureException();
+ }
+
+ m_leftOverTicks = 0;
+ m_framesPerSecond = 0;
+ m_framesThisSecond = 0;
+ m_qpcSecondCounter = 0;
+ }
+
+ // Update timer state, calling the specified Update function the appropriate number of times.
+ template<typename TUpdate>
+ void Tick(const TUpdate& update)
+ {
+ // Query the current time.
+ LARGE_INTEGER currentTime;
+
+ if (!QueryPerformanceCounter(&currentTime))
+ {
+ throw ref new Platform::FailureException();
+ }
+
+ uint64 timeDelta = currentTime.QuadPart - m_qpcLastTime.QuadPart;
+
+ m_qpcLastTime = currentTime;
+ m_qpcSecondCounter += timeDelta;
+
+ // Clamp excessively large time deltas (e.g. after paused in the debugger).
+ if (timeDelta > m_qpcMaxDelta)
+ {
+ timeDelta = m_qpcMaxDelta;
+ }
+
+ // Convert QPC units into a canonical tick format. This cannot overflow due to the previous clamp.
+ timeDelta *= TicksPerSecond;
+ timeDelta /= m_qpcFrequency.QuadPart;
+
+ uint32 lastFrameCount = m_frameCount;
+
+ if (m_isFixedTimeStep)
+ {
+ // Fixed timestep update logic
+
+ // If the app is running very close to the target elapsed time (within 1/4 of a millisecond) just clamp
+ // the clock to exactly match the target value. This prevents tiny and irrelevant errors
+ // from accumulating over time. Without this clamping, a game that requested a 60 fps
+ // fixed update, running with vsync enabled on a 59.94 NTSC display, would eventually
+ // accumulate enough tiny errors that it would drop a frame. It is better to just round
+ // small deviations down to zero to leave things running smoothly.
+
+ if (abs(static_cast<int64>(timeDelta - m_targetElapsedTicks)) < TicksPerSecond / 4000)
+ {
+ timeDelta = m_targetElapsedTicks;
+ }
+
+ m_leftOverTicks += timeDelta;
+
+ while (m_leftOverTicks >= m_targetElapsedTicks)
+ {
+ m_elapsedTicks = m_targetElapsedTicks;
+ m_totalTicks += m_targetElapsedTicks;
+ m_leftOverTicks -= m_targetElapsedTicks;
+ m_frameCount++;
+
+ update();
+ }
+ }
+ else
+ {
+ // Variable timestep update logic.
+ m_elapsedTicks = timeDelta;
+ m_totalTicks += timeDelta;
+ m_leftOverTicks = 0;
+ m_frameCount++;
+
+ update();
+ }
+
+ // Track the current framerate.
+ if (m_frameCount != lastFrameCount)
+ {
+ m_framesThisSecond++;
+ }
+
+ if (m_qpcSecondCounter >= static_cast<uint64>(m_qpcFrequency.QuadPart))
+ {
+ m_framesPerSecond = m_framesThisSecond;
+ m_framesThisSecond = 0;
+ m_qpcSecondCounter %= m_qpcFrequency.QuadPart;
+ }
+ }
+
+ private:
+ // Source timing data uses QPC units.
+ LARGE_INTEGER m_qpcFrequency;
+ LARGE_INTEGER m_qpcLastTime;
+ uint64 m_qpcMaxDelta;
+
+ // Derived timing data uses a canonical tick format.
+ uint64 m_elapsedTicks;
+ uint64 m_totalTicks;
+ uint64 m_leftOverTicks;
+
+ // Members for tracking the framerate.
+ uint32 m_frameCount;
+ uint32 m_framesPerSecond;
+ uint32 m_framesThisSecond;
+ uint64 m_qpcSecondCounter;
+
+ // Members for configuring fixed timestep mode.
+ bool m_isFixedTimeStep;
+ uint64 m_targetElapsedTicks;
+ };
}