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| author | Egor Yusov <egor.yusov@gmail.com> | 2019-11-11 15:42:14 +0000 |
|---|---|---|
| committer | Egor Yusov <egor.yusov@gmail.com> | 2019-11-11 15:42:14 +0000 |
| commit | ee177d37df85b982d6c528a7b79e3cd9ca9749d6 (patch) | |
| tree | dda6c9b0c2a3f2756c08b71ebaca32644dbc9d32 /NativeApp/src/UWP/Common | |
| parent | Updated HLSL2GLSL converter app (diff) | |
| download | DiligentTools-ee177d37df85b982d6c528a7b79e3cd9ca9749d6.tar.gz DiligentTools-ee177d37df85b982d6c528a7b79e3cd9ca9749d6.zip | |
Moved Native App from master repository
Diffstat (limited to 'NativeApp/src/UWP/Common')
| -rw-r--r-- | NativeApp/src/UWP/Common/DeviceResources.cpp | 328 | ||||
| -rw-r--r-- | NativeApp/src/UWP/Common/DeviceResources.h | 72 | ||||
| -rw-r--r-- | NativeApp/src/UWP/Common/DirectXHelper.h | 58 | ||||
| -rw-r--r-- | NativeApp/src/UWP/Common/StepTimer.h | 183 |
4 files changed, 641 insertions, 0 deletions
diff --git a/NativeApp/src/UWP/Common/DeviceResources.cpp b/NativeApp/src/UWP/Common/DeviceResources.cpp new file mode 100644 index 0000000..c111a54 --- /dev/null +++ b/NativeApp/src/UWP/Common/DeviceResources.cpp @@ -0,0 +1,328 @@ + +#define NOMINIMAX +#include <wrl.h> +#include <wrl/client.h> +#include <DirectXMath.h> +#include <agile.h> + +#include <dxgi1_4.h> +#include <d3d12.h> +#include <d3d11.h> +#include <pix.h> + +#if defined(_DEBUG) +# include <dxgidebug.h> +#endif + +#include "DeviceResources.h" +#include "DirectXHelper.h" + + +using namespace DirectX; +using namespace Microsoft::WRL; +using namespace Windows::Foundation; +using namespace Windows::Graphics::Display; +using namespace Windows::UI::Core; +using namespace Windows::UI::Xaml::Controls; +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. +}; + +// 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 + ); +}; + +// 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_d3d11Device(d3d11Device), + m_d3d12Device(d3d12Device) +{ +} + + +void DX::DeviceResources::SetSwapChainRotation(IDXGISwapChain3 *swapChain) +{ + // Set the proper orientation for the swap chain, and generate + // 3D matrix transformations for rendering to the rotated swap chain. + // The 3D matrix is specified explicitly to avoid rounding errors. + DXGI_MODE_ROTATION displayRotation = ComputeDisplayRotation(); + switch (displayRotation) + { + case DXGI_MODE_ROTATION_IDENTITY: + m_orientationTransform3D = ScreenRotation::Rotation0; + break; + + case DXGI_MODE_ROTATION_ROTATE90: + m_orientationTransform3D = ScreenRotation::Rotation270; + break; + + case DXGI_MODE_ROTATION_ROTATE180: + m_orientationTransform3D = ScreenRotation::Rotation180; + break; + + case DXGI_MODE_ROTATION_ROTATE270: + m_orientationTransform3D = ScreenRotation::Rotation90; + break; + + default: + throw ref new FailureException(); + } + + DX::ThrowIfFailed( + swapChain->SetRotation(displayRotation) + ); +} + +// 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); + + + // The width and height of the swap chain must be based on the window's + // natively-oriented width and height. If the window is not in the native + // orientation, the dimensions must be reversed. + DXGI_MODE_ROTATION displayRotation = ComputeDisplayRotation(); + + bool swapDimensions = displayRotation == DXGI_MODE_ROTATION_ROTATE90 || displayRotation == DXGI_MODE_ROTATION_ROTATE270; + auto fWidth = swapDimensions ? m_outputSize.Height : m_outputSize.Width; + auto fHeight = swapDimensions ? m_outputSize.Width : m_outputSize.Height; + + m_backBufferWidth = lround(fWidth); + m_backBufferHeight = lround(fHeight); +} + +// This method is called when the CoreWindow is created (or re-created). +void DX::DeviceResources::SetWindow(CoreWindow^ window) +{ + 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; + + //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(); + } +} + +// 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; + + // 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(); + } +} + +// 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(); + } +} + +// 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. + + ComPtr<IDXGIDevice3> dxgiDevice; + if(m_d3d11Device) + 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<IDXGIFactory2> deviceFactory; + DX::ThrowIfFailed(deviceAdapter->GetParent(IID_PPV_ARGS(&deviceFactory))); + + // 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)); + + DX::ThrowIfFailed(previousDefaultAdapter->GetDesc(&previousDesc)); + } + + // Next, get the information for the current default adapter. + + DXGI_ADAPTER_DESC currentDesc; + { + ComPtr<IDXGIFactory4> currentDxgiFactory; + DX::ThrowIfFailed(CreateDXGIFactory1(IID_PPV_ARGS(¤tDxgiFactory))); + + ComPtr<IDXGIAdapter1> currentDefaultAdapter; + DX::ThrowIfFailed(currentDxgiFactory->EnumAdapters1(0, ¤tDefaultAdapter)); + + DX::ThrowIfFailed(currentDefaultAdapter->GetDesc(¤tDesc)); + } + + // 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()) || + m_d3d12Device && FAILED(m_d3d12Device->GetDeviceRemovedReason())) + { + 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; +} diff --git a/NativeApp/src/UWP/Common/DeviceResources.h b/NativeApp/src/UWP/Common/DeviceResources.h new file mode 100644 index 0000000..69fa00c --- /dev/null +++ b/NativeApp/src/UWP/Common/DeviceResources.h @@ -0,0 +1,72 @@ +#pragma once + +#include <dxgi1_4.h> +#include <d3d12.h> +#include <d3d11.h> +#include <DirectXMath.h> +#include <agile.h> + +namespace DX +{ + // 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 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 dips. + Windows::Foundation::Size GetLogicalSize() const { return m_logicalSize; } + + float GetDpi() const { return m_effectiveDpi; } + bool IsDeviceRemoved() const { return m_deviceRemoved; } + + // D3D Accessors. + DirectX::XMFLOAT4X4 GetOrientationTransform3D() const { return m_orientationTransform3D; } + + void UpdateRenderTargetSize(); + UINT GetBackBufferWidth() {return m_backBufferWidth;} + UINT GetBackBufferHeight() {return m_backBufferHeight;} + + Windows::UI::Core::CoreWindow^ GetWindow(){return m_window.Get();} + + private: + + + DXGI_MODE_ROTATION ComputeDisplayRotation(); + + bool m_deviceRemoved; + + // 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 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; + + // Transforms used for display orientation. + DirectX::XMFLOAT4X4 m_orientationTransform3D; + }; +} diff --git a/NativeApp/src/UWP/Common/DirectXHelper.h b/NativeApp/src/UWP/Common/DirectXHelper.h new file mode 100644 index 0000000..7bfe36f --- /dev/null +++ b/NativeApp/src/UWP/Common/DirectXHelper.h @@ -0,0 +1,58 @@ +#pragma once + +#include <ppltasks.h> // For create_task + +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. +#if defined(_DEBUG) + inline void SetName(ID3D12Object* pObject, LPCWSTR name) + { + pObject->SetName(name); + } +#else + inline void SetName(ID3D12Object*, LPCWSTR) + { + } +#endif +} + +// Naming helper function for ComPtr<T>. +// Assigns the name of the variable as the name of the object. +#define NAME_D3D12_OBJECT(x) DX::SetName(x.Get(), L#x) diff --git a/NativeApp/src/UWP/Common/StepTimer.h b/NativeApp/src/UWP/Common/StepTimer.h new file mode 100644 index 0000000..c8addbc --- /dev/null +++ b/NativeApp/src/UWP/Common/StepTimer.h @@ -0,0 +1,183 @@ +#pragma once + +#include <wrl.h> + +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(¤tTime)) + { + 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; + }; +} |
