diff options
| 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 | |
| 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')
| -rw-r--r-- | NativeApp/src/UWP/App.cpp | 351 | ||||
| -rw-r--r-- | NativeApp/src/UWP/App.h | 71 | ||||
| -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 | ||||
| -rw-r--r-- | NativeApp/src/UWP/UWPAppBase.cpp | 50 | ||||
| -rw-r--r-- | NativeApp/src/UWP/dummy.cpp | 7 |
8 files changed, 1120 insertions, 0 deletions
diff --git a/NativeApp/src/UWP/App.cpp b/NativeApp/src/UWP/App.cpp new file mode 100644 index 0000000..0c928eb --- /dev/null +++ b/NativeApp/src/UWP/App.cpp @@ -0,0 +1,351 @@ +/* Copyright 2015-2016 Egor Yusov + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF ANY PROPRIETARY RIGHTS. + * + * In no event and under no legal theory, whether in tort (including negligence), + * contract, or otherwise, unless required by applicable law (such as deliberate + * and grossly negligent acts) or agreed to in writing, shall any Contributor be + * liable for any damages, including any direct, indirect, special, incidental, + * or consequential damages of any character arising as a result of this License or + * out of the use or inability to use the software (including but not limited to damages + * for loss of goodwill, work stoppage, computer failure or malfunction, or any and + * all other commercial damages or losses), even if such Contributor has been advised + * of the possibility of such damages. + */ + +#define NOMINIMAX +#include <wrl.h> +#include <wrl/client.h> +#include <DirectXMath.h> +#include <agile.h> + +#if defined(_DEBUG) +# include <dxgidebug.h> +#endif + +#include "App.h" +#include "StringTools.h" + +#include <ppltasks.h> + +using namespace SampleApp; +using namespace Diligent; + +using namespace concurrency; +using namespace Windows::ApplicationModel; +using namespace Windows::ApplicationModel::Core; +using namespace Windows::ApplicationModel::Activation; +using namespace Windows::UI::Core; +using namespace Windows::UI::Input; +using namespace Windows::System; +using namespace Windows::Foundation; +using namespace Windows::Graphics::Display; + +using Microsoft::WRL::ComPtr; + + +ref class ApplicationSource sealed : IFrameworkViewSource +{ +public: + virtual IFrameworkView^ CreateView() + { + return ref new App(); + } +}; + + +// The main function is only used to initialize our IFrameworkView class. +[Platform::MTAThread] +int main(Platform::Array<Platform::String^>^) +{ + auto direct3DApplicationSource = ref new ApplicationSource(); + CoreApplication::Run(direct3DApplicationSource); + return 0; +} + +App::App() : + m_windowClosed(false), + m_windowVisible(true) +{ +} + + +// 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); + + CoreApplication::Suspending += + ref new EventHandler<SuspendingEventArgs^>(this, &App::OnSuspending); + + 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->VisibilityChanged += + ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &App::OnVisibilityChanged); + + window->Closed += + ref new TypedEventHandler<CoreWindow^, CoreWindowEventArgs^>(this, &App::OnWindowClosed); + + window->KeyDown += + ref new TypedEventHandler<CoreWindow^, KeyEventArgs^>(this, &App::OnKeyDown); + + window->KeyUp += + ref new TypedEventHandler<CoreWindow^, KeyEventArgs^>(this, &App::OnKeyUp); + + DisplayInformation^ currentDisplayInformation = DisplayInformation::GetForCurrentView(); + + currentDisplayInformation->DpiChanged += + ref new TypedEventHandler<DisplayInformation^, Object^>(this, &App::OnDpiChanged); + + currentDisplayInformation->OrientationChanged += + ref new TypedEventHandler<DisplayInformation^, Object^>(this, &App::OnOrientationChanged); + + DisplayInformation::DisplayContentsInvalidated += + ref new TypedEventHandler<DisplayInformation^, Object^>(this, &App::OnDisplayContentsInvalidated); + + if (m_Main) + { + m_Main->OnSetWindow(window); + } +} + +// Initializes scene resources, or loads a previously saved app state. +void App::Load(Platform::String^ entryPoint) +{ + 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); + + // Initialize device resources + GetDeviceResources(); + + //PIXBeginEvent(commandQueue, 0, L"Update"); + { + m_Main->Update(); + } + //PIXEndEvent(commandQueue); + + //PIXBeginEvent(commandQueue, 0, L"Render"); + { + m_Main->Render(); + if (m_Main->IsFrameReady()) + { + m_Main->Present(); + } + } + //PIXEndEvent(commandQueue); + } + else + { + CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending); + } + } +} + +// Required for IFrameworkView. +// Terminate events do not cause Uninitialize to be called. It will be called if your IFrameworkView +// class is torn down while the app is in the foreground. +void App::Uninitialize() +{ +} + +// Application lifecycle event handlers. + +void App::OnActivated(CoreApplicationView^ applicationView, IActivatedEventArgs^ args) +{ + if (args->Kind == ActivationKind::Launch) + { + LaunchActivatedEventArgs^ launchArgs = (LaunchActivatedEventArgs^)args; + auto CmdLine = Diligent::NarrowString(launchArgs->Arguments->Data()); + m_Main->ProcessCommandLine(CmdLine.c_str()); + } + + auto Title = Diligent::WidenString(m_Main->GetAppTitle()); + Windows::UI::ViewManagement::ApplicationView::GetForCurrentView()->Title = ref new Platform::String(Title.c_str()); + + // Run() won't start until the CoreWindow is activated. + CoreWindow::GetForCurrentThread()->Activate(); +} + +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(); + }); +} + +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. + + m_Main->OnResuming(); +} + +// Window event handlers. + +void App::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEventArgs^ args) +{ + if (auto DeviceResources = GetDeviceResources()) + { + DeviceResources->SetLogicalSize(Size(sender->Bounds.Width, sender->Bounds.Height)); + m_Main->OnWindowSizeChanged(); + } +} + +void App::OnVisibilityChanged(CoreWindow^ sender, VisibilityChangedEventArgs^ args) +{ + m_windowVisible = args->Visible; +} + +void App::OnWindowClosed(CoreWindow^ sender, CoreWindowEventArgs^ args) +{ + 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. + if (auto DeviceResources = GetDeviceResources()) + { + DeviceResources->SetDpi(sender->LogicalDpi); + m_Main->OnWindowSizeChanged(); + } +} + +void App::OnOrientationChanged(DisplayInformation^ sender, Object^ args) +{ + if (auto DeviceResources = GetDeviceResources()) + { + DeviceResources->SetCurrentOrientation(sender->CurrentOrientation); + m_Main->OnWindowSizeChanged(); + } +} + +void App::OnDisplayContentsInvalidated(DisplayInformation^ sender, Object^ args) +{ + if (auto DeviceResources = GetDeviceResources()) + { + DeviceResources->ValidateDevice(); + } +} + +void App::OnKeyDown(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args) +{ + auto Key = args->VirtualKey; + switch(Key) + { + case VirtualKey::Escape: + CoreApplication::Exit(); + break; + + case VirtualKey::Enter: + if(m_bShiftPressed) + { + auto applicationView = Windows::UI::ViewManagement::ApplicationView::GetForCurrentView(); + if (applicationView->IsFullScreenMode) + { + applicationView->ExitFullScreenMode(); + } + else + { + applicationView->TryEnterFullScreenMode(); + } + } + break; + + case VirtualKey::Shift: + m_bShiftPressed = true; + break; + } +} + +void App::OnKeyUp(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args) +{ + auto Key = args->VirtualKey; + switch (Key) + { + case VirtualKey::Shift: + m_bShiftPressed = false; + break; + } +} + +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. + + 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)); + } +#endif + } + + if (m_deviceResources == nullptr) + { + m_deviceResources = m_Main->InitDeviceResources(); + if (m_deviceResources) + { + 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(); + } + } + return m_deviceResources; +} diff --git a/NativeApp/src/UWP/App.h b/NativeApp/src/UWP/App.h new file mode 100644 index 0000000..4f31f07 --- /dev/null +++ b/NativeApp/src/UWP/App.h @@ -0,0 +1,71 @@ +/* Copyright 2015-2016 Egor Yusov + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF ANY PROPRIETARY RIGHTS. + * + * In no event and under no legal theory, whether in tort (including negligence), + * contract, or otherwise, unless required by applicable law (such as deliberate + * and grossly negligent acts) or agreed to in writing, shall any Contributor be + * liable for any damages, including any direct, indirect, special, incidental, + * or consequential damages of any character arising as a result of this License or + * out of the use or inability to use the software (including but not limited to damages + * for loss of goodwill, work stoppage, computer failure or malfunction, or any and + * all other commercial damages or losses), even if such Contributor has been advised + * of the possibility of such damages. + */ + +#pragma once + +#include "Common\DeviceResources.h" +#include "NativeAppBase.h" + +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(); + + // 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); + + // 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); + + 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: + 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; + bool m_bShiftPressed = false; + }; +} 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; + }; +} diff --git a/NativeApp/src/UWP/UWPAppBase.cpp b/NativeApp/src/UWP/UWPAppBase.cpp new file mode 100644 index 0000000..346b2bd --- /dev/null +++ b/NativeApp/src/UWP/UWPAppBase.cpp @@ -0,0 +1,50 @@ +/* Copyright 2015-2018 Egor Yusov + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF ANY PROPRIETARY RIGHTS. + * + * In no event and under no legal theory, whether in tort (including negligence), + * contract, or otherwise, unless required by applicable law (such as deliberate + * and grossly negligent acts) or agreed to in writing, shall any Contributor be + * liable for any damages, including any direct, indirect, special, incidental, + * or consequential damages of any character arising as a result of this License or + * out of the use or inability to use the software (including but not limited to damages + * for loss of goodwill, work stoppage, computer failure or malfunction, or any and + * all other commercial damages or losses), even if such Contributor has been advised + * of the possibility of such damages. + */ + +#include "UWPAppBase.h" + +namespace Diligent +{ + +UWPAppBase::UWPAppBase() +{ + // TODO: Change the timer settings if you want something other than the default variable timestep mode. + // e.g. for 60 FPS fixed timestep update logic, call: + /* + m_timer.SetFixedTimeStep(true); + m_timer.SetTargetElapsedSeconds(1.0 / 60); + */ +} + +void UWPAppBase::Update() +{ + // Update scene objects. + m_timer.Tick([&]() + { + auto CurrTime = m_timer.GetTotalSeconds(); + auto ElapsedTime = m_timer.GetElapsedSeconds(); + Update(CurrTime, ElapsedTime); + }); +} + +} diff --git a/NativeApp/src/UWP/dummy.cpp b/NativeApp/src/UWP/dummy.cpp new file mode 100644 index 0000000..5caae53 --- /dev/null +++ b/NativeApp/src/UWP/dummy.cpp @@ -0,0 +1,7 @@ +#include "AppBase.h" + +// This dummy file is only required for the NativeAppBase.lib to be created, +// which is required to avoid linker error + +// We cannot add real source to this library because Windows Runtime types cannot +// be included into static libraries
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