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C++ IDXGIAdapter类代码示例

本文整理汇总了C++中IDXGIAdapter的典型用法代码示例。如果您正苦于以下问题:C++ IDXGIAdapter类的具体用法?C++ IDXGIAdapter怎么用?C++ IDXGIAdapter使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了IDXGIAdapter类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: CreateDXGIFactory

	bool CD3D11Driver::init(SCreationParameters& createParam)
	{
		HRESULT result;
		IDXGIFactory* factory;
		IDXGIAdapter* adapter;
		IDXGIOutput* adapterOutput;
		unsigned int numModes, i, numerator = 0, denominator = 1, stringLength;
		DXGI_MODE_DESC* displayModeList;
		DXGI_ADAPTER_DESC adapterDesc;
		int error;
		D3D11_TEXTURE2D_DESC depthBufferDesc;
		//D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
		//D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
		//D3D11_RASTERIZER_DESC rasterDesc;
		//D3D11_VIEWPORT viewport;

		//const SCreationParameters& params = mDevice->getCreationParameters();

		// Create a DirectX graphics interface factory.

		mBackBufferWidth = createParam.BackBufferWidth;
		mBackBufferHeight = createParam.BackBufferHeight;

		result = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
		if (FAILED(result))
		{
			return false;
		}

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

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

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

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

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

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

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

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

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

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

		// Release the adapter output.
//.........这里部分代码省略.........
开发者ID:Wu1994,项目名称:GameFinal,代码行数:101,代码来源:CD3D11Driver.cpp

示例2: eventGenerator

//--------------------------------------------------------------------------------------
// Enumerate for each adapter all of the supported display modes, 
// device types, adapter formats, back buffer formats, window/full screen support, 
// depth stencil formats, multisampling types/qualities, and presentations intervals.
//
// For each combination of device type (HAL/REF), adapter format, back buffer format, and
// IsWindowed it will call the app's ConfirmDevice callback.  This allows the app
// to reject or allow that combination based on its caps/etc.  It also allows the 
// app to change the BehaviorFlags.  The BehaviorFlags defaults non-pure HWVP 
// if supported otherwise it will default to SWVP, however the app can change this 
// through the ConfirmDevice callback.
//--------------------------------------------------------------------------------------
_Use_decl_annotations_
HRESULT CD3D11Enumeration::Enumerate( LPDXUTCALLBACKISD3D11DEVICEACCEPTABLE IsD3D11DeviceAcceptableFunc,
                                      void* pIsD3D11DeviceAcceptableFuncUserContext )
{
    CDXUTPerfEventGenerator eventGenerator( DXUT_PERFEVENTCOLOR, L"DXUT D3D11 Enumeration" );
    HRESULT hr;
    auto pFactory = DXUTGetDXGIFactory();
    if( !pFactory )
        return E_FAIL;

    m_bHasEnumerated = true;
    m_IsD3D11DeviceAcceptableFunc = IsD3D11DeviceAcceptableFunc;
    m_pIsD3D11DeviceAcceptableFuncUserContext = pIsD3D11DeviceAcceptableFuncUserContext;

    ClearAdapterInfoList();

    for( int index = 0; ; ++index )
    {
        IDXGIAdapter* pAdapter = nullptr;
        hr = pFactory->EnumAdapters( index, &pAdapter );
        if( FAILED( hr ) ) // DXGIERR_NOT_FOUND is expected when the end of the list is hit
            break;

        IDXGIAdapter2* pAdapter2 = nullptr;
        if ( SUCCEEDED( pAdapter->QueryInterface( __uuidof(IDXGIAdapter2), ( LPVOID* )&pAdapter2 ) ) )
        {
            // Succeeds on DirectX 11.1 Runtime systems
            DXGI_ADAPTER_DESC2 desc;
            hr = pAdapter2->GetDesc2( &desc );
            pAdapter2->Release();

            if ( SUCCEEDED(hr) && ( desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE ) )
            {
                // Skip "always there" Microsoft Basics Display Driver
                pAdapter->Release();
                continue;
            }
        }

        auto pAdapterInfo = new (std::nothrow) CD3D11EnumAdapterInfo;
        if( !pAdapterInfo )
        {
            SAFE_RELEASE( pAdapter );
            return E_OUTOFMEMORY;
        }
        pAdapterInfo->AdapterOrdinal = index;
        pAdapter->GetDesc( &pAdapterInfo->AdapterDesc );
        pAdapterInfo->m_pAdapter = pAdapter;

        // Enumerate the device driver types on the adapter.
        hr = EnumerateDevices( pAdapterInfo );
        if( FAILED( hr ) )
        {
            delete pAdapterInfo;
            continue;
        }

        hr = EnumerateOutputs( pAdapterInfo );
        if( FAILED( hr ) || pAdapterInfo->outputInfoList.empty() )
        {
            delete pAdapterInfo;
            continue;
        }

        // Get info for each devicecombo on this device
        if( FAILED( hr = EnumerateDeviceCombos( pAdapterInfo ) ) )
        {
            delete pAdapterInfo;
            continue;
        }

        m_AdapterInfoList.push_back( pAdapterInfo );
    }

    //  If we did not get an adapter then we should still enumerate WARP and Ref.
    if (m_AdapterInfoList.size() == 0)
    {
        auto pAdapterInfo = new (std::nothrow) CD3D11EnumAdapterInfo;
        if( !pAdapterInfo )
        {
            return E_OUTOFMEMORY;
        }
        pAdapterInfo->bAdapterUnavailable = true;

        hr = EnumerateDevices( pAdapterInfo );

        // Get info for each devicecombo on this device
        if( FAILED( hr = EnumerateDeviceCombosNoAdapter(  pAdapterInfo ) ) )
//.........这里部分代码省略.........
开发者ID:YunHsiao,项目名称:HSL11,代码行数:101,代码来源:DXUTDevice11.cpp

示例3: LOG

HRESULT touchmind::Context::CreateDeviceResources() {
#ifdef TOUCHMIND_CONTEXT_DEBUG
  LOG_ENTER;
#endif
  HRESULT hr = S_OK;
  RECT rcClient;
  ID3D10Device1 *pDevice = nullptr;
  IDXGIDevice *pDXGIDevice = nullptr;
  IDXGIAdapter *pAdapter = nullptr;
  IDXGIFactory *pDXGIFactory = nullptr;
  IDXGISurface *pSurface = nullptr;

  if (m_hwnd == nullptr) {
    LOG(SEVERITY_LEVEL_WARN) << L"HWND has not been set.";
    return S_FALSE;
  }

  GetClientRect(m_hwnd, &rcClient);

  UINT nWidth = std::abs(rcClient.right - rcClient.left);
  UINT nHeight = std::abs(rcClient.bottom - rcClient.top);

  if (!m_pDevice) {
#ifdef TOUCHMIND_CONTEXT_DEBUG
    LOG(SEVERITY_LEVEL_DEBUG) << L"Creating D3D Device.";
#endif
#ifdef _DEBUG
    // GMA950 doesn't work with D3D10_CREATE_DEVICE_DEBUG
    UINT nDeviceFlags = D3D10_CREATE_DEVICE_BGRA_SUPPORT | D3D10_CREATE_DEVICE_DEBUG;
// UINT nDeviceFlags = D3D10_CREATE_DEVICE_BGRA_SUPPORT;
#else
    UINT nDeviceFlags = D3D10_CREATE_DEVICE_BGRA_SUPPORT;
#endif
    hr = _CreateD3DDevice(nullptr, D3D10_DRIVER_TYPE_HARDWARE, nDeviceFlags, &pDevice);

    if (FAILED(hr)) {
      LOG(SEVERITY_LEVEL_INFO) << L"Creating hardware support D3D10 device was failed. Try D3D10_DRIVER_TYPE_WARP.";
      hr = _CreateD3DDevice(nullptr, D3D10_DRIVER_TYPE_WARP, nDeviceFlags, &pDevice);
      if (FAILED(hr)) {
        LOG(SEVERITY_LEVEL_FATAL) << L"Creating D3D10 device was failed.";
        return hr;
      }
    }

    if (SUCCEEDED(hr)) {
      hr = pDevice->QueryInterface(&m_pDevice);
    }
    if (SUCCEEDED(hr)) {
      hr = pDevice->QueryInterface(&pDXGIDevice);
    }
    if (SUCCEEDED(hr)) {
      hr = pDXGIDevice->GetAdapter(&pAdapter);
    }
    if (SUCCEEDED(hr)) {
      hr = pAdapter->GetParent(IID_PPV_ARGS(&pDXGIFactory));
    }
    if (SUCCEEDED(hr)) {
      DXGI_SWAP_CHAIN_DESC swapDesc;
      ::ZeroMemory(&swapDesc, sizeof(swapDesc));

      swapDesc.BufferDesc.Width = nWidth;
      swapDesc.BufferDesc.Height = nHeight;
      swapDesc.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
      swapDesc.BufferDesc.RefreshRate.Numerator = 60;
      swapDesc.BufferDesc.RefreshRate.Denominator = 1;
      swapDesc.SampleDesc.Count = m_msaaSampleCount;
      swapDesc.SampleDesc.Quality = m_msaaQuality;
      swapDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
      swapDesc.BufferCount = 1;
      swapDesc.OutputWindow = m_hwnd;
      swapDesc.Windowed = TRUE;

      hr = pDXGIFactory->CreateSwapChain(m_pDevice, &swapDesc, &m_pSwapChain);
#ifdef DEBUG_GPU_RESOURCE
      LOG(SEVERITY_LEVEL_INFO) << L"[GPU RESOURCE] IDXGISwapChain = [" << std::hex << m_pSwapChain << L"]" << std::dec;
#endif
      if (FAILED(hr)) {
        LOG(SEVERITY_LEVEL_FATAL) << L"Creating swap chain was failed.";
        return hr;
      }
    }

    if (SUCCEEDED(hr)) {
      hr = _CreateD3DDeviceResources();
    }
    if (SUCCEEDED(hr)) {
      hr = _RecreateSizedResources(nWidth, nHeight);
    }
    if (SUCCEEDED(hr)) {
      if (m_pRenderEventListener != nullptr) {
        m_pRenderEventListener->CreateD2DResources(this, m_pD2DFactory, m_pD2DTexture2DRenderTarget);
      }
    }
  }

  SafeRelease(&pDevice);
  SafeRelease(&pDXGIDevice);
  SafeRelease(&pAdapter);
  SafeRelease(&pDXGIFactory);
  SafeRelease(&pSurface);
//.........这里部分代码省略.........
开发者ID:yohei-yoshihara,项目名称:TouchMind,代码行数:101,代码来源:Context.cpp

示例4: ZeroMemory


//.........这里部分代码省略.........
	ZeroMemory(&depthStencilDesc, sizeof(depthStencilDesc));

	// Set up the description of the stencil state.
	depthStencilDesc.DepthEnable = true;
	depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
	depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
	depthStencilDesc.StencilEnable = true;
	depthStencilDesc.StencilReadMask = 0xFF;
	depthStencilDesc.StencilWriteMask = 0xFF;

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

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

	// Create the depth stencil state.
	hr = m_pD3D11Device->CreateDepthStencilState(&depthStencilDesc, &m_pDepthStencilState);
	// Set the depth stencil state.

	//DebugHR(hr);

	D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
	// Initialize the depth stencil view.
	ZeroMemory(&depthStencilViewDesc, sizeof(depthStencilViewDesc));

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

	// Create the depth stencil view.
	hr = m_pD3D11Device->CreateDepthStencilView(m_pDepthStencilBuffer.Get(), &depthStencilViewDesc, &m_pDepthStencilView);
	//DebugHR(hr);

	// ////////////Clear the second depth stencil state before setting the parameters.//////////////////////
	D3D11_DEPTH_STENCIL_DESC depthDisabledStencilDesc;
	ZeroMemory(&depthDisabledStencilDesc, sizeof(depthDisabledStencilDesc));
	// Now create a second depth stencil state which turns off the Z buffer for 2D rendering.  The only difference is 
	// that DepthEnable is set to false, all other parameters are the same as the other depth stencil state.
	depthDisabledStencilDesc.DepthEnable = false;
	depthDisabledStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
	depthDisabledStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;
	depthDisabledStencilDesc.StencilEnable = true;
	depthDisabledStencilDesc.StencilReadMask = 0xFF;
	depthDisabledStencilDesc.StencilWriteMask = 0xFF;
	depthDisabledStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
	depthDisabledStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
	depthDisabledStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
	depthDisabledStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
	depthDisabledStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
	depthDisabledStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
	depthDisabledStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
	depthDisabledStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;

	// Create the state using the device.
	hr = m_pD3D11Device->CreateDepthStencilState(&depthDisabledStencilDesc, &m_pDepthDisabledStencilState);
	//DebugHR(hr);

	// Setup the raster description which will determine how and what polygons will be drawn.
	D3D11_RASTERIZER_DESC rasterDesc;
	rasterDesc.AntialiasedLineEnable = false;
	rasterDesc.CullMode              = D3D11_CULL_BACK;
	rasterDesc.DepthBias             = 0;
	rasterDesc.DepthBiasClamp        = 0.0f;
	rasterDesc.DepthClipEnable       = true;
	rasterDesc.FillMode              = D3D11_FILL_SOLID;
	rasterDesc.FrontCounterClockwise = false;
	rasterDesc.MultisampleEnable     = false;
	rasterDesc.ScissorEnable         = false;
	rasterDesc.SlopeScaledDepthBias  = 0.0f;
	// Create the rasterizer state from the description we just filled out.
	hr = m_pD3D11Device->CreateRasterizerState(&rasterDesc, &m_pRasterState);
	//DebugHR(hr);

	///////////////////////////////////////////////////////////////////////////////

	unsigned int numModes, i, numerator, denominator, stringLength;
	IDXGIFactory* factory;
	IDXGIAdapter* adapter;
	IDXGISurface *surface;
	DXGI_ADAPTER_DESC adapterDesc;

	// Create a DirectX graphics interface factory.
	CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
	// Use the factory to create an adapter for the primary graphics interface (video card).
	factory->EnumAdapters(0, &adapter);
	adapter->GetDesc(&adapterDesc);
	m_videoCardMemory = (int)(adapterDesc.DedicatedVideoMemory / 1024 / 1024);

	// Convert the name of the video card to a character array and store it.
	m_videoCardInfo = std::wstring(L"Video Card  :") + adapterDesc.Description;

}
开发者ID:byhj,项目名称:DirectX11-Tutorials,代码行数:101,代码来源:RenderSystem.cpp

示例5: Kore_Microsoft_affirm

void Graphics4::init(int windowId, int depthBufferBits, int stencilBufferBits, bool vSync) {
#ifdef KORE_VR
	vsync = false;
#else
	vsync = vSync;
#endif
	for (int i = 0; i < 1024 * 4; ++i) vertexConstants[i] = 0;
	for (int i = 0; i < 1024 * 4; ++i) fragmentConstants[i] = 0;

#ifdef KORE_WINDOWS
	HWND hwnd = Window::get(windowId)->_data.handle;
#endif

	UINT creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
#ifdef _DEBUG
	creationFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif

	D3D_FEATURE_LEVEL featureLevels[] = {
#ifdef KORE_WINDOWSAPP
	    D3D_FEATURE_LEVEL_11_1,
#endif
	    D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0};

#ifdef KORE_WINDOWSAPP
	IDXGIAdapter3* adapter = nullptr;
#ifdef KORE_HOLOLENS
	adapter = holographicFrameController->getCompatibleDxgiAdapter().Get();
#endif
	Kore_Microsoft_affirm(D3D11CreateDevice(adapter, D3D_DRIVER_TYPE_HARDWARE, nullptr, creationFlags, featureLevels, ARRAYSIZE(featureLevels), D3D11_SDK_VERSION,
	                                    &device, &featureLevel, &context));

#elif KORE_OCULUS
	IDXGIFactory* dxgiFactory = nullptr;
	Windows::affirm(CreateDXGIFactory1(__uuidof(IDXGIFactory), (void**)(&dxgiFactory)));

	Windows::affirm(D3D11CreateDevice(nullptr, D3D_DRIVER_TYPE_HARDWARE, 0, creationFlags, featureLevels, ARRAYSIZE(featureLevels), D3D11_SDK_VERSION, &device,
	                                  &featureLevel, &context));
#endif
	// affirm(device0.As(&device));
	// affirm(context0.As(&context));

	// m_windowBounds = m_window->Bounds;

	const int _DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL = 3;
	const int _DXGI_SWAP_EFFECT_FLIP_DISCARD = 4;

	if (swapChain != nullptr) {
		Kore_Microsoft_affirm(swapChain->ResizeBuffers(2, 0, 0, DXGI_FORMAT_B8G8R8A8_UNORM, 0));
	}
	else {
#ifdef KORE_WINDOWS
		DXGI_SWAP_CHAIN_DESC swapChainDesc = {0};
		swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
		swapChainDesc.BufferDesc.RefreshRate.Denominator = 1; // 60Hz
		swapChainDesc.BufferDesc.RefreshRate.Numerator = 60;
		swapChainDesc.BufferDesc.Width = System::windowWidth(windowId); // use automatic sizing
		swapChainDesc.BufferDesc.Height = System::windowHeight(windowId);
		swapChainDesc.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; // this is the most common swapchain format
		// swapChainDesc.Stereo = false;
		swapChainDesc.SampleDesc.Count = antialiasingSamples() > 1 ? antialiasingSamples() : 1;
		swapChainDesc.SampleDesc.Quality = antialiasingSamples() > 1 ? D3D11_STANDARD_MULTISAMPLE_PATTERN : 0;
		swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
		swapChainDesc.BufferCount = 2; // use two buffers to enable flip effect
		swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
		swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED; // DXGI_SCALING_NONE;
		if (isWindows10OrGreater()) {
			swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
			//(DXGI_SWAP_EFFECT) _DXGI_SWAP_EFFECT_FLIP_DISCARD;
		}
		else if (isWindows8OrGreater()) {
			swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
			//(DXGI_SWAP_EFFECT) _DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
		}
		else {
			swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
		}
		swapChainDesc.Flags = 0;
		swapChainDesc.OutputWindow = Window::get(windowId)->_data.handle;
		swapChainDesc.Windowed = true;
#endif

#if defined(KORE_WINDOWSAPP)
#ifdef KORE_HOLOLENS
		// The Windows::Graphics::Holographic::HolographicSpace owns its own swapchain so we don't need to create one here
#else
		DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {0};
		swapChainDesc.Width = 0; // use automatic sizing
		swapChainDesc.Height = 0;
		swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; // this is the most common swapchain format
		swapChainDesc.Stereo = false;
		swapChainDesc.SampleDesc.Count = antialiasingSamples() > 1 ? antialiasingSamples() : 1;
		swapChainDesc.SampleDesc.Quality = antialiasingSamples() > 1 ? D3D11_STANDARD_MULTISAMPLE_PATTERN : 0;
		swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
		swapChainDesc.BufferCount = 2; // use two buffers to enable flip effect
		swapChainDesc.Scaling = DXGI_SCALING_NONE;
		swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; // we recommend using this swap effect for all applications
		swapChainDesc.Flags = 0;

		IDXGIDevice1* dxgiDevice;
//.........这里部分代码省略.........
开发者ID:luboslenco,项目名称:Kore,代码行数:101,代码来源:Direct3D11.winrt.cpp

示例6: Create

HRESULT Create(HWND wnd)
{
	hWnd = wnd;
	HRESULT hr;

	RECT client;
	GetClientRect(hWnd, &client);
	xres = client.right - client.left;
	yres = client.bottom - client.top;

	hr = LoadDXGI();
	if (SUCCEEDED(hr)) hr = LoadD3D();
	if (SUCCEEDED(hr)) hr = LoadD3DCompiler();
	if (FAILED(hr))
	{
		UnloadDXGI();
		UnloadD3D();
		UnloadD3DCompiler();
		return hr;
	}

	IDXGIFactory* factory;
	IDXGIAdapter* adapter;
	IDXGIOutput* output;
	hr = PCreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
	if (FAILED(hr)) MessageBox(wnd, _T("Failed to create IDXGIFactory object"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);

	hr = factory->EnumAdapters(g_ActiveConfig.iAdapter, &adapter);
	if (FAILED(hr))
	{
		// try using the first one
		hr = factory->EnumAdapters(0, &adapter);
		if (FAILED(hr)) MessageBox(wnd, _T("Failed to enumerate adapters"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);
	}

	// TODO: Make this configurable
	hr = adapter->EnumOutputs(0, &output);
	if (FAILED(hr))
	{
		// try using the first one
		hr = adapter->EnumOutputs(0, &output);
		if (FAILED(hr)) MessageBox(wnd, _T("Failed to enumerate outputs"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);
	}

	// get supported AA modes
	aa_modes = EnumAAModes(adapter);
	if (g_Config.iMultisampleMode >= (int)aa_modes.size())
	{
		g_Config.iMultisampleMode = 0;
		UpdateActiveConfig();
	}

	DXGI_SWAP_CHAIN_DESC swap_chain_desc;
	memset(&swap_chain_desc, 0, sizeof(swap_chain_desc));
	swap_chain_desc.BufferCount = 1;
	swap_chain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
	swap_chain_desc.OutputWindow = wnd;
	swap_chain_desc.SampleDesc.Count = 1;
	swap_chain_desc.SampleDesc.Quality = 0;
	swap_chain_desc.Windowed = TRUE;

	DXGI_MODE_DESC mode_desc;
	memset(&mode_desc, 0, sizeof(mode_desc));
	mode_desc.Width = xres;
	mode_desc.Height = yres;
	mode_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	mode_desc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
	hr = output->FindClosestMatchingMode(&mode_desc, &swap_chain_desc.BufferDesc, nullptr);
	if (FAILED(hr)) MessageBox(wnd, _T("Failed to find a supported video mode"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);

	// forcing buffer resolution to xres and yres.. TODO: The new video mode might not actually be supported!
	swap_chain_desc.BufferDesc.Width = xres;
	swap_chain_desc.BufferDesc.Height = yres;

#if defined(_DEBUG) || defined(DEBUGFAST)
	// Creating debug devices can sometimes fail if the user doesn't have the correct
	// version of the DirectX SDK. If it does, simply fallback to a non-debug device.
	{
		hr = PD3D11CreateDeviceAndSwapChain(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr,
											D3D11_CREATE_DEVICE_SINGLETHREADED | D3D11_CREATE_DEVICE_DEBUG,
											supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS,
											D3D11_SDK_VERSION, &swap_chain_desc, &swapchain, &device,
											&featlevel, &context);
	}

	if (FAILED(hr))
#endif
	{
		hr = PD3D11CreateDeviceAndSwapChain(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr,
											D3D11_CREATE_DEVICE_SINGLETHREADED,
											supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS,
											D3D11_SDK_VERSION, &swap_chain_desc, &swapchain, &device,
											&featlevel, &context);
	}

	if (FAILED(hr))
	{
		MessageBox(wnd, _T("Failed to initialize Direct3D.\nMake sure your video card supports at least D3D 10.0"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);
		SAFE_RELEASE(device);
		SAFE_RELEASE(context);
//.........这里部分代码省略.........
开发者ID:DigidragonZX,项目名称:dolphin,代码行数:101,代码来源:D3DBase.cpp

示例7: InitDevice

//--------------------------------------------------------------------------------------
// Create Direct3D device and swap chain
//--------------------------------------------------------------------------------------
HRESULT InitDevice()
{
    HRESULT hr = S_OK;

    RECT rc;
    GetClientRect( g_hWnd, &rc );
    UINT width = rc.right - rc.left;
    UINT height = rc.bottom - rc.top;

    UINT createDeviceFlags = 0;
#ifdef _DEBUG
    createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif

    D3D_DRIVER_TYPE driverTypes[] =
    {
        D3D_DRIVER_TYPE_HARDWARE,
        D3D_DRIVER_TYPE_WARP,
        D3D_DRIVER_TYPE_REFERENCE,
    };
    UINT numDriverTypes = ARRAYSIZE( driverTypes );

    D3D_FEATURE_LEVEL featureLevels[] =
    {
        D3D_FEATURE_LEVEL_11_1,
        D3D_FEATURE_LEVEL_11_0,
        D3D_FEATURE_LEVEL_10_1,
        D3D_FEATURE_LEVEL_10_0,
    };
    UINT numFeatureLevels = ARRAYSIZE( featureLevels );

    for( UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++ )
    {
        g_driverType = driverTypes[driverTypeIndex];
        hr = D3D11CreateDevice( nullptr, g_driverType, nullptr, createDeviceFlags, featureLevels, numFeatureLevels,
                                D3D11_SDK_VERSION, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext );

        if ( hr == E_INVALIDARG )
        {
            // DirectX 11.0 platforms will not recognize D3D_FEATURE_LEVEL_11_1 so we need to retry without it
            hr = D3D11CreateDevice( nullptr, g_driverType, nullptr, createDeviceFlags, &featureLevels[1], numFeatureLevels - 1,
                                    D3D11_SDK_VERSION, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext );
        }

        if( SUCCEEDED( hr ) )
            break;
    }
    if( FAILED( hr ) )
        return hr;

    // Obtain DXGI factory from device (since we used nullptr for pAdapter above)
    IDXGIFactory1* dxgiFactory = nullptr;
    {
        IDXGIDevice* dxgiDevice = nullptr;
        hr = g_pd3dDevice->QueryInterface( __uuidof(IDXGIDevice), reinterpret_cast<void**>(&dxgiDevice) );
        if (SUCCEEDED(hr))
        {
            IDXGIAdapter* adapter = nullptr;
            hr = dxgiDevice->GetAdapter(&adapter);
            if (SUCCEEDED(hr))
            {
                hr = adapter->GetParent( __uuidof(IDXGIFactory1), reinterpret_cast<void**>(&dxgiFactory) );
                adapter->Release();
            }
            dxgiDevice->Release();
        }
    }
    if (FAILED(hr))
        return hr;

    // Create swap chain
    IDXGIFactory2* dxgiFactory2 = nullptr;
    hr = dxgiFactory->QueryInterface( __uuidof(IDXGIFactory2), reinterpret_cast<void**>(&dxgiFactory2) );
    if ( dxgiFactory2 )
    {
        // DirectX 11.1 or later
        hr = g_pd3dDevice->QueryInterface( __uuidof(ID3D11Device1), reinterpret_cast<void**>(&g_pd3dDevice1) );
        if (SUCCEEDED(hr))
        {
            (void) g_pImmediateContext->QueryInterface( __uuidof(ID3D11DeviceContext1), reinterpret_cast<void**>(&g_pImmediateContext1) );
        }

        DXGI_SWAP_CHAIN_DESC1 sd;
        ZeroMemory(&sd, sizeof(sd));
        sd.Width = width;
        sd.Height = height;
        sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
        sd.SampleDesc.Count = 1;
        sd.SampleDesc.Quality = 0;
        sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
        sd.BufferCount = 1;

        hr = dxgiFactory2->CreateSwapChainForHwnd( g_pd3dDevice, g_hWnd, &sd, nullptr, nullptr, &g_pSwapChain1 );
        if (SUCCEEDED(hr))
        {
            hr = g_pSwapChain1->QueryInterface( __uuidof(IDXGISwapChain), reinterpret_cast<void**>(&g_pSwapChain) );
        }
//.........这里部分代码省略.........
开发者ID:ka-s,项目名称:My-DirectX-Project,代码行数:101,代码来源:Tutorial01.cpp

示例8: sizeof

void D3D11::init( int screenWidth, int screenHeight, bool vsync, HWND hwnd, bool fullscreen, float screenDepth, float screenNear )
{
	m_vsyncEnabled = vsync;
	m_isWindows = fullscreen;
	IDXGIFactory * pfactory;
	if(FAILED(CreateDXGIFactory(__uuidof(IDXGIFactory),(void**)&pfactory)))
		return;

	IDXGIAdapter * pAdapter;
	if(FAILED(pfactory->EnumAdapters(0,&pAdapter)))
		return;

	IDXGIOutput * out;
	if(FAILED(pAdapter->EnumOutputs(0,&out)))
		return;

	int numModes;
	DXGI_MODE_DESC * displaymodeList;
	if(FAILED(out->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM,DXGI_ENUM_MODES_INTERLACED,&numModes,NULL)))
		return;
	displaymodeList = new DXGI_MODE_DESC[numModes];
	if(FAILED(out->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM,DXGI_ENUM_MODES_INTERLACED,&numModes,displaymodeList)))
		return;
	int numerator,denomerator;
	for(int i = 0; i < numModes; ++i)
	{
		if(displaymodeList[i].Height == screenHeight && displaymodeList[i].Width == screenWidth)
		{
			numerator = displaymodeList[i].RefreshRate.Numerator;
			denomerator = displaymodeList[i].RefreshRate.Denominator;
		}
	}

	DXGI_ADAPTER_DESC desc;
	if(FAILED(pAdapter->GetDesc(&desc)))
		return;
	int length;
	m_videoCardMemory = static_cast<int>(desc.DedicatedVideoMemory/1024/1024);
	wcstombs_s(&length,m_videoCardDescription,128,desc.Description,128);

	delete[] displaymodeList;
	displaymodeList = NULL;
	out->Release();
	out = NULL;
	pAdapter->Release();
	pAdapter = NULL;
	pfactory->Release();
	pfactory = NULL;

	DXGI_SWAP_CHAIN_DESC swapChainDesc;
	ZeroMemory(&swapChainDesc,sizeof(DXGI_SWAP_CHAIN_DESC));
	swapChainDesc.BufferCount = 1;
	swapChainDesc.BufferDesc.Width = screenWidth;
	swapChainDesc.BufferDesc.Height = screenHeight;
	swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	if(m_vsyncEnabled)
	{
		swapChainDesc.BufferDesc.RefreshRate.Numerator = numerator;
		swapChainDesc.BufferDesc.RefreshRate.Denominator = denomerator;
	}
	else
	{
		swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
		swapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
	}

	swapChainDesc.Windowed = m_isWindows;
	swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
	swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
	swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;

	D3D_FEATURE_LEVEL level =  D3D_FEATURE_LEVEL_11_0;
	if(FAILED(D3D11CreateDeviceAndSwapChain(NULL,D3D_DRIVER_TYPE_HARDWARE,NULL,0,
		&level,1,D3D11_SDK_VERSION,&swapChainDesc,&m_swapChain,&m_device,NULL,&m_deviceContext)))
		return;

	ID3D11Texture2D *backbufferTex;
	if(FAILED(m_swapChain->GetBuffer(0,__uuidof(ID3D11Texture2D),(LPVOID*)&backbufferTex)))
		return;
	if(FAILED(m_device->CreateRenderTargetView(backbufferTex,NULL,&m_renderView)))
		return;
	backbufferTex->Release();
	backbufferTex = 0;
	D3D11_TEXTURE2D_DESC depthBufferDesc;
	ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc));

	depthBufferDesc.Width = screenWidth;
	depthBufferDesc.Height = screenHeight;
	depthBufferDesc.MipLevels = 1;
	depthBufferDesc.ArraySize = 1;
	depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
	depthBufferDesc.SampleDesc.Count = 1;
	depthBufferDesc.SampleDesc.Quality = 0;
	depthBufferDesc.Usage = D3D11_USAGE_DEFAULT;
	depthBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
	depthBufferDesc.CPUAccessFlags = 0;
	depthBufferDesc.MiscFlags = 0;

	if(FAILED(m_device->CreateTexture2D(&depthBufferDesc, NULL, &m_depthStencilBuffer)))
		return ;
//.........这里部分代码省略.........
开发者ID:xfate,项目名称:WaveGame,代码行数:101,代码来源:D3D11.cpp

示例9: InitDevice

//--------------------------------------------------------------------------------------
// Create Direct3D device and swap chain
//--------------------------------------------------------------------------------------
HRESULT InitDevice()
{
    HRESULT hr = S_OK;

    RECT rc;
    GetClientRect( g_hWnd, &rc );
    UINT width = rc.right - rc.left;
    UINT height = rc.bottom - rc.top;

    UINT createDeviceFlags = 0;
#ifdef _DEBUG
    createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif

    D3D_DRIVER_TYPE driverTypes[] =
    {
        D3D_DRIVER_TYPE_HARDWARE,
        D3D_DRIVER_TYPE_WARP,
        D3D_DRIVER_TYPE_REFERENCE,
    };
    UINT numDriverTypes = ARRAYSIZE( driverTypes );

	D3D_FEATURE_LEVEL featureLevels[] =
    {
        D3D_FEATURE_LEVEL_11_1,
        D3D_FEATURE_LEVEL_11_0,
        D3D_FEATURE_LEVEL_10_1,
        D3D_FEATURE_LEVEL_10_0,
	};
	UINT numFeatureLevels = ARRAYSIZE( featureLevels );

    for( UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++ )
    {
        g_driverType = driverTypes[driverTypeIndex];
        hr = D3D11CreateDevice( nullptr, g_driverType, nullptr, createDeviceFlags, featureLevels, numFeatureLevels,
                                D3D11_SDK_VERSION, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext );

        if ( hr == E_INVALIDARG )
        {
            // DirectX 11.0 platforms will not recognize D3D_FEATURE_LEVEL_11_1 so we need to retry without it
            hr = D3D11CreateDevice( nullptr, g_driverType, nullptr, createDeviceFlags, &featureLevels[1], numFeatureLevels - 1,
                                    D3D11_SDK_VERSION, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext );
        }

        if( SUCCEEDED( hr ) )
            break;
    }
    if( FAILED( hr ) )
        return hr;

    // Obtain DXGI factory from device (since we used nullptr for pAdapter above)
    IDXGIFactory1* dxgiFactory = nullptr;
    {
        IDXGIDevice* dxgiDevice = nullptr;
        hr = g_pd3dDevice->QueryInterface( __uuidof(IDXGIDevice), reinterpret_cast<void**>(&dxgiDevice) );
        if (SUCCEEDED(hr))
        {
            IDXGIAdapter* adapter = nullptr;
            hr = dxgiDevice->GetAdapter(&adapter);
            if (SUCCEEDED(hr))
            {
                hr = adapter->GetParent( __uuidof(IDXGIFactory1), reinterpret_cast<void**>(&dxgiFactory) );
                adapter->Release();
            }
            dxgiDevice->Release();
        }
    }
    if (FAILED(hr))
        return hr;

    // Create swap chain
    IDXGIFactory2* dxgiFactory2 = nullptr;
    hr = dxgiFactory->QueryInterface( __uuidof(IDXGIFactory2), reinterpret_cast<void**>(&dxgiFactory2) );
    if ( dxgiFactory2 )
    {
        // DirectX 11.1 or later
        hr = g_pd3dDevice->QueryInterface( __uuidof(ID3D11Device1), reinterpret_cast<void**>(&g_pd3dDevice1) );
        if (SUCCEEDED(hr))
        {
            (void) g_pImmediateContext->QueryInterface( __uuidof(ID3D11DeviceContext1), reinterpret_cast<void**>(&g_pImmediateContext1) );
        }

        DXGI_SWAP_CHAIN_DESC1 sd;
        ZeroMemory(&sd, sizeof(sd));
        sd.Width = width;
        sd.Height = height;
        sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
        sd.SampleDesc.Count = 1;
        sd.SampleDesc.Quality = 0;
        sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
        sd.BufferCount = 1;

        hr = dxgiFactory2->CreateSwapChainForHwnd( g_pd3dDevice, g_hWnd, &sd, nullptr, nullptr, &g_pSwapChain1 );
        if (SUCCEEDED(hr))
        {
            hr = g_pSwapChain1->QueryInterface( __uuidof(IDXGISwapChain), reinterpret_cast<void**>(&g_pSwapChain) );
        }
//.........这里部分代码省略.........
开发者ID:AndreAhmed,项目名称:directx-sdk-samples,代码行数:101,代码来源:Tutorial05.cpp

示例10: ISwapChain

	/**
	*  @brief
	*    Constructor
	*/
	SwapChain::SwapChain(Direct3D11Renderer &direct3D11Renderer, handle nativeWindowHandle) :
		ISwapChain(direct3D11Renderer),
		mDxgiSwapChain(nullptr),
		mD3D11RenderTargetView(nullptr),
		mD3D11DepthStencilView(nullptr)
	{
		// Get the Direct3D 11 device instance
		ID3D11Device *d3d11Device = direct3D11Renderer.getD3D11Device();

		// Get the native window handle
		const HWND hWnd = reinterpret_cast<HWND>(nativeWindowHandle);

		// Get a IDXGIFactory1 instance
		IDXGIDevice *dxgiDevice = nullptr;
		IDXGIAdapter *dxgiAdapter = nullptr;
		IDXGIFactory1 *dxgiFactory1 = nullptr;
		d3d11Device->QueryInterface(&dxgiDevice);
		dxgiDevice->GetAdapter(&dxgiAdapter);
		dxgiAdapter->GetParent(IID_PPV_ARGS(&dxgiFactory1));
		dxgiAdapter->Release();
		dxgiDevice->Release();

		// Get the width and height of the given native window and ensure they are never ever zero
		// -> See "getSafeWidthAndHeight()"-method comments for details
		long width  = 1;
		long height = 1;
		{
			// Get the client rectangle of the given native window
			RECT rect;
			::GetClientRect(hWnd, &rect);

			// Get the width and height...
			width  = rect.right  - rect.left;
			height = rect.bottom - rect.top;

			// ... and ensure that none of them is ever zero
			if (width < 1)
			{
				width = 1;
			}
			if (height < 1)
			{
				height = 1;
			}
		}

		// Create the swap chain
		DXGI_SWAP_CHAIN_DESC dxgiSwapChainDesc;
		::ZeroMemory(&dxgiSwapChainDesc, sizeof(dxgiSwapChainDesc));
		dxgiSwapChainDesc.BufferCount						 = 1;
		dxgiSwapChainDesc.BufferDesc.Width					 = static_cast<UINT>(width);
		dxgiSwapChainDesc.BufferDesc.Height					 = static_cast<UINT>(height);
		dxgiSwapChainDesc.BufferDesc.Format					 = DXGI_FORMAT_R8G8B8A8_UNORM;
		dxgiSwapChainDesc.BufferDesc.RefreshRate.Numerator	 = 60;
		dxgiSwapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
		dxgiSwapChainDesc.BufferUsage						 = DXGI_USAGE_RENDER_TARGET_OUTPUT;
		dxgiSwapChainDesc.OutputWindow						 = hWnd;
		dxgiSwapChainDesc.SampleDesc.Count					 = 1;
		dxgiSwapChainDesc.SampleDesc.Quality				 = 0;
		dxgiSwapChainDesc.Windowed							 = TRUE;
		dxgiFactory1->CreateSwapChain(d3d11Device, &dxgiSwapChainDesc, &mDxgiSwapChain);
		dxgiFactory1->Release();

		// Disable alt-return for automatic fullscreen state change
		// -> We handle this manually to have more control over it
		dxgiFactory1->MakeWindowAssociation(hWnd, DXGI_MWA_NO_ALT_ENTER);

		// Create the Direct3D 11 views
		if (nullptr != mDxgiSwapChain)
		{
			createDirect3D11Views();
		}

		// Assign a default name to the resource for debugging purposes
		#ifndef DIRECT3D11RENDERER_NO_DEBUG
			setDebugName("Swap chain");
		#endif
	}
开发者ID:DerDolch,项目名称:unrimp,代码行数:82,代码来源:SwapChain.cpp

示例11: InitBackendInfo

void InitBackendInfo()
{
	HRESULT hr = DX11::D3D::LoadDXGI();
	if (SUCCEEDED(hr)) hr = DX11::D3D::LoadD3D();
	if (FAILED(hr))
	{
		DX11::D3D::UnloadDXGI();
		return;
	}

	g_Config.backend_info.APIType = API_D3D;
	g_Config.backend_info.bSupportsExclusiveFullscreen = true;
	g_Config.backend_info.bSupportsDualSourceBlend = true;
	g_Config.backend_info.bSupportsPrimitiveRestart = true;
	g_Config.backend_info.bSupportsOversizedViewports = false;
	g_Config.backend_info.bSupportsGeometryShaders = true;
	g_Config.backend_info.bSupports3DVision = true;
	g_Config.backend_info.bSupportsPostProcessing = false;

	IDXGIFactory* factory;
	IDXGIAdapter* ad;
	hr = DX11::PCreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
	if (FAILED(hr))
		PanicAlert("Failed to create IDXGIFactory object");

	// adapters
	g_Config.backend_info.Adapters.clear();
	g_Config.backend_info.AAModes.clear();
	while (factory->EnumAdapters((UINT)g_Config.backend_info.Adapters.size(), &ad) != DXGI_ERROR_NOT_FOUND)
	{
		const size_t adapter_index = g_Config.backend_info.Adapters.size();

		DXGI_ADAPTER_DESC desc;
		ad->GetDesc(&desc);

		// TODO: These don't get updated on adapter change, yet
		if (adapter_index == g_Config.iAdapter)
		{
			std::string samples;
			std::vector<DXGI_SAMPLE_DESC> modes = DX11::D3D::EnumAAModes(ad);
			for (unsigned int i = 0; i < modes.size(); ++i)
			{
				if (i == 0)
					samples = _trans("None");
				else if (modes[i].Quality)
					samples = StringFromFormat(_trans("%d samples (quality level %d)"), modes[i].Count, modes[i].Quality);
				else
					samples = StringFromFormat(_trans("%d samples"), modes[i].Count);

				g_Config.backend_info.AAModes.push_back(samples);
			}

			bool shader_model_5_supported = (DX11::D3D::GetFeatureLevel(ad) >= D3D_FEATURE_LEVEL_11_0);

			// Requires the earlydepthstencil attribute (only available in shader model 5)
			g_Config.backend_info.bSupportsEarlyZ = shader_model_5_supported;

			// Requires full UAV functionality (only available in shader model 5)
			g_Config.backend_info.bSupportsBBox = shader_model_5_supported;

			// Requires the instance attribute (only available in shader model 5)
			g_Config.backend_info.bSupportsGSInstancing = shader_model_5_supported;
		}
		g_Config.backend_info.Adapters.push_back(UTF16ToUTF8(desc.Description));
		ad->Release();
	}
	factory->Release();

	// Clear ppshaders string vector
	g_Config.backend_info.PPShaders.clear();
	g_Config.backend_info.AnaglyphShaders.clear();

	DX11::D3D::UnloadDXGI();
	DX11::D3D::UnloadD3D();
}
开发者ID:bradparks,项目名称:dolphin,代码行数:75,代码来源:MAIN.CPP

示例12: Create

HRESULT Create(HWND wnd)
{
	hWnd = wnd;
	HRESULT hr;

	RECT client;
	GetClientRect(hWnd, &client);
	xres = client.right - client.left;
	yres = client.bottom - client.top;

	hr = LoadDXGI();
	if (SUCCEEDED(hr)) hr = LoadD3D();
	if (SUCCEEDED(hr)) hr = LoadD3DCompiler();
	if (FAILED(hr))
	{
		UnloadDXGI();
		UnloadD3D();
		UnloadD3DCompiler();
		return hr;
	}

	IDXGIFactory* factory;
	IDXGIAdapter* adapter;
	IDXGIOutput* output;
	hr = PCreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
	if (FAILED(hr)) MessageBox(wnd, _T("Failed to create IDXGIFactory object"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);

	hr = factory->EnumAdapters(g_ActiveConfig.iAdapter, &adapter);
	if (FAILED(hr))
	{
		// try using the first one
		hr = factory->EnumAdapters(0, &adapter);
		if (FAILED(hr)) MessageBox(wnd, _T("Failed to enumerate adapters"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);
	}

	// TODO: Make this configurable
	hr = adapter->EnumOutputs(0, &output);
	if (FAILED(hr))
	{
		// try using the first one
		IDXGIAdapter* firstadapter;
		hr = factory->EnumAdapters(0, &firstadapter);
		if (!FAILED(hr))
			hr = firstadapter->EnumOutputs(0, &output);
		if (FAILED(hr)) MessageBox(wnd,
			_T("Failed to enumerate outputs!\n")
			_T("This usually happens when you've set your video adapter to the Nvidia GPU in an Optimus-equipped system.\n")
			_T("Set Dolphin to use the high-performance graphics in Nvidia's drivers instead and leave Dolphin's video adapter set to the Intel GPU."),
			_T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);
		SAFE_RELEASE(firstadapter);
	}

	// get supported AA modes
	aa_modes = EnumAAModes(adapter);

	if (std::find_if(
		aa_modes.begin(),
		aa_modes.end(),
		[](const DXGI_SAMPLE_DESC& desc) {return desc.Count == g_Config.iMultisamples;}
	) == aa_modes.end())
	{
		g_Config.iMultisamples = 1;
		UpdateActiveConfig();
	}

	DXGI_SWAP_CHAIN_DESC swap_chain_desc = {};
	swap_chain_desc.BufferCount = 1;
	swap_chain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
	swap_chain_desc.OutputWindow = wnd;
	swap_chain_desc.SampleDesc.Count = 1;
	swap_chain_desc.SampleDesc.Quality = 0;
	swap_chain_desc.Windowed = !g_Config.bFullscreen;

	DXGI_OUTPUT_DESC out_desc = {};
	output->GetDesc(&out_desc);

	DXGI_MODE_DESC mode_desc = {};
	mode_desc.Width = out_desc.DesktopCoordinates.right - out_desc.DesktopCoordinates.left;
	mode_desc.Height = out_desc.DesktopCoordinates.bottom - out_desc.DesktopCoordinates.top;
	mode_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	mode_desc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
	hr = output->FindClosestMatchingMode(&mode_desc, &swap_chain_desc.BufferDesc, nullptr);
	if (FAILED(hr)) MessageBox(wnd, _T("Failed to find a supported video mode"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);

	if (swap_chain_desc.Windowed)
	{
		// forcing buffer resolution to xres and yres..
		// this is not a problem as long as we're in windowed mode
		swap_chain_desc.BufferDesc.Width = xres;
		swap_chain_desc.BufferDesc.Height = yres;
	}

#if defined(_DEBUG) || defined(DEBUGFAST)
	// Creating debug devices can sometimes fail if the user doesn't have the correct
	// version of the DirectX SDK. If it does, simply fallback to a non-debug device.
	{
		hr = PD3D11CreateDeviceAndSwapChain(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr,
											D3D11_CREATE_DEVICE_SINGLETHREADED | D3D11_CREATE_DEVICE_DEBUG,
											supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS,
											D3D11_SDK_VERSION, &swap_chain_desc, &swapchain, &device,
//.........这里部分代码省略.........
开发者ID:aichunyu,项目名称:dolphin,代码行数:101,代码来源:D3DBase.cpp

示例13: defined

bool DX::InitDirect3D()
{
	UINT createDeviceFlags = 0;

	// Do we want a debug device?
#if defined(DEBUG) || defined(_DEBUG)
	createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif

	// Create the device and determine the supported feature level
	featureLevel = D3D_FEATURE_LEVEL_9_1; // Will be overwritten by next line
	HRESULT hr = D3D11CreateDevice(
		0,
		driverType,
		0,
		createDeviceFlags,
		0,
		0,
		D3D11_SDK_VERSION,
		&device,
		&featureLevel,
		&deviceContext);

	// Handle any device creation or DirectX version errors
	if( FAILED(hr) )
	{
		MessageBox(0, L"D3D11CreateDevice Failed", 0, 0);
		return false;
	}

	// Check for 4X MSAA quality support
	HR(device->CheckMultisampleQualityLevels(
		DXGI_FORMAT_R8G8B8A8_UNORM,
		4,
		&msaa4xQuality));
	assert( msaa4xQuality > 0 ); // Potential problem if quality is 0

	// Set up a swap chain description
	DXGI_SWAP_CHAIN_DESC swapChainDesc;
	swapChainDesc.BufferDesc.Width		= windowWidth;
	swapChainDesc.BufferDesc.Height		= windowHeight;
	swapChainDesc.BufferDesc.RefreshRate.Numerator = 60;
	swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
	swapChainDesc.BufferDesc.Format		= DXGI_FORMAT_R8G8B8A8_UNORM;
	swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
	swapChainDesc.BufferDesc.Scaling	= DXGI_MODE_SCALING_UNSPECIFIED;
	swapChainDesc.BufferUsage			= DXGI_USAGE_RENDER_TARGET_OUTPUT;
	swapChainDesc.BufferCount			= 1;
	swapChainDesc.OutputWindow			= hMainWnd;
	swapChainDesc.Windowed				= true;
	swapChainDesc.SwapEffect			= DXGI_SWAP_EFFECT_DISCARD;
	swapChainDesc.Flags					= 0;
	if( enable4xMsaa )
	{
		// Set up 4x MSAA
		swapChainDesc.SampleDesc.Count   = 4;
		swapChainDesc.SampleDesc.Quality = msaa4xQuality - 1;
	}
	else
	{
		// No MSAA
		swapChainDesc.SampleDesc.Count   = 1;
		swapChainDesc.SampleDesc.Quality = 0;
	}

	// To correctly create the swap chain, we must use the IDXGIFactory that
	// was used to create the device.
	IDXGIDevice*	dxgiDevice	= 0;
	IDXGIAdapter*	dxgiAdapter = 0;
	IDXGIFactory*	dxgiFactory = 0;
	HR(device->QueryInterface(	__uuidof(IDXGIDevice),	(void**)&dxgiDevice));
	HR(dxgiDevice->GetParent(	__uuidof(IDXGIAdapter), (void**)&dxgiAdapter));
	HR(dxgiAdapter->GetParent(	__uuidof(IDXGIFactory), (void**)&dxgiFactory));

	// Finally make the swap chain and release the DXGI stuff
	HR(dxgiFactory->CreateSwapChain(device, &swapChainDesc, &swapChain));
	ReleaseMacro(dxgiDevice);
	ReleaseMacro(dxgiAdapter);
	ReleaseMacro(dxgiFactory);

	// The remaining steps also need to happen each time the window
	// is resized, so just run the OnResize method
	OnResize();

	return true;
}
开发者ID:chrisverm,项目名称:DirectX-Fun,代码行数:86,代码来源:DX.cpp

示例14: InitD3D

// Direct3D 초기화 
HRESULT InitD3D( void )
{
    HRESULT hr = S_OK;
	D3D_FEATURE_LEVEL  FeatureLevelsRequested[6] = { D3D_FEATURE_LEVEL_11_0,
													 D3D_FEATURE_LEVEL_10_1,
													 D3D_FEATURE_LEVEL_10_0,
													 D3D_FEATURE_LEVEL_9_3,
													 D3D_FEATURE_LEVEL_9_2,
													 D3D_FEATURE_LEVEL_9_1 };
	UINT               numLevelsRequested = 6;
	D3D_FEATURE_LEVEL  FeatureLevelsSupported;

	// 디바이스 생성 
	hr = D3D11CreateDevice( NULL,
					D3D_DRIVER_TYPE_HARDWARE, 
					NULL, 
					0,
					FeatureLevelsRequested, 
					numLevelsRequested,
					D3D11_SDK_VERSION, 
					&g_pd3dDevice,
					&FeatureLevelsSupported,
					&g_pImmediateContext );
	if( FAILED ( hr ) ) {
		return hr;
	}

	// 팩토리 취득 
	IDXGIDevice * pDXGIDevice;
	hr = g_pd3dDevice->QueryInterface( __uuidof( IDXGIDevice ), ( void ** )&pDXGIDevice );
	IDXGIAdapter * pDXGIAdapter;
	hr = pDXGIDevice->GetParent( __uuidof( IDXGIAdapter ), ( void ** )&pDXGIAdapter );
	IDXGIFactory * pIDXGIFactory;
	pDXGIAdapter->GetParent( __uuidof( IDXGIFactory ), ( void ** )&pIDXGIFactory);

	// 스왑체인 작성
    DXGI_SWAP_CHAIN_DESC	sd;
	ZeroMemory( &sd, sizeof( sd ) );
	sd.BufferCount = 1;
	sd.BufferDesc.Width = g_nClientWidth;
	sd.BufferDesc.Height = g_nClientHeight;
	sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	sd.BufferDesc.RefreshRate.Numerator = 60;
	sd.BufferDesc.RefreshRate.Denominator = 1;
	sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
	sd.OutputWindow = g_hWnd;
	sd.SampleDesc.Count = 1;
	sd.SampleDesc.Quality = 0;
	sd.Windowed = TRUE;
	hr = pIDXGIFactory->CreateSwapChain( g_pd3dDevice, &sd, &g_pSwapChain );

	pDXGIDevice->Release();
	pDXGIAdapter->Release();
	pIDXGIFactory->Release();

	if( FAILED ( hr ) ) {
		return hr;
	}

     // 렌더링 타깃 생성
    ID3D11Texture2D			*pBackBuffer = NULL;
    D3D11_TEXTURE2D_DESC BackBufferSurfaceDesc;
    hr = g_pSwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), ( LPVOID* )&pBackBuffer );
    if ( FAILED( hr ) ) {
		MessageBox( NULL, _T( "Can't get backbuffer." ), _T( "Error" ), MB_OK );
        return hr;
    }
    pBackBuffer->GetDesc( &BackBufferSurfaceDesc );
    hr = g_pd3dDevice->CreateRenderTargetView( pBackBuffer, NULL, &g_pRTV );
    SAFE_RELEASE( pBackBuffer );
    if ( FAILED( hr ) ) {
		MessageBox( NULL, _T( "Can't create render target view." ), _T( "Error" ), MB_OK );
        return hr;
    }

    g_pImmediateContext->OMSetRenderTargets( 1, &g_pRTV, NULL );

    // 래스터라이저 설정
    D3D11_RASTERIZER_DESC drd;
	ZeroMemory( &drd, sizeof( drd ) );
	drd.FillMode				= D3D11_FILL_SOLID;
	drd.CullMode				= D3D11_CULL_NONE;
	drd.FrontCounterClockwise	= FALSE;
	drd.DepthClipEnable			= TRUE;
    hr = g_pd3dDevice->CreateRasterizerState( &drd, &g_pRS );
    if ( FAILED( hr ) ) {
		MessageBox( NULL, _T( "Can't create rasterizer state." ), _T( "Error" ), MB_OK );
        return hr;
    }
    g_pImmediateContext->RSSetState( g_pRS );

    // 뷰포트 설정 
    D3D11_VIEWPORT vp;
    vp.Width    = ( FLOAT )g_nClientWidth;
    vp.Height   = ( FLOAT )g_nClientHeight;
    vp.MinDepth = 0.0f;
    vp.MaxDepth = 1.0f;
    vp.TopLeftX = 0.0f;
    vp.TopLeftY = 0.0f;
//.........这里部分代码省略.........
开发者ID:Ryelint,项目名称:006720,代码行数:101,代码来源:Movement_6_2.cpp

示例15: CollectReports

    // nsIMemoryMultiReporter abstract method implementation
    NS_IMETHOD
    CollectReports(nsIMemoryMultiReporterCallback* aCb,
                   nsISupports* aClosure)
    {
        int32_t winVers, buildNum;
        HANDLE ProcessHandle = GetCurrentProcess();
        
        int64_t dedicatedBytesUsed = 0;
        int64_t sharedBytesUsed = 0;
        int64_t committedBytesUsed = 0;
        IDXGIAdapter *DXGIAdapter;
        
        HMODULE gdi32Handle;
        PFND3DKMTQS queryD3DKMTStatistics;
        
        winVers = gfxWindowsPlatform::WindowsOSVersion(&buildNum);
        
        // GPU memory reporting is not available before Windows 7
        if (winVers < gfxWindowsPlatform::kWindows7) 
            return NS_OK;
        
        if (gdi32Handle = LoadLibrary(TEXT("gdi32.dll")))
            queryD3DKMTStatistics = (PFND3DKMTQS)GetProcAddress(gdi32Handle, "D3DKMTQueryStatistics");
        
        if (queryD3DKMTStatistics && GetDXGIAdapter(&DXGIAdapter)) {
            // Most of this block is understood thanks to wj32's work on Process Hacker
            
            DXGI_ADAPTER_DESC adapterDesc;
            D3DKMTQS queryStatistics;
            
            DXGIAdapter->GetDesc(&adapterDesc);
            DXGIAdapter->Release();
            
            memset(&queryStatistics, 0, sizeof(D3DKMTQS));
            queryStatistics.Type = D3DKMTQS_PROCESS;
            queryStatistics.AdapterLuid = adapterDesc.AdapterLuid;
            queryStatistics.hProcess = ProcessHandle;
            if (NT_SUCCESS(queryD3DKMTStatistics(&queryStatistics))) {
                committedBytesUsed = queryStatistics.QueryResult.ProcessInfo.SystemMemory.BytesAllocated;
            }
            
            memset(&queryStatistics, 0, sizeof(D3DKMTQS));
            queryStatistics.Type = D3DKMTQS_ADAPTER;
            queryStatistics.AdapterLuid = adapterDesc.AdapterLuid;
            if (NT_SUCCESS(queryD3DKMTStatistics(&queryStatistics))) {
                ULONG i;
                ULONG segmentCount = queryStatistics.QueryResult.AdapterInfo.NbSegments;
                
                for (i = 0; i < segmentCount; i++) {
                    memset(&queryStatistics, 0, sizeof(D3DKMTQS));
                    queryStatistics.Type = D3DKMTQS_SEGMENT;
                    queryStatistics.AdapterLuid = adapterDesc.AdapterLuid;
                    queryStatistics.QuerySegment.SegmentId = i;
                    
                    if (NT_SUCCESS(queryD3DKMTStatistics(&queryStatistics))) {
                        bool aperture;
                        
                        // SegmentInformation has a different definition in Win7 than later versions
                        if (winVers < gfxWindowsPlatform::kWindows8)
                            aperture = queryStatistics.QueryResult.SegmentInfoWin7.Aperture;
                        else
                            aperture = queryStatistics.QueryResult.SegmentInfoWin8.Aperture;
                        
                        memset(&queryStatistics, 0, sizeof(D3DKMTQS));
                        queryStatistics.Type = D3DKMTQS_PROCESS_SEGMENT;
                        queryStatistics.AdapterLuid = adapterDesc.AdapterLuid;
                        queryStatistics.hProcess = ProcessHandle;
                        queryStatistics.QueryProcessSegment.SegmentId = i;
                        if (NT_SUCCESS(queryD3DKMTStatistics(&queryStatistics))) {
                            if (aperture)
                                sharedBytesUsed += queryStatistics.QueryResult
                                                                  .ProcessSegmentInfo
                                                                  .BytesCommitted;
                            else
                                dedicatedBytesUsed += queryStatistics.QueryResult
                                                                     .ProcessSegmentInfo
                                                                     .BytesCommitted;
                        }
                    }
                }
            }
        }
        
        FreeLibrary(gdi32Handle);
        
#define REPORT(_path, _amount, _desc)                                         \
    do {                                                                      \
      nsresult rv;                                                            \
      rv = aCb->Callback(EmptyCString(), NS_LITERAL_CSTRING(_path),           \
                         nsIMemoryReporter::KIND_OTHER,                       \
                         nsIMemoryReporter::UNITS_BYTES, _amount,             \
                         NS_LITERAL_CSTRING(_desc), aClosure);                \
      NS_ENSURE_SUCCESS(rv, rv);                                              \
    } while (0)

        REPORT("gpu-committed", committedBytesUsed,
               "Memory committed by the Windows graphics system.");

        REPORT("gpu-dedicated", dedicatedBytesUsed,
//.........这里部分代码省略.........
开发者ID:PrivacySolutions,项目名称:Abscond-Browser,代码行数:101,代码来源:gfxWindowsPlatform.cpp


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