in src/GraphControl/DirectX/DeviceResources.cpp [233:447]
void DeviceResources::CreateWindowSizeDependentResources()
{
// Clear the previous window size specific context.
static constexpr std::array<ID3D11RenderTargetView*, 1> nullViews = { nullptr };
m_d3dContext->OMSetRenderTargets(static_cast<UINT>(nullViews.size()), &nullViews[0], nullptr);
m_d3dRenderTargetView = nullptr;
m_d2dContext->SetTarget(nullptr);
m_d2dTargetBitmap = nullptr;
m_d3dDepthStencilView = nullptr;
m_d3dContext->Flush1(D3D11_CONTEXT_TYPE_ALL, nullptr);
UpdateRenderTargetSize();
m_d3dRenderTargetSize.Width = m_outputSize.Width;
m_d3dRenderTargetSize.Height = m_outputSize.Height;
if (m_swapChain != nullptr)
{
// If the swap chain already exists, resize it.
HRESULT hr = m_swapChain->ResizeBuffers(
2, // Double-buffered swap chain.
lround(m_d3dRenderTargetSize.Width),
lround(m_d3dRenderTargetSize.Height),
DXGI_FORMAT_B8G8R8A8_UNORM,
0);
if (hr == DXGI_ERROR_DEVICE_REMOVED || hr == DXGI_ERROR_DEVICE_RESET)
{
// If the device was removed for any reason, a new device and swap chain will need to be created.
HandleDeviceLost();
// Everything is set up now. Do not continue execution of this method. HandleDeviceLost will reenter this method
// and correctly set up the new device.
return;
}
else
{
DX::ThrowIfFailed(hr);
}
}
else
{
// Otherwise, create a new one using the same adapter as the existing Direct3D device.
DXGI_SCALING scaling = DisplayMetrics::SupportHighResolutions ? DXGI_SCALING_NONE : DXGI_SCALING_STRETCH;
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = { 0 };
swapChainDesc.Width = lround(m_d3dRenderTargetSize.Width); // Match the size of the window.
swapChainDesc.Height = lround(m_d3dRenderTargetSize.Height);
swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; // This is the most common swap chain format.
swapChainDesc.Stereo = false;
swapChainDesc.SampleDesc.Count = 1; // Don't use multi-sampling.
swapChainDesc.SampleDesc.Quality = 0;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.BufferCount = 2; // Use double-buffering to minimize latency.
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; // All Windows Store apps must use _FLIP_ SwapEffects.
swapChainDesc.Flags = 0;
swapChainDesc.Scaling = scaling;
swapChainDesc.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
// This sequence obtains the DXGI factory that was used to create the Direct3D device above.
ComPtr<IDXGIDevice3> dxgiDevice;
DX::ThrowIfFailed(
m_d3dDevice.As(&dxgiDevice)
);
ComPtr<IDXGIAdapter> dxgiAdapter;
DX::ThrowIfFailed(
dxgiDevice->GetAdapter(&dxgiAdapter)
);
ComPtr<IDXGIFactory4> dxgiFactory;
DX::ThrowIfFailed(
dxgiAdapter->GetParent(IID_PPV_ARGS(&dxgiFactory))
);
// When using XAML interop, the swap chain must be created for composition.
ComPtr<IDXGISwapChain1> swapChain;
DX::ThrowIfFailed(
dxgiFactory->CreateSwapChainForComposition(
m_d3dDevice.Get(),
&swapChainDesc,
nullptr,
&swapChain
)
);
DX::ThrowIfFailed(
swapChain.As(&m_swapChain)
);
// Associate swap chain with SwapChainPanel
// UI changes will need to be dispatched back to the UI thread
m_swapChainPanel->Dispatcher->RunAsync(CoreDispatcherPriority::High, ref new DispatchedHandler([=]()
{
// Get backing native interface for SwapChainPanel
ComPtr<ISwapChainPanelNative> panelNative;
DX::ThrowIfFailed(
reinterpret_cast<IUnknown*>(m_swapChainPanel)->QueryInterface(IID_PPV_ARGS(&panelNative))
);
DX::ThrowIfFailed(
panelNative->SetSwapChain(m_swapChain.Get())
);
}, CallbackContext::Any));
// Ensure that DXGI does not queue more than one frame at a time. This both reduces latency and
// ensures that the application will only render after each VSync, minimizing power consumption.
DX::ThrowIfFailed(
dxgiDevice->SetMaximumFrameLatency(1)
);
}
// Set the proper orientation for the swap chain, and generate 2D and
// 3D matrix transformations for rendering to the rotated swap chain.
// Note the rotation angle for the 2D and 3D transforms are different.
// This is due to the difference in coordinate spaces. Additionally,
// the 3D matrix is specified explicitly to avoid rounding errors.
m_orientationTransform2D = Matrix3x2F::Identity();
m_orientationTransform3D = ScreenRotation::Rotation0;
// Setup inverse scale on the swap chain
DXGI_MATRIX_3X2_F inverseScale = { 0 };
inverseScale._11 = 1.0f / m_effectiveCompositionScaleX;
inverseScale._22 = 1.0f / m_effectiveCompositionScaleY;
ComPtr<IDXGISwapChain2> spSwapChain2;
DX::ThrowIfFailed(
m_swapChain.As<IDXGISwapChain2>(&spSwapChain2)
);
DX::ThrowIfFailed(
spSwapChain2->SetMatrixTransform(&inverseScale)
);
// Create a render target view of the swap chain back buffer.
ComPtr<ID3D11Texture2D1> backBuffer;
DX::ThrowIfFailed(
m_swapChain->GetBuffer(0, IID_PPV_ARGS(&backBuffer))
);
DX::ThrowIfFailed(
m_d3dDevice->CreateRenderTargetView1(
backBuffer.Get(),
nullptr,
&m_d3dRenderTargetView
)
);
// Create a depth stencil view for use with 3D rendering if needed.
CD3D11_TEXTURE2D_DESC1 depthStencilDesc(
DXGI_FORMAT_D24_UNORM_S8_UINT,
lround(m_d3dRenderTargetSize.Width),
lround(m_d3dRenderTargetSize.Height),
1, // This depth stencil view has only one texture.
1, // Use a single mipmap level.
D3D11_BIND_DEPTH_STENCIL
);
ComPtr<ID3D11Texture2D1> depthStencil;
DX::ThrowIfFailed(
m_d3dDevice->CreateTexture2D1(
&depthStencilDesc,
nullptr,
&depthStencil
)
);
CD3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc(D3D11_DSV_DIMENSION_TEXTURE2D);
DX::ThrowIfFailed(
m_d3dDevice->CreateDepthStencilView(
depthStencil.Get(),
&depthStencilViewDesc,
&m_d3dDepthStencilView
)
);
// Set the 3D rendering viewport to target the entire window.
m_screenViewport = CD3D11_VIEWPORT(
0.0f,
0.0f,
m_d3dRenderTargetSize.Width,
m_d3dRenderTargetSize.Height
);
m_d3dContext->RSSetViewports(1, &m_screenViewport);
// Create a Direct2D target bitmap associated with the
// swap chain back buffer and set it as the current target.
D2D1_BITMAP_PROPERTIES1 bitmapProperties =
D2D1::BitmapProperties1(
D2D1_BITMAP_OPTIONS_TARGET | D2D1_BITMAP_OPTIONS_CANNOT_DRAW,
D2D1::PixelFormat(DXGI_FORMAT_B8G8R8A8_UNORM, D2D1_ALPHA_MODE_PREMULTIPLIED),
m_dpi,
m_dpi
);
ComPtr<IDXGISurface2> dxgiBackBuffer;
DX::ThrowIfFailed(
m_swapChain->GetBuffer(0, IID_PPV_ARGS(&dxgiBackBuffer))
);
DX::ThrowIfFailed(
m_d2dContext->CreateBitmapFromDxgiSurface(
dxgiBackBuffer.Get(),
&bitmapProperties,
&m_d2dTargetBitmap
)
);
m_d2dContext->SetTarget(m_d2dTargetBitmap.Get());
m_d2dContext->SetDpi(m_effectiveDpi, m_effectiveDpi);
// Grayscale text anti-aliasing is recommended for all Windows Store apps.
m_d2dContext->SetTextAntialiasMode(D2D1_TEXT_ANTIALIAS_MODE_GRAYSCALE);
}