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DirectXHelpers.h
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//--------------------------------------------------------------------------------------
// File: DirectXHelpers.h
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#pragma once
#if defined(_XBOX_ONE) && defined(_TITLE)
#include <d3d11_x.h>
#else
#include <d3d11_1.h>
#endif
#if !defined(NO_D3D11_DEBUG_NAME) && ( defined(_DEBUG) || defined(PROFILE) )
#if !defined(_XBOX_ONE) || !defined(_TITLE)
#pragma comment(lib,"dxguid.lib")
#endif
#endif
#ifndef IID_GRAPHICS_PPV_ARGS
#define IID_GRAPHICS_PPV_ARGS(x) IID_PPV_ARGS(x)
#endif
#include <exception>
#include <stdint.h>
//
// The core Direct3D headers provide the following helper C++ classes
// CD3D11_RECT
// CD3D11_BOX
// CD3D11_DEPTH_STENCIL_DESC
// CD3D11_BLEND_DESC, CD3D11_BLEND_DESC1
// CD3D11_RASTERIZER_DESC, CD3D11_RASTERIZER_DESC1
// CD3D11_BUFFER_DESC
// CD3D11_TEXTURE1D_DESC
// CD3D11_TEXTURE2D_DESC
// CD3D11_TEXTURE3D_DESC
// CD3D11_SHADER_RESOURCE_VIEW_DESC
// CD3D11_RENDER_TARGET_VIEW_DESC
// CD3D11_VIEWPORT
// CD3D11_DEPTH_STENCIL_VIEW_DESC
// CD3D11_UNORDERED_ACCESS_VIEW_DESC
// CD3D11_SAMPLER_DESC
// CD3D11_QUERY_DESC
// CD3D11_COUNTER_DESC
//
namespace DirectX
{
// simliar to std::lock_guard for exception-safe Direct3D resource locking
class MapGuard : public D3D11_MAPPED_SUBRESOURCE
{
public:
MapGuard( _In_ ID3D11DeviceContext* context,
_In_ ID3D11Resource *resource,
_In_ UINT subresource,
_In_ D3D11_MAP mapType,
_In_ UINT mapFlags )
: mContext(context), mResource(resource), mSubresource(subresource)
{
HRESULT hr = mContext->Map( resource, subresource, mapType, mapFlags, this );
if (FAILED(hr))
{
throw std::exception();
}
}
~MapGuard()
{
mContext->Unmap( mResource, mSubresource );
}
uint8_t* get() const
{
return reinterpret_cast<uint8_t*>( pData );
}
uint8_t* get(size_t slice) const
{
return reinterpret_cast<uint8_t*>( pData ) + ( slice * DepthPitch );
}
uint8_t* scanline(size_t row) const
{
return reinterpret_cast<uint8_t*>( pData ) + ( row * RowPitch );
}
uint8_t* scanline(size_t slice, size_t row) const
{
return reinterpret_cast<uint8_t*>( pData ) + ( slice * DepthPitch ) + ( row * RowPitch );
}
private:
ID3D11DeviceContext* mContext;
ID3D11Resource* mResource;
UINT mSubresource;
MapGuard(MapGuard const&);
MapGuard& operator= (MapGuard const&);
};
// Helper sets a D3D resource name string (used by PIX and debug layer leak reporting).
template<UINT TNameLength>
inline void SetDebugObjectName(_In_ ID3D11DeviceChild* resource, _In_z_ const char (&name)[TNameLength])
{
#if !defined(NO_D3D11_DEBUG_NAME) && ( defined(_DEBUG) || defined(PROFILE) )
#if defined(_XBOX_ONE) && defined(_TITLE)
wchar_t wname[MAX_PATH];
int result = MultiByteToWideChar( CP_ACP, MB_PRECOMPOSED, name, TNameLength, wname, MAX_PATH );
if ( result > 0 )
{
resource->SetName( wname );
}
#else
resource->SetPrivateData(WKPDID_D3DDebugObjectName, TNameLength - 1, name);
#endif
#else
UNREFERENCED_PARAMETER(resource);
UNREFERENCED_PARAMETER(name);
#endif
}
template<UINT TNameLength>
inline void SetDebugObjectName(_In_ ID3D11DeviceChild* resource, _In_z_ const wchar_t (&name)[TNameLength])
{
#if !defined(NO_D3D11_DEBUG_NAME) && ( defined(_DEBUG) || defined(PROFILE) )
#if defined(_XBOX_ONE) && defined(_TITLE)
resource->SetName( name );
#else
char aname[MAX_PATH];
int result = WideCharToMultiByte( CP_ACP, 0, name, TNameLength, aname, MAX_PATH, nullptr, nullptr );
if ( result > 0 )
{
resource->SetPrivateData(WKPDID_D3DDebugObjectName, TNameLength - 1, aname);
}
#endif
#else
UNREFERENCED_PARAMETER(resource);
UNREFERENCED_PARAMETER(name);
#endif
}
}