This source file includes following definitions.
- Initialize
 
- CreateDeviceResources
 
- CreateWindowSizeDependentResources
 
- UpdateForRenderResolutionChange
 
- UpdateForWindowSizeChange
 
#include "pch.h"
#include "Direct3DBase.h"
using namespace DirectX;
using namespace Microsoft::WRL;
using namespace Windows::UI::Core;
using namespace Windows::Foundation;
using namespace Windows::Graphics::Display;
Direct3DBase::Direct3DBase()
{
}
void Direct3DBase::Initialize()
{
    CreateDeviceResources();
}
void Direct3DBase::CreateDeviceResources()
{
    
    
    UINT creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
#if defined(_DEBUG)
    
    creationFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
    
    
    
    
    D3D_FEATURE_LEVEL featureLevels[] =
    {
        D3D_FEATURE_LEVEL_11_1,
        D3D_FEATURE_LEVEL_11_0,
        D3D_FEATURE_LEVEL_10_1,
        D3D_FEATURE_LEVEL_10_0,
        D3D_FEATURE_LEVEL_9_3
    };
    
    ComPtr<ID3D11Device> device;
    ComPtr<ID3D11DeviceContext> context;
    DX::ThrowIfFailed(
        D3D11CreateDevice(
            nullptr, 
            D3D_DRIVER_TYPE_HARDWARE,
            nullptr,
            creationFlags, 
            featureLevels, 
            ARRAYSIZE(featureLevels),
            D3D11_SDK_VERSION, 
            &device, 
            &m_featureLevel, 
            &context 
            )
        );
    
    DX::ThrowIfFailed(
        device.As(&m_d3dDevice)
        );
    DX::ThrowIfFailed(
        context.As(&m_d3dContext)
        );
}
void Direct3DBase::CreateWindowSizeDependentResources()
{
    
    CD3D11_TEXTURE2D_DESC renderTargetDesc(
        DXGI_FORMAT_B8G8R8A8_UNORM,
        static_cast<UINT>(m_renderTargetSize.Width),
        static_cast<UINT>(m_renderTargetSize.Height),
        1,
        1,
        D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE
        );
    renderTargetDesc.MiscFlags = D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX | D3D11_RESOURCE_MISC_SHARED_NTHANDLE;
    
    DX::ThrowIfFailed(
        m_d3dDevice->CreateTexture2D(
            &renderTargetDesc,
            nullptr,
            &m_renderTarget
            )
        );
    DX::ThrowIfFailed(
        m_d3dDevice->CreateRenderTargetView(
            m_renderTarget.Get(),
            nullptr,
            &m_renderTargetView
            )
        );
    
    CD3D11_TEXTURE2D_DESC depthStencilDesc(
        DXGI_FORMAT_D24_UNORM_S8_UINT,
        static_cast<UINT>(m_renderTargetSize.Width),
        static_cast<UINT>(m_renderTargetSize.Height),
        1,
        1,
        D3D11_BIND_DEPTH_STENCIL
        );
    ComPtr<ID3D11Texture2D> depthStencil;
    DX::ThrowIfFailed(
        m_d3dDevice->CreateTexture2D(
            &depthStencilDesc,
            nullptr,
            &depthStencil
            )
        );
    CD3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc(D3D11_DSV_DIMENSION_TEXTURE2D);
    DX::ThrowIfFailed(
        m_d3dDevice->CreateDepthStencilView(
            depthStencil.Get(),
            &depthStencilViewDesc,
            &m_depthStencilView
            )
        );
    
    CD3D11_VIEWPORT viewport(
        0.0f,
        0.0f,
        m_renderTargetSize.Width,
        m_renderTargetSize.Height
        );
    m_d3dContext->RSSetViewports(1, &viewport);
}
void Direct3DBase::UpdateForRenderResolutionChange(float width, float height)
{
    m_renderTargetSize.Width = width;
    m_renderTargetSize.Height = height;
    ID3D11RenderTargetView* nullViews[] = {nullptr};
    m_d3dContext->OMSetRenderTargets(ARRAYSIZE(nullViews), nullViews, nullptr);
    m_renderTarget = nullptr;
    m_renderTargetView = nullptr;
    m_depthStencilView = nullptr;
    m_d3dContext->Flush();
    CreateWindowSizeDependentResources();
}
void Direct3DBase::UpdateForWindowSizeChange(float width, float height)
{
    m_windowBounds.Width  = width;
    m_windowBounds.Height = height;
}