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65 lines
2.4 KiB
C++
65 lines
2.4 KiB
C++
#pragma once
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namespace DX {
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// Function that reads from a binary file asynchronously.
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inline std::future<std::vector<byte>>
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ReadDataAsync(const std::wstring_view &filename) {
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using namespace winrt::Windows::Storage;
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using namespace winrt::Windows::Storage::Streams;
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IBuffer fileBuffer = co_await PathIO::ReadBufferAsync(filename);
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std::vector<byte> returnBuffer;
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returnBuffer.resize(fileBuffer.Length());
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DataReader::FromBuffer(fileBuffer)
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.ReadBytes(winrt::array_view<uint8_t>(returnBuffer));
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return returnBuffer;
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}
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// Converts a length in device-independent pixels (DIPs) to a length in physical
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// pixels.
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inline float ConvertDipsToPixels(float dips, float dpi) {
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constexpr float dipsPerInch = 96.0f;
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return floorf(dips * dpi / dipsPerInch + 0.5f); // Round to nearest integer.
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}
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inline winrt::Windows::Graphics::DirectX::Direct3D11::IDirect3DSurface
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CreateDepthTextureInteropObject(
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const Microsoft::WRL::ComPtr<ID3D11Texture2D> spTexture2D) {
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// Direct3D interop APIs are used to provide the buffer to the WinRT API.
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Microsoft::WRL::ComPtr<IDXGIResource1> depthStencilResource;
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winrt::check_hresult(spTexture2D.As(&depthStencilResource));
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Microsoft::WRL::ComPtr<IDXGISurface2> depthDxgiSurface;
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winrt::check_hresult(
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depthStencilResource->CreateSubresourceSurface(0, &depthDxgiSurface));
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winrt::com_ptr<::IInspectable> inspectableSurface;
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winrt::check_hresult(CreateDirect3D11SurfaceFromDXGISurface(
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depthDxgiSurface.Get(),
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reinterpret_cast<IInspectable **>(winrt::put_abi(inspectableSurface))));
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return inspectableSurface
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.as<winrt::Windows::Graphics::DirectX::Direct3D11::IDirect3DSurface>();
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}
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#if defined(_DEBUG)
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// Check for SDK Layer support.
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inline bool SdkLayersAvailable() {
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HRESULT hr = D3D11CreateDevice(
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nullptr,
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D3D_DRIVER_TYPE_NULL, // There is no need to create a real hardware
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// device.
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0,
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D3D11_CREATE_DEVICE_DEBUG, // Check for the SDK layers.
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nullptr, // Any feature level will do.
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0,
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D3D11_SDK_VERSION, // Always set this to D3D11_SDK_VERSION for Windows
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// Runtime apps.
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nullptr, // No need to keep the D3D device reference.
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nullptr, // No need to know the feature level.
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nullptr // No need to keep the D3D device context reference.
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);
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return SUCCEEDED(hr);
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}
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#endif
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} // namespace DX
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