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/*
* Copyright (C) 2005-2018 Team Kodi
* This file is part of Kodi - https://kodi.tv
*
* SPDX-License-Identifier: GPL-2.0-or-later
* See LICENSES/README.md for more information.
*/
#pragma once
#include "commons/Exception.h"
#include "dxerr.h"
#include "platform/win32/CharsetConverter.h"
#include <d3d11_4.h>
#include <ppltasks.h> // For create_task
enum PCI_Vendors
{
PCIV_AMD = 0x1002,
PCIV_NVIDIA = 0x10DE,
PCIV_Intel = 0x8086,
};
namespace DX
{
#define RATIONAL_TO_FLOAT(rational) ((rational.Denominator != 0) ? \
static_cast<float>(rational.Numerator) / static_cast<float>(rational.Denominator) : 0.0f)
namespace DisplayMetrics
{
// High resolution displays can require a lot of GPU and battery power to render.
// High resolution phones, for example, may suffer from poor battery life if
// games attempt to render at 60 frames per second at full fidelity.
// The decision to render at full fidelity across all platforms and form factors
// should be deliberate.
static const bool SupportHighResolutions = true;
// The default thresholds that define a "high resolution" display. If the thresholds
// are exceeded and SupportHighResolutions is false, the dimensions will be scaled
// by 50%.
static const float Dpi100 = 96.0f; // 100% of standard desktop display.
static const float DpiThreshold = 192.0f; // 200% of standard desktop display.
static const float WidthThreshold = 1920.0f; // 1080p width.
static const float HeightThreshold = 1080.0f; // 1080p height.
};
inline void BreakIfFailed(HRESULT hr)
{
if (FAILED(hr))
{
// Set a breakpoint on this line to catch Win32 API errors.
#if _DEBUG && !defined(TARGET_WINDOWS_STORE)
DebugBreak();
#endif
throw new XbmcCommons::UncheckedException(__FUNCTION__, "Unhandled error");
}
}
// Converts a length in device-independent pixels (DIPs) to a length in physical pixels.
inline float ConvertDipsToPixels(float dips, float dpi)
{
static const float dipsPerInch = DisplayMetrics::Dpi100;
return floorf(dips * dpi / dipsPerInch + 0.5f); // Round to nearest integer.
}
inline float ConvertPixelsToDips(float pixels, float dpi)
{
static const float dipsPerInch = DisplayMetrics::Dpi100;
return floorf(pixels / (dpi / dipsPerInch) + 0.5f); // Round to nearest integer.
}
inline float RationalToFloat(DXGI_RATIONAL rational)
{
return RATIONAL_TO_FLOAT(rational);
}
inline void GetRefreshRatio(uint32_t refresh, uint32_t *num, uint32_t *den)
{
int i = (((refresh + 1) % 24) == 0 || ((refresh + 1) % 30) == 0) ? 1 : 0;
*num = (refresh + i) * 1000;
*den = 1000 + i;
}
inline std::string GetErrorDescription(HRESULT hr)
{
using namespace KODI::PLATFORM::WINDOWS;
WCHAR buff[2048];
DXGetErrorDescriptionW(hr, buff, 2048);
return FromW(StringUtils::Format(L"{:X} - {} ({})", hr, DXGetErrorStringW(hr), buff));
}
inline std::string GetFeatureLevelDescription(D3D_FEATURE_LEVEL featureLevel)
{
uint32_t fl_major = (featureLevel & 0xF000u) >> 12;
uint32_t fl_minor = (featureLevel & 0x0F00u) >> 8;
return StringUtils::Format("D3D_FEATURE_LEVEL_{}_{}", fl_major, fl_minor);
}
inline std::string GetGFXProviderName(UINT vendorId)
{
std::string name;
switch (vendorId)
{
case PCIV_AMD:
name = "AMD";
break;
case PCIV_Intel:
name = "Intel";
break;
case PCIV_NVIDIA:
name = "NVIDIA";
break;
}
return name;
}
template <typename T> struct SizeGen
{
SizeGen<T>() { Width = Height = 0; }
SizeGen<T>(T width, T height) { Width = width; Height = height; }
bool operator !=(const SizeGen<T> &size) const
{
return Width != size.Width || Height != size.Height;
}
const SizeGen<T> &operator -=(const SizeGen<T> &size)
{
Width -= size.Width;
Height -= size.Height;
return *this;
};
const SizeGen<T> &operator +=(const SizeGen<T> &size)
{
Width += size.Width;
Height += size.Height;
return *this;
};
const SizeGen<T> &operator -=(const T &size)
{
Width -= size;
Height -= size;
return *this;
};
const SizeGen<T> &operator +=(const T &size)
{
Width += size;
Height += size;
return *this;
};
T Width, Height;
};
#if defined(_DEBUG)
// Check for SDK Layer support.
inline bool SdkLayersAvailable()
{
HRESULT hr = D3D11CreateDevice(
nullptr,
D3D_DRIVER_TYPE_NULL, // There is no need to create a real hardware device.
nullptr,
D3D11_CREATE_DEVICE_DEBUG, // Check for the SDK layers.
nullptr, // Any feature level will do.
0,
D3D11_SDK_VERSION, // Always set this to D3D11_SDK_VERSION for Windows Store apps.
nullptr, // No need to keep the D3D device reference.
nullptr, // No need to know the feature level.
nullptr // No need to keep the D3D device context reference.
);
return SUCCEEDED(hr);
}
#endif
}
#ifdef TARGET_WINDOWS_DESKTOP
namespace winrt
{
namespace Windows
{
namespace Foundation
{
typedef DX::SizeGen<float> Size;
typedef DX::SizeGen<int> SizeInt;
}
}
}
#endif
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