Files
ppsspp/UWP/Common/DirectXHelper.h
2026-01-04 10:07:07 -05:00

63 lines
1.9 KiB
C++

#pragma once
#include <ppltasks.h> // For create_task
namespace DX
{
inline void ThrowIfFailed(HRESULT hr)
{
if (FAILED(hr))
{
// Set a breakpoint on this line to catch Win32 API errors.
winrt::throw_hresult(hr);
}
}
// Function that reads from a binary file asynchronously.
inline Concurrency::task<std::vector<uint8_t>> ReadDataAsync(const std::wstring& filename)
{
using namespace Concurrency;
auto folder = winrt::Windows::ApplicationModel::Package::Current().InstalledLocation();
return create_task([folder, filename]() -> std::vector<uint8_t> {
auto file = folder.GetFileAsync(winrt::hstring(filename)).get();
auto buffer = winrt::Windows::Storage::FileIO::ReadBufferAsync(file).get();
std::vector<uint8_t> returnBuffer(buffer.Length());
auto reader = winrt::Windows::Storage::Streams::DataReader::FromBuffer(buffer);
reader.ReadBytes(returnBuffer);
return returnBuffer;
});
}
// 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 = 96.0f;
return floorf(dips * dpi / dipsPerInch + 0.5f); // Round to nearest integer.
}
#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.
0,
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
}