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Cómo inicializar DirectComposition

Nota:

En el caso de las aplicaciones de Windows 10, se recomienda usar las API de Windows.UI.Composition en lugar de DirectComposition. Para obtener más información, consulta Modernize your desktop app using the Visual layer (Modernización de la aplicación de escritorio mediante la capa visual).

En este tema se muestra cómo crear e inicializar el conjunto mínimo de objetos Microsoft DirectComposition necesarios para crear una composición simple.

Lo que necesita saber

Tecnologías

Requisitos previos

  • C/C++
  • Microsoft Win32
  • Modelo de objetos componentes (COM)

Instrucciones

Paso 1: Crear el objeto de dispositivo Direct3D

Use la función D3D11CreateDevice de la API de Microsoft Direct3D para crear una instancia de un objeto de dispositivo que represente el adaptador de pantalla.

    ID3D11Device *m_pD3D11Device;


    D3D_FEATURE_LEVEL featureLevelSupported;

    // Create the D3D device object. The D3D11_CREATE_DEVICE_BGRA_SUPPORT
    // flag enables rendering on surfaces using Direct2D.
    hr = D3D11CreateDevice(
        nullptr,
        D3D_DRIVER_TYPE_HARDWARE,
        NULL,
        D3D11_CREATE_DEVICE_BGRA_SUPPORT, 
        NULL,
        0,
        D3D11_SDK_VERSION,
        &m_pD3D11Device,
        &featureLevelSupported,
        nullptr);

Paso 2: Recuperar un puntero al objeto DXGI

Use el método QueryInterface para recuperar el puntero IDXGIDevice del objeto de dispositivo Direct3D. DirectComposition usará el objeto Microsoft DirectX Graphics Infrastructure (DXGI) para crear todos los objetos de superficie para el dispositivo DirectComposition.

    IDXGIDevice *pDXGIDevice = nullptr;

    // Check the result of calling D3D11CreateDriver.
    if (SUCCEEDED(hr))
    {
        // Create the DXGI device used to create bitmap surfaces.
        hr = m_pD3D11Device->QueryInterface(&pDXGIDevice);
    }

Paso 3: Crear el objeto de dispositivo DirectComposition

Use la función DCompositionCreateDevice para crear una instancia del objeto de dispositivo DirectComposition, especificando el puntero IDXGIDevice recuperado en el paso anterior. La función recupera un puntero IDCompositionDevice usado para crear todos los demás objetos DirectComposition usados en una composición.

    IDCompositionDevice *m_pDCompDevice;


    if (SUCCEEDED(hr))
    {
        // Create the DirectComposition device object.
        hr = DCompositionCreateDevice(pDXGIDevice, 
                __uuidof(IDCompositionDevice), 
                reinterpret_cast<void **>(&m_pDCompDevice));
    }

Paso 4: Crear el objeto de destino de composición

Use el método IDCompositionDevice::CreateTargetForHwnd para crear una instancia del objeto de destino de composición. Al llamar a CreateTargetForHwnd , el objeto de dispositivo se enlaza a la ventana de la aplicación que mostrará la composición.

    IDCompositionTarget *m_pDCompTarget;


    if (SUCCEEDED(hr))
    {
        // Create the composition target object based on the 
        // specified application window.
        hr = m_pDCompDevice->CreateTargetForHwnd(m_hwnd, TRUE, &m_pDCompTarget);   
    }

Paso 5: Crear un objeto visual

Use el método IDCompositionDevice::CreateVisual para crear un objeto visual. El método recupera un puntero IDCompositionVisual usado para establecer las propiedades del objeto visual. Para obtener más información, vea Propiedades de un objeto visual.

    IDCompositionVisual *pVisual = nullptr;

    // Create a visual object.          
    hr = m_pDCompDevice->CreateVisual(&pVisual);  

Paso 6: Crear una superficie de composición y representar un mapa de bits en la superficie

Cree un puntero IDCompositionSurface .

    IDCompositionSurface *pSurface = nullptr;

    if (SUCCEEDED(hr))
    {
        // Create a composition surface and render a GDI bitmap 
        // to the surface.
        hr = MyCreateGDIRenderedDCompSurface(m_hBitmap, &pSurface);
    }

La siguiente función crea una superficie de Microsoft DirectComposition y dibuja el mapa de bits en la superficie.

// MyCreateGDIRenderedDCompSurface - Creates a DirectComposition surface and 
//   copies the bitmap to the surface. 
//
// Parameters:
//   hBitmap - a GDI bitmap.
//   ppSurface - the composition surface object.
//                                                                 
HRESULT DemoApp::MyCreateGDIRenderedDCompSurface(HBITMAP hBitmap, 
        IDCompositionSurface **ppSurface)
{
    HRESULT hr = S_OK;

    int bitmapWidth = 0;
    int bitmapHeight = 0;
    int bmpSize = 0;
    BITMAP bmp = { };
    HBITMAP hBitmapOld = NULL;

    HDC hSurfaceDC = NULL;  
    HDC hBitmapDC = NULL;

    IDXGISurface1 *pDXGISurface = nullptr;
    IDCompositionSurface *pDCSurface = nullptr;
    POINT pointOffset = { };

    if (ppSurface == nullptr)
        return E_INVALIDARG;

    // Get information about the bitmap.
    bmpSize = GetObject(hBitmap, sizeof(BITMAP), &bmp);

    hr = bmpSize ? S_OK : E_FAIL;
    if (SUCCEEDED(hr))
    {
        // Save the bitmap dimensions.
        bitmapWidth = bmp.bmWidth;
        bitmapHeight = bmp.bmHeight;

        // Create a DirectComposition-compatible surface that is the same size 
        // as the bitmap. The DXGI_FORMAT_B8G8R8A8_UNORM flag is required for 
        // rendering on the surface using GDI via GetDC.
        hr = m_pDCompDevice->CreateSurface(bitmapWidth, bitmapHeight, 
            DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_ALPHA_MODE_IGNORE, &pDCSurface);
    }

    if (SUCCEEDED(hr)) 
    {
        // Begin rendering to the surface.
        hr = pDCSurface->BeginDraw(NULL, __uuidof(IDXGISurface1), 
            reinterpret_cast<void**>(&pDXGISurface), &pointOffset);
    }

    if (SUCCEEDED(hr)) 
    {
        // Get the device context (DC) for the surface.
        hr = pDXGISurface->GetDC(FALSE, &hSurfaceDC);
    }

    if (SUCCEEDED(hr))
    {
        // Create a compatible DC and select the surface 
        // into the DC.
        hBitmapDC = CreateCompatibleDC(hSurfaceDC);
        if (hBitmapDC != NULL)
        {
            hBitmapOld = (HBITMAP)SelectObject(hBitmapDC, hBitmap);
            BitBlt(hSurfaceDC, pointOffset.x, pointOffset.y, 
                bitmapWidth, bitmapHeight, hBitmapDC, 0, 0, SRCCOPY);
            
            if (hBitmapOld)
            {
                SelectObject(hBitmapDC, hBitmapOld);
            }
            DeleteDC(hBitmapDC);
        }

        pDXGISurface->ReleaseDC(NULL);
    }

    // End the rendering.
    pDCSurface->EndDraw();
    *ppSurface = pDCSurface;

    // Call an application-defined macro to free the surface pointer.
    SafeRelease(&pDXGISurface);

    return hr;
}

Paso 7: Enlazar la superficie al objeto visual y establecer las propiedades del objeto visual

Llame a los métodos de la interfaz IDCompositionVisual del objeto visual para establecer las propiedades del objeto visual.

En este ejemplo siguiente se establece el contenido del mapa de bits para el objeto visual y la posición horizontal y vertical del objeto visual en relación con la esquina superior izquierda de su contenedor. Dado que es el objeto visual raíz, el contenedor de este objeto visual es la ventana de destino de composición.

    if (SUCCEEDED(hr))
    {
        // Set the bitmap content of the visual. 
        hr = pVisual->SetContent(pSurface);
    }

    if (SUCCEEDED(hr))
    {
        // Set the horizontal and vertical position of the visual relative
        // to the upper-left corner of the composition target window.
        hr = pVisual->SetOffsetX(xOffset);  
        if (SUCCEEDED(hr))
        {
            hr = pVisual->SetOffsetY(yOffset);  
        }
    }

Paso 8: Establecer el objeto visual raíz del árbol visual

Establezca el objeto visual raíz del árbol visual llamando al método IDCompositionTarget::SetRoot .

    if (SUCCEEDED(hr))
    {
        // Set the visual to be the root of the visual tree.          
        hr = m_pDCompTarget->SetRoot(pVisual);  
    }

Paso 9: Confirmación de la composición

Llame al método IDCompositionDevice::Commit para confirmar el lote de comandos en DirectComposition para su procesamiento. La composición resultante aparece en la ventana de destino.

    if (SUCCEEDED(hr))
    {
        // Commit the visual to be composed and displayed.
        hr = m_pDCompDevice->Commit();  
    }

Paso 10: Liberar los objetos DirectComposition

Es una buena práctica de programación liberar cualquier objeto visual tan pronto como ya no los necesite. En el ejemplo siguiente se llama a la macro SafeRelease definida por la aplicación para liberar el objeto visual.

    // Free the visual. 
    SafeRelease(&pVisual);

Además, recuerde liberar el objeto DXGI, el objeto de dispositivo y el objeto de destino de composición antes de que se cierre la aplicación.

    SafeRelease(&pDXGIDevice);
    SafeRelease(&m_pDCompDevice);
    SafeRelease(&m_pDCompTarget);
    SafeRelease(&m_pD3D11Device);

Ejemplo completo

//
// SimpleComposition.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

#pragma once
// Modify the following definitions if you need to target a platform prior to the ones specified below.
#ifndef WINVER              // Allow use of features specific to Windows 7 or later.
#define WINVER 0x0700       // Change this to the appropriate value to target other versions of Windows.
#endif

#ifndef _WIN32_WINNT        // Allow use of features specific to Windows 7 or later.
#define _WIN32_WINNT 0x0700 // Change this to the appropriate value to target other versions of Windows.
#endif

#ifndef UNICODE
#define UNICODE
#endif

#define WIN32_LEAN_AND_MEAN     // Exclude rarely-used items from Windows headers

// Windows Header Files:
#include <windows.h>

// C RunTime Header Files
#include <math.h>

// DirectComposition Header Files
#include <dcomp.h>

// Direct3D Header Files
#include <d3d11.h>

/******************************************************************
*                                                                 *
*  Macros                                                         *
*                                                                 *
******************************************************************/
template<class Interface>
inline void
SafeRelease(
    Interface **ppInterfaceToRelease
    )
{
    if (*ppInterfaceToRelease != NULL)
    {
        (*ppInterfaceToRelease)->Release();

        (*ppInterfaceToRelease) = NULL;
    }
}

#ifndef HINST_THISCOMPONENT
EXTERN_C IMAGE_DOS_HEADER __ImageBase;
#define HINST_THISCOMPONENT ((HINSTANCE)&__ImageBase)
#endif

/******************************************************************
*                                                                 *
*  DemoApp                                                        *
*                                                                 *
******************************************************************/

class DemoApp
{
public:
    DemoApp();
    ~DemoApp();

    HRESULT Initialize();

    void RunMessageLoop();

private:
    HRESULT InitializeDirectCompositionDevice();

    HRESULT CreateResources();
    void DiscardResources();

    HRESULT OnClientClick();

    HRESULT LoadResourceGDIBitmap(
        PCWSTR resourceName, 
        HBITMAP &hbmp
        );

    HRESULT MyCreateGDIRenderedDCompSurface(HBITMAP hBitmap, 
        IDCompositionSurface **ppSurface);

    static LRESULT CALLBACK WndProc(
        HWND hWnd,
        UINT message,
        WPARAM wParam,
        LPARAM lParam
        );

 private:
    HWND m_hwnd;
    HBITMAP m_hBitmap;
    ID3D11Device *m_pD3D11Device;
    IDCompositionDevice *m_pDCompDevice;
    IDCompositionTarget *m_pDCompTarget;
 };


//
// SimpleComposition.cpp
//
// THIS CODE AND INFORMATION IS PROVIDED &quot;AS IS&quot; 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

// Instructions: Right-click in the client area to cause DirectCompostion
// to create a simple composition consisting of a single GDI bitmap.

#include &quot;SimpleComposition.h&quot;

/******************************************************************
*                                                                 *
*  The application entry point.                                   *
*                                                                 *
******************************************************************/

int WINAPI WinMain(
    HINSTANCE /* hInstance */,
    HINSTANCE /* hPrevInstance */,
    LPSTR /* lpCmdLine */,
    int /* nCmdShow */
    )
{
    // Ignore the return value because we want to run the program even in the
    // unlikely event that HeapSetInformation fails.
    HeapSetInformation(NULL, HeapEnableTerminationOnCorruption, NULL, 0);
    if (SUCCEEDED(CoInitialize(NULL)))
    {
        {
            DemoApp app;

            if (SUCCEEDED(app.Initialize()))
            {
                app.RunMessageLoop();
            }
        }
        CoUninitialize();
    }

    return 0;
}

/******************************************************************
*                                                                 *
*  DemoApp::DemoApp constructor                                   *
*                                                                 *
*  Initialize member data.                                         *
*                                                                 *
******************************************************************/

DemoApp::DemoApp() :
    m_hwnd(NULL),
    m_hBitmap(NULL),
    m_pDCompDevice(nullptr),
    m_pDCompTarget(nullptr),
    m_pD3D11Device(nullptr)
{
}

/******************************************************************
*                                                                 *
*  Release resources.                                             *
*                                                                 *
******************************************************************/

DemoApp::~DemoApp()
{
    SafeRelease(&m_pDCompDevice);
    SafeRelease(&m_pDCompTarget);
    SafeRelease(&m_pD3D11Device);
}

/*******************************************************************
*                                                                  *
*  Create the application window.                                  *
*                                                                  *
*******************************************************************/

HRESULT DemoApp::Initialize()
{
    HRESULT hr;

    // Register the window class.
    WNDCLASSEX wcex = { sizeof(WNDCLASSEX) };
    wcex.style         = CS_HREDRAW | CS_VREDRAW;
    wcex.lpfnWndProc   = DemoApp::WndProc;
    wcex.cbClsExtra    = 0;
    wcex.cbWndExtra    = sizeof(LONG_PTR);
    wcex.hInstance     = HINST_THISCOMPONENT;
    wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);;
    wcex.lpszMenuName  = nullptr;
    wcex.hCursor       = LoadCursor(NULL, IDC_ARROW);
    wcex.lpszClassName = L&quot;DirectCompDemoApp&quot;;

    RegisterClassEx(&wcex);

    // Create the application window.
    //
    // Because the CreateWindow function takes its size in pixels, we
    // obtain the system DPI and use it to scale the window size.
    int dpiX = 0;
    int dpiY = 0;
    HDC hdc = GetDC(NULL);
    if (hdc)
    {
        dpiX = GetDeviceCaps(hdc, LOGPIXELSX);
        dpiY = GetDeviceCaps(hdc, LOGPIXELSY);
        ReleaseDC(NULL, hdc);
    }

    m_hwnd = CreateWindow(
        L&quot;DirectCompDemoApp&quot;,
        L&quot;DirectComposition Demo Application&quot;,
        WS_OVERLAPPEDWINDOW,
        CW_USEDEFAULT,
        CW_USEDEFAULT,
        static_cast<UINT>(ceil(640.f * dpiX / 96.f)),
        static_cast<UINT>(ceil(480.f * dpiY / 96.f)),
        NULL,
        NULL,
        HINST_THISCOMPONENT,
        this
        );

    hr = m_hwnd ? S_OK : E_FAIL;
    if (SUCCEEDED(hr))
    {
        ShowWindow(m_hwnd, SW_SHOWNORMAL);
        UpdateWindow(m_hwnd);

        // Initialize DirectComposition resources, such as the
        // device object and composition target object.
        hr = InitializeDirectCompositionDevice();
    }

    if (SUCCEEDED(hr))
    {
        hr = CreateResources();
    }

    return hr;
}

/******************************************************************
*                                                                 *
*  This method creates the DirectComposition device object and    *
*  and the composition target object. These objects endure for    *
*  the lifetime of the application.                               *
*                                                                 *
******************************************************************/

HRESULT DemoApp::InitializeDirectCompositionDevice()
{
    HRESULT hr = S_OK;

    D3D_FEATURE_LEVEL featureLevelSupported;

    // Create the D3D device object. The D3D11_CREATE_DEVICE_BGRA_SUPPORT
    // flag enables rendering on surfaces using Direct2D.
    hr = D3D11CreateDevice(
        nullptr,
        D3D_DRIVER_TYPE_HARDWARE,
        NULL,
        D3D11_CREATE_DEVICE_BGRA_SUPPORT, 
        NULL,
        0,
        D3D11_SDK_VERSION,
        &m_pD3D11Device,
        &featureLevelSupported,
        nullptr);

    IDXGIDevice *pDXGIDevice = nullptr;

    // Check the result of calling D3D11CreateDriver.
    if (SUCCEEDED(hr))
    {
        // Create the DXGI device used to create bitmap surfaces.
        hr = m_pD3D11Device->QueryInterface(&pDXGIDevice);
    }

    if (SUCCEEDED(hr))
    {
        // Create the DirectComposition device object.
        hr = DCompositionCreateDevice(pDXGIDevice, 
                __uuidof(IDCompositionDevice), 
                reinterpret_cast<void **>(&m_pDCompDevice));
    }
    if (SUCCEEDED(hr))
    {
        // Create the composition target object based on the 
        // specified application window.
        hr = m_pDCompDevice->CreateTargetForHwnd(m_hwnd, TRUE, &m_pDCompTarget);   
    }

    SafeRelease(&pDXGIDevice);

    return hr;
}

/******************************************************************
*                                                                 *
*  This method creates the GDI bitmap that the application gives  *
*  to DirectComposition to be composed.                           *
*                                                                 *
******************************************************************/

HRESULT DemoApp::CreateResources()
{
    HRESULT hr = S_OK;

    hr = LoadResourceGDIBitmap(L&quot;Logo&quot;, m_hBitmap);
   
    return hr;
}

/******************************************************************
*                                                                 *
*  Discard device-specific resources.                             *
*                                                                 *
******************************************************************/

void DemoApp::DiscardResources()
{
    DeleteObject(m_hBitmap);
}

/******************************************************************
*                                                                 *
*  The main window&#39;s message loop.                                *
*                                                                 *
******************************************************************/

void DemoApp::RunMessageLoop()
{
    MSG msg;

    while (GetMessage(&msg, NULL, 0, 0))
    {
        TranslateMessage(&msg);
        DispatchMessage(&msg);
    }
}

/******************************************************************
*                                                                 *
*  Called whenever the user clicks in client area of the main     *
*  window. This method builds a simple visual tree and passes it  *   
*  to DirectComposition.
*                                                                 *
******************************************************************/

HRESULT DemoApp::OnClientClick()
{
    HRESULT hr = S_OK;
    float xOffset = 20; // horizonal position of visual
    float yOffset = 20; // vertical position of visual

    IDCompositionVisual *pVisual = nullptr;

    // Create a visual object.          
    hr = m_pDCompDevice->CreateVisual(&pVisual);  

    IDCompositionSurface *pSurface = nullptr;

    if (SUCCEEDED(hr))
    {
        // Create a composition surface and render a GDI bitmap 
        // to the surface.
        hr = MyCreateGDIRenderedDCompSurface(m_hBitmap, &pSurface);
    }

    if (SUCCEEDED(hr))
    {
        // Set the bitmap content of the visual. 
        hr = pVisual->SetContent(pSurface);
    }

    if (SUCCEEDED(hr))
    {
        // Set the horizontal and vertical position of the visual relative
        // to the upper-left corner of the composition target window.
        hr = pVisual->SetOffsetX(xOffset);  
        if (SUCCEEDED(hr))
        {
            hr = pVisual->SetOffsetY(yOffset);  
        }
    }

    if (SUCCEEDED(hr))
    {
        // Set the visual to be the root of the visual tree.          
        hr = m_pDCompTarget->SetRoot(pVisual);  
    }

    if (SUCCEEDED(hr))
    {
        // Commit the visual to be composed and displayed.
        hr = m_pDCompDevice->Commit();  
    }

    // Free the visual. 
    SafeRelease(&pVisual);

    return hr;
}

/******************************************************************
*                                                                 *
*  The window&#39;s message handler.                                  *
*                                                                 *
******************************************************************/

LRESULT CALLBACK DemoApp::WndProc(HWND hwnd, UINT message, 
        WPARAM wParam, LPARAM lParam)
{
    LRESULT result = 0;

    if (message == WM_CREATE)
    {
        LPCREATESTRUCT pcs = (LPCREATESTRUCT)lParam;
        DemoApp *pDemoApp = (DemoApp *)pcs->lpCreateParams;

        ::SetWindowLongPtrW(
            hwnd,
            GWLP_USERDATA,
            PtrToUlong(pDemoApp)
            );

        result = 1;
    }
    else
    {
        DemoApp *pDemoApp = reinterpret_cast<DemoApp *>(static_cast<LONG_PTR>(
            ::GetWindowLongPtrW(
                hwnd,
                GWLP_USERDATA
                )));

        bool wasHandled = false;

        if (pDemoApp)
        {
            switch (message)
            {
            case WM_LBUTTONDOWN:
                {
                    pDemoApp->OnClientClick();
                }
                wasHandled = true;
                result = 0;
                break;

            case WM_DISPLAYCHANGE:
                {
                    InvalidateRect(hwnd, NULL, FALSE);
                }
                wasHandled = true;
                result = 0;
                break;

            case WM_DESTROY:
                {
                    PostQuitMessage(0);
                    pDemoApp->DiscardResources();
                }
                wasHandled = true;
                result = 1;
                break;
            }
        }

        if (!wasHandled)
        {
            result = DefWindowProc(hwnd, message, wParam, lParam);
        }
    }

    return result;
}

/******************************************************************
*                                                                 *
*  This method loads the specified GDI bitmap from the            *
*  application resources, creates a new bitmap that is in a       *
*  format that DirectComposition can use, and copies the contents *
*  of the original bitmap to the new bitmap.                      *
*                                                                 *
******************************************************************/

HRESULT DemoApp::LoadResourceGDIBitmap(PCWSTR resourceName, HBITMAP &hbmp)
{
    hbmp = static_cast<HBITMAP>(LoadImageW(HINST_THISCOMPONENT, resourceName, 
        IMAGE_BITMAP, 0, 0, LR_DEFAULTCOLOR));  
 
    return hbmp ? S_OK : E_FAIL;
}


// MyCreateGDIRenderedDCompSurface - Creates a DirectComposition surface and 
//   copies the bitmap to the surface. 
//
// Parameters:
//   hBitmap - a GDI bitmap.
//   ppSurface - the composition surface object.
//                                                                 
HRESULT DemoApp::MyCreateGDIRenderedDCompSurface(HBITMAP hBitmap, 
        IDCompositionSurface **ppSurface)
{
    HRESULT hr = S_OK;

    int bitmapWidth = 0;
    int bitmapHeight = 0;
    int bmpSize = 0;
    BITMAP bmp = { };
    HBITMAP hBitmapOld = NULL;

    HDC hSurfaceDC = NULL;  
    HDC hBitmapDC = NULL;

    IDXGISurface1 *pDXGISurface = nullptr;
    IDCompositionSurface *pDCSurface = nullptr;
    POINT pointOffset = { };

    if (ppSurface == nullptr)
        return E_INVALIDARG;

    // Get information about the bitmap.
    bmpSize = GetObject(hBitmap, sizeof(BITMAP), &bmp);

    hr = bmpSize ? S_OK : E_FAIL;
    if (SUCCEEDED(hr))
    {
        // Save the bitmap dimensions.
        bitmapWidth = bmp.bmWidth;
        bitmapHeight = bmp.bmHeight;

        // Create a DirectComposition-compatible surface that is the same size 
        // as the bitmap. The DXGI_FORMAT_B8G8R8A8_UNORM flag is required for 
        // rendering on the surface using GDI via GetDC.
        hr = m_pDCompDevice->CreateSurface(bitmapWidth, bitmapHeight, 
            DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_ALPHA_MODE_IGNORE, &pDCSurface);
    }

    if (SUCCEEDED(hr)) 
    {
        // Begin rendering to the surface.
        hr = pDCSurface->BeginDraw(NULL, __uuidof(IDXGISurface1), 
            reinterpret_cast<void**>(&pDXGISurface), &pointOffset);
    }

    if (SUCCEEDED(hr)) 
    {
        // Get the device context (DC) for the surface.
        hr = pDXGISurface->GetDC(FALSE, &hSurfaceDC);
    }

    if (SUCCEEDED(hr))
    {
        // Create a compatible DC and select the surface 
        // into the DC.
        hBitmapDC = CreateCompatibleDC(hSurfaceDC);
        if (hBitmapDC != NULL)
        {
            hBitmapOld = (HBITMAP)SelectObject(hBitmapDC, hBitmap);
            BitBlt(hSurfaceDC, pointOffset.x, pointOffset.y, 
                bitmapWidth, bitmapHeight, hBitmapDC, 0, 0, SRCCOPY);
            
            if (hBitmapOld)
            {
                SelectObject(hBitmapDC, hBitmapOld);
            }
            DeleteDC(hBitmapDC);
        }

        pDXGISurface->ReleaseDC(NULL);
    }

    // End the rendering.
    pDCSurface->EndDraw();
    *ppSurface = pDCSurface;

    // Call an application-defined macro to free the surface pointer.
    SafeRelease(&pDXGISurface);

    return hr;
}

DCompositionCreateDevice

D3D11CreateDevice

IDCompositionDevice::Commit

IDCompositionDevice::CreateTargetForHwnd

IDCompositionDevice::CreateVisual

IDCompositionSurface

IDCompositionTarget::SetRoot

IDCompositionVisual::SetContent

IDXGIDevice

SafeRelease