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IDirect3DDevice Antarmuka

Definisi

Ini mewakili IDXGIDevice, dan dapat digunakan untuk menginteropsi antara komponen Windows Runtime yang perlu bertukar referensi IDXGIDevice .

public interface class IDirect3DDevice : IClosable
/// [Windows.Foundation.Metadata.ContractVersion(Windows.Foundation.UniversalApiContract, 65536)]
/// [Windows.Foundation.Metadata.Guid(2742428843, 36191, 18000, 157, 62, 158, 174, 61, 155, 198, 112)]
struct IDirect3DDevice : IClosable
[Windows.Foundation.Metadata.ContractVersion(typeof(Windows.Foundation.UniversalApiContract), 65536)]
[Windows.Foundation.Metadata.Guid(2742428843, 36191, 18000, 157, 62, 158, 174, 61, 155, 198, 112)]
public interface IDirect3DDevice : System.IDisposable
Public Interface IDirect3DDevice
Implements IDisposable
Atribut
Penerapan

Persyaratan Windows

Rangkaian perangkat
Windows 10 (diperkenalkan dalam 10.0.10240.0)
API contract
Windows.Foundation.UniversalApiContract (diperkenalkan dalam v1.0)

Contoh

// Create a new Windows Console Application (C++/WinRT) project, and
// replace the contents of `pch.h` and `main.cpp` source code files with the code below.
// Be aware that the code below omits the details of obtaining a WinRT Direct3DDevice in
// the first segment of code, and obtaining a native DirectX device in the second segment.
// The code shows only how to perform the conversion between the two.

// pch.h
#pragma once
#include <d3d11_4.h>
#include <Windows.Graphics.DirectX.Direct3D11.interop.h>
#include <unknwn.h>

#include <winrt/Windows.Foundation.h>
#include <winrt/Windows.Foundation.Collections.h>
#include <winrt/Windows.Graphics.DirectX.Direct3D11.h>

// main.cpp
#include "pch.h"
int main()
{
    winrt::init_apartment();

    // To get the native DirectX device that is wrapped by a Direct3DDevice.

    winrt::Windows::Graphics::DirectX::Direct3D11::IDirect3DDevice d3dDevice /* = ... */;
    winrt::com_ptr<::Windows::Graphics::DirectX::Direct3D11::IDirect3DDxgiInterfaceAccess> dxgiInterfaceAccess{
        d3dDevice.as<::Windows::Graphics::DirectX::Direct3D11::IDirect3DDxgiInterfaceAccess>()
    };
    winrt::com_ptr<::IDXGIDevice> nativeDevice;
    winrt::check_hresult(dxgiInterfaceAccess->GetInterface(
        __uuidof(nativeDevice),
        nativeDevice.put_void()));

    // To create a new Direct3DDevice object wrapping a native DirectX device.

    winrt::com_ptr<::IDXGIDevice> nativeDevice2 /* = ... */;
    winrt::Windows::Graphics::DirectX::Direct3D11::IDirect3DDevice d3dDevice2{ nullptr };
    winrt::check_hresult(::CreateDirect3D11DeviceFromDXGIDevice(
        nativeDevice2.get(),
        reinterpret_cast<::IInspectable**>(winrt::put_abi(d3dDevice2))));
}
// First include the necessary headers and namespaces.
#include <Windows.Graphics.DirectX.Direct3D11.interop.h>
#include <dxgi.h>

using namespace Windows::Graphics::DirectX::Direct3D11;
using namespace Microsoft::WRL;

// To get the native DirectX device that is wrapped by a Direct3DDevice.

IDirect3DDevice^ d3dDevice = ...;  
ComPtr<IDXGIDevice> nativeDevice;

HRESULT hr = GetDXGIInterface(d3dDevice, nativeDevice.GetAddressOf());

// To create a new Direct3DDevice object wrapping a native DirectX device.

ComPtr<IDXGIDevice> nativeDevice = ...;
IDirect3DDevice^ winRTDevice = CreateDirect3DDevice(nativeDevice.Get());

Keterangan

Jika Anda menggunakan C++/WinRT, maka untuk bergerak bolak-balik antara IDirect3DDevice dan IDXGIDevice, gunakan fungsi IDirect3DDxgiInterfaceAccess::GetInterface dan CreateDirect3D11DeviceFromDXGIDevice . Anda dapat melihat contoh kode lain dalam Interoperatasi asli Komposisi dengan DirectX dan Direct2D.

Jika Anda menggunakan C++/CX, maka untuk bergerak bolak-balik antara IDirect3DDevice dan IDXGIDevice, gunakan fungsi CreateDirect3DDevice dan GetDXGIInterface(IDirect3DDevice^, DXGI_TYPE**).

Metode

Dispose()

Melakukan tugas yang ditentukan aplikasi yang terkait dengan membebaskan, melepaskan, atau mereset sumber daya yang tidak terkelola.

Trim()

Memangkas memori grafis apa pun yang dialokasikan oleh perangkat grafis atas nama aplikasi.

Berlaku untuk

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