IDirect3DDevice Antarmuka
Definisi
Penting
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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. |