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pch.h
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//--------------------------------------------------------------------------------------
// pch.h
//
// Header for standard system include files.
//
// Advanced Technology Group (ATG)
// Copyright (C) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#pragma once
#include <WinSDKVer.h>
#define _WIN32_WINNT 0x0A00
#include <SDKDDKVer.h>
// Use the C++ standard templated min/max
#define NOMINMAX
// DirectX apps don't need GDI,
// but raytracing fallback layer does
#define NODRAWTEXT
#define NOBITMAP
// Include <mcx.h> if you need this
#define NOMCX
// Include <winsvc.h> if you need this
#define NOSERVICE
// WinHelp is deprecated
#define NOHELP
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <wrl/client.h>
#include <wrl/event.h>
#include <d3d12.h>
#if defined(NTDDI_WIN10_RS2)
#include <dxgi1_6.h>
#else
#include <dxgi1_5.h>
#endif
#include <DirectXMath.h>
#include <DirectXColors.h>
#pragma warning( push )
#pragma warning( disable:4324 )
#pragma warning( disable:4238 )
#pragma warning( disable:4244 )
#include "d3dx12.h"
#pragma warning( pop )
#include <algorithm>
#include <atlbase.h>
#include <exception>
#include <filesystem>
#include <iomanip>
#include <memory>
#include <sstream>
#include <stdexcept>
#include <unordered_map>
#ifdef _DEBUG
#include <dxgidebug.h>
#endif
#include <stdio.h>
#include <pix.h>
// RayTracing Includes
#include "D3D12RaytracingFallback.h"
#include "D3D12RaytracingHelpers.hpp"
#include "DescriptorHeap.h"
#include "GamePad.h"
#include "GraphicsMemory.h"
#include "Keyboard.h"
#include "Mouse.h"
#include "ResourceUploadBatch.h"
#include "RenderTargetState.h"
namespace DX
{
// Helper class for COM exceptions
class com_exception : public std::exception
{
public:
com_exception(HRESULT hr) : result(hr) {}
virtual const char* what() const override
{
static char s_str[64] = {};
sprintf_s(s_str, "Failure with HRESULT of %08X", static_cast<unsigned int>(result));
return s_str;
}
private:
HRESULT result;
};
// Helper utility converts D3D API failures into exceptions.
class HrException : public std::runtime_error
{
inline std::string HrToString(HRESULT hr)
{
char s_str[64] = {};
sprintf_s(s_str, "HRESULT of 0x%08X", static_cast<unsigned int>(hr));
return std::string(s_str);
}
public:
HrException(HRESULT hr) : std::runtime_error(HrToString(hr)), m_hr(hr) {}
HRESULT Error() const { return m_hr; }
private:
const HRESULT m_hr;
};
inline void ThrowIfFailed(HRESULT hr, const wchar_t* msg)
{
if (FAILED(hr))
{
OutputDebugString(msg);
throw HrException(hr);
}
}
inline void ThrowIfFailed(HRESULT hr)
{
if (FAILED(hr))
{
throw com_exception(hr);
}
}
inline void ThrowIfFalse(bool value)
{
ThrowIfFailed(value ? S_OK : E_FAIL);
}
inline void ThrowIfFalse(bool value, const wchar_t* msg)
{
ThrowIfFailed(value ? S_OK : E_FAIL, msg);
}
}