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Implements basic D3D11.1 rendering backend with device management, DXGI 1.2 flip model swap chains, and clear/present operations.
Basic D3D11 sample demonstrating colored triangle rendering with runtime HLSL shader compilation.
Image viewer with CanvasUi pan/zoom integration, file drop support, and file dialog for loading images.
Include D3d11Triangle and D3d11ImageBasic in the batch build solution.
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Did you purposely avoided using ComPtr (or something like it) for COM object management? |
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Fair question - this is really just meant to be a smoke test implementation but I've taken the opportunity to substantially improve
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This is a basic implementation of a Renderer based on Direct3D11. It's only meant to serve as a proof-of-concept, and to ensure we're keeping the Cinder architecture "honest" inasmuch as we're not precluding renderers other than OpenGL.
This includes two samples, one is a "Hello Triangle" example D3dTriangle, and the other is a simplified ImageFileBasic called D3d11ImageBasic. The latter uses
CanvasUifor interaction.I'll submit a PR to remove UWP support in the near future, and part of my motivation in writing this is to make sure we're not losing any of the power of the
Rendererabstraction.