ComPtr.As()做什么?

时间:2016-02-05 01:19:52

标签: c++ com

我正在从一些示例学习DirectX 12,但我无法理解ComPtr.As()方法的作用。

ComPtr<ID3D12Device> device;
ComPtr<ID3D12Device> device2; 

// Do Stuff with Device
device.As(&device2); // What does this do?

1 个答案:

答案 0 :(得分:1)

您在哪里找到此示例代码?它看起来很腥。这是As的无意义使用。如果将其扩展到基础QueryInterface

,同样愚蠢
hr = device->QueryInterface( IID_PPV_ARGS(device2) );

事实上,您的代码更好地写为:

device2 = device;

通常,您使用As从现有界面获取新界面。例如,对于Direct3D 11,您将设备创建为Direct3D 11.0接口,然后必须QueryInterface 11.1,11.2,11.3和/或11.4版本才能使用它们:

ComPtr<ID3D11Device> device;
DX::ThrowIfFailed(D3D11CreateDevice(..., device.ReleaseAndGetAddressOf());

ComPtr<ID3D11Device2> device2;
hr = device.As(&device2);
if (FAILED(hr))
    // Do whatever handling you do if the system doesn't support 11.2

Direct3D 11的另一个常见用途是处理可能不存在的调试接口:

#ifndef NDEBUG
    ComPtr<ID3D11Debug> d3dDebug;
    if (SUCCEEDED(device.As(&d3dDebug)))
    {
        ComPtr<ID3D11InfoQueue> d3dInfoQueue;
        if (SUCCEEDED(d3dDebug.As(&d3dInfoQueue)))
        {
#ifdef _DEBUG
            d3dInfoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
            d3dInfoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
#endif
            D3D11_MESSAGE_ID hide [] =
            {
                D3D11_MESSAGE_ID_SETPRIVATEDATA_CHANGINGPARAMS,
                // TODO: Add more message IDs here as needed.
            };
            D3D11_INFO_QUEUE_FILTER filter = {};
            filter.DenyList.NumIDs = _countof(hide);
            filter.DenyList.pIDList = hide;
            d3dInfoQueue->AddStorageFilterEntries(&filter);
        }
    }
#endif

不要忽略从As返回的HRESULT返回值也很重要。您应该使用SUCCEEDEDFAILED宏,或像ThrowIfFailed这样的快速失败。

请参阅ComPtr