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CustomEventProvider.h
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//--------------------------------------------------------------------------------------
// CustomEventProvider.h
//
// Advanced Technology Group (ATG)
// Copyright (C) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#pragma once
#include "DeviceResources.h"
#include "StepTimer.h"
// A basic sample implementation that creates a D3D12 device and
// provides a render loop.
class Sample
{
public:
Sample() noexcept(false);
~Sample() = default;
Sample(Sample&&) = delete;
Sample& operator= (Sample&&) = delete;
Sample(Sample const&) = delete;
Sample& operator= (Sample const&) = delete;
// Initialization and management
void Initialize(IUnknown* window);
// Basic Sample loop
void Tick();
// Messages
void OnSuspending();
void OnResuming();
private:
void Update(DX::StepTimer const& timer);
void Render();
void Clear();
void CreateDeviceDependentResources();
void CreateWindowSizeDependentResources();
static DWORD WINAPI Sample::StressThreadEntry(LPVOID lpParam);
void StressThread();
void Load1();
void Load2();
void Child1();
void Child2();
// Device resources.
std::unique_ptr<DX::DeviceResources> m_deviceResources;
// Rendering loop timer.
uint64_t m_frame;
DX::StepTimer m_timer;
// Input devices.
std::unique_ptr<DirectX::GamePad> m_gamePad;
DirectX::GamePad::ButtonStateTracker m_gamePadButtons;
// DirectXTK objects.
std::unique_ptr<DirectX::GraphicsMemory> m_graphicsMemory;
std::unique_ptr<DirectX::CommonStates> m_states;
std::unique_ptr<DirectX::BasicEffect> m_effect;
std::unique_ptr<DirectX::PrimitiveBatch<DirectX::VertexPositionColor>> m_batch;
Microsoft::WRL::ComPtr<ID3D11InputLayout> m_inputLayout;
// Sample objects
HANDLE m_stressThread;
std::atomic<LONG> m_threadCount;
std::atomic<BOOL> m_quitStress;
};