I am working on learning DirectX 12 from some examples but I am having trouble understanding what does the ComPtr.As() method does.
ComPtr<ID3D12Device> device;
ComPtr<ID3D12Device> device2;
// Do Stuff with Device
device.As(&device2); // What does this do?
Where did you find this example code? It looks fishy. This is kind of a nonsense use of As
. It's equally silly if you expand it to the underlying QueryInterface
:
hr = device->QueryInterface( IID_PPV_ARGS(device2) );
In fact, your code would be better written as:
device2 = device;
Typically you'd use As
to obtain a new interface from an existing interface. For example with Direct3D 11, you create the device as a Direct3D 11.0 interface and then have to QueryInterface
the 11.1, 11.2, 11.3, and/or 11.4 versions to use them:
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
Another common use with Direct3D 11 is dealing with the debug interfaces which may not be present:
#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
It's also important to not ignore the HRESULT return value that comes back from As
. You should use SUCCEEDED
or FAILED
macro, or a fast-fail like ThrowIfFailed.
See ComPtr.
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