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DeviceResources.cpp
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DeviceResources.cpp
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//
// DeviceResources.cpp - A wrapper for the Direct3D 11 device and swapchain
// (requires DirectX 11.3 Runtime)
//
#include "pch.h"
#include "DeviceResources.h"
using namespace DirectX;
using namespace DX;
using Microsoft::WRL::ComPtr;
namespace
{
#if defined(_DEBUG)
// Check for SDK Layer support.
inline bool SdkLayersAvailable()
{
HRESULT hr = D3D11CreateDevice(
nullptr,
D3D_DRIVER_TYPE_NULL, // There is no need to create a real hardware device.
0,
D3D11_CREATE_DEVICE_DEBUG, // Check for the SDK layers.
nullptr, // Any feature level will do.
0,
D3D11_SDK_VERSION,
nullptr, // No need to keep the D3D device reference.
nullptr, // No need to know the feature level.
nullptr // No need to keep the D3D device context reference.
);
return SUCCEEDED(hr);
}
#endif
inline DXGI_FORMAT NoSRGB(DXGI_FORMAT fmt)
{
switch (fmt)
{
case DXGI_FORMAT_R8G8B8A8_UNORM_SRGB: return DXGI_FORMAT_R8G8B8A8_UNORM;
case DXGI_FORMAT_B8G8R8A8_UNORM_SRGB: return DXGI_FORMAT_B8G8R8A8_UNORM;
case DXGI_FORMAT_B8G8R8X8_UNORM_SRGB: return DXGI_FORMAT_B8G8R8X8_UNORM;
default: return fmt;
}
}
};
// Constants used to calculate screen rotations
namespace ScreenRotation
{
// 0-degree Z-rotation
static const XMFLOAT4X4 Rotation0(
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
);
// 90-degree Z-rotation
static const XMFLOAT4X4 Rotation90(
0.0f, 1.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
);
// 180-degree Z-rotation
static const XMFLOAT4X4 Rotation180(
-1.0f, 0.0f, 0.0f, 0.0f,
0.0f, -1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
);
// 270-degree Z-rotation
static const XMFLOAT4X4 Rotation270(
0.0f, -1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
);
};
// Constructor for DeviceResources.
DeviceResources::DeviceResources(DXGI_FORMAT backBufferFormat, DXGI_FORMAT depthBufferFormat, UINT backBufferCount, D3D_FEATURE_LEVEL minFeatureLevel, unsigned int flags) :
m_screenViewport{},
m_backBufferFormat(backBufferFormat),
m_depthBufferFormat(depthBufferFormat),
m_backBufferCount(backBufferCount),
m_d3dMinFeatureLevel(minFeatureLevel),
m_window(nullptr),
m_d3dFeatureLevel(D3D_FEATURE_LEVEL_9_1),
m_rotation(DXGI_MODE_ROTATION_IDENTITY),
m_dxgiFactoryFlags(0),
m_outputSize{0, 0, 1, 1},
m_orientationTransform3D(ScreenRotation::Rotation0),
m_colorSpace(DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709),
m_options(flags),
m_deviceNotify(nullptr)
{
}
// Configures the Direct3D device, and stores handles to it and the device context.
void DeviceResources::CreateDeviceResources()
{
UINT creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
#if defined(_DEBUG)
if (SdkLayersAvailable())
{
// If the project is in a debug build, enable debugging via SDK Layers with this flag.
creationFlags |= D3D11_CREATE_DEVICE_DEBUG;
}
else
{
OutputDebugStringA("WARNING: Direct3D Debug Device is not available\n");
}
#endif
#if defined(_DEBUG)
{
ComPtr<IDXGIInfoQueue> dxgiInfoQueue;
if (SUCCEEDED(DXGIGetDebugInterface1(0, IID_PPV_ARGS(dxgiInfoQueue.GetAddressOf()))))
{
m_dxgiFactoryFlags = DXGI_CREATE_FACTORY_DEBUG;
dxgiInfoQueue->SetBreakOnSeverity(DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_ERROR, true);
dxgiInfoQueue->SetBreakOnSeverity(DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_CORRUPTION, true);
}
}
#endif
ThrowIfFailed(CreateDXGIFactory2(m_dxgiFactoryFlags, IID_PPV_ARGS(m_dxgiFactory.ReleaseAndGetAddressOf())));
// Determines whether tearing support is available for fullscreen borderless windows.
if (m_options & c_AllowTearing)
{
BOOL allowTearing = FALSE;
ComPtr<IDXGIFactory5> factory5;
HRESULT hr = m_dxgiFactory.As(&factory5);
if (SUCCEEDED(hr))
{
hr = factory5->CheckFeatureSupport(DXGI_FEATURE_PRESENT_ALLOW_TEARING, &allowTearing, sizeof(allowTearing));
}
if (FAILED(hr) || !allowTearing)
{
m_options &= ~c_AllowTearing;
#ifdef _DEBUG
OutputDebugStringA("WARNING: Variable refresh rate displays not supported");
#endif
}
}
// Determine DirectX hardware feature levels this app will support.
static const D3D_FEATURE_LEVEL s_featureLevels[] =
{
D3D_FEATURE_LEVEL_12_1,
D3D_FEATURE_LEVEL_12_0,
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
D3D_FEATURE_LEVEL_9_3,
D3D_FEATURE_LEVEL_9_2,
D3D_FEATURE_LEVEL_9_1,
};
UINT featLevelCount = 0;
for (; featLevelCount < _countof(s_featureLevels); ++featLevelCount)
{
if (s_featureLevels[featLevelCount] < m_d3dMinFeatureLevel)
break;
}
if (!featLevelCount)
{
throw std::out_of_range("minFeatureLevel too high");
}
ComPtr<IDXGIAdapter1> adapter;
GetHardwareAdapter(adapter.GetAddressOf());
// Create the Direct3D 11 API device object and a corresponding context.
ComPtr<ID3D11Device> device;
ComPtr<ID3D11DeviceContext> context;
HRESULT hr = E_FAIL;
if (adapter)
{
hr = D3D11CreateDevice(
adapter.Get(),
D3D_DRIVER_TYPE_UNKNOWN,
0,
creationFlags, // Set debug and Direct2D compatibility flags.
s_featureLevels,
featLevelCount,
D3D11_SDK_VERSION,
device.GetAddressOf(), // Returns the Direct3D device created.
&m_d3dFeatureLevel, // Returns feature level of device created.
context.GetAddressOf() // Returns the device immediate context.
);
}
#if defined(NDEBUG)
else
{
throw std::exception("No Direct3D hardware device found");
}
#else
if (FAILED(hr))
{
// If the initialization fails, fall back to the WARP device.
// For more information on WARP, see:
// http://go.microsoft.com/fwlink/?LinkId=286690
hr = D3D11CreateDevice(
nullptr,
D3D_DRIVER_TYPE_WARP, // Create a WARP device instead of a hardware device.
0,
creationFlags,
s_featureLevels,
featLevelCount,
D3D11_SDK_VERSION,
device.GetAddressOf(),
&m_d3dFeatureLevel,
context.GetAddressOf()
);
if (SUCCEEDED(hr))
{
OutputDebugStringA("Direct3D Adapter - WARP\n");
}
}
#endif
ThrowIfFailed(hr);
#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,
};
D3D11_INFO_QUEUE_FILTER filter = {};
filter.DenyList.NumIDs = _countof(hide);
filter.DenyList.pIDList = hide;
d3dInfoQueue->AddStorageFilterEntries(&filter);
}
}
#endif
ThrowIfFailed(device.As(&m_d3dDevice));
ThrowIfFailed(context.As(&m_d3dContext));
}
// These resources need to be recreated every time the window size is changed.
void DeviceResources::CreateWindowSizeDependentResources()
{
if (!m_window)
{
throw std::exception("Call SetWindow with a valid CoreWindow pointer");
}
// Clear the previous window size specific context.
ID3D11RenderTargetView* nullViews[] = {nullptr};
m_d3dContext->OMSetRenderTargets(_countof(nullViews), nullViews, nullptr);
m_d3dRenderTargetView.Reset();
m_d3dDepthStencilView.Reset();
m_renderTarget.Reset();
m_depthStencil.Reset();
m_d3dContext->Flush();
// Determine the render target size in pixels.
UINT backBufferWidth = std::max<UINT>(m_outputSize.right - m_outputSize.left, 1);
UINT backBufferHeight = std::max<UINT>(m_outputSize.bottom - m_outputSize.top, 1);
DXGI_FORMAT backBufferFormat = NoSRGB(m_backBufferFormat);
if (m_swapChain)
{
// If the swap chain already exists, resize it.
HRESULT hr = m_swapChain->ResizeBuffers(
m_backBufferCount,
backBufferWidth,
backBufferHeight,
backBufferFormat,
(m_options & c_AllowTearing) ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0
);
if (hr == DXGI_ERROR_DEVICE_REMOVED || hr == DXGI_ERROR_DEVICE_RESET)
{
#ifdef _DEBUG
char buff[64] = {};
sprintf_s(buff, "Device Lost on ResizeBuffers: Reason code 0x%08X\n", (hr == DXGI_ERROR_DEVICE_REMOVED) ? m_d3dDevice->GetDeviceRemovedReason() : hr);
OutputDebugStringA(buff);
#endif
// If the device was removed for any reason, a new device and swap chain will need to be created.
HandleDeviceLost();
// Everything is set up now. Do not continue execution of this method. HandleDeviceLost will reenter this method
// and correctly set up the new device.
return;
}
else
{
ThrowIfFailed(hr);
}
}
else
{
// Create a descriptor for the swap chain.
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
swapChainDesc.Width = backBufferWidth;
swapChainDesc.Height = backBufferHeight;
swapChainDesc.Format = backBufferFormat;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.BufferCount = m_backBufferCount;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.SampleDesc.Quality = 0;
swapChainDesc.Scaling = DXGI_SCALING_ASPECT_RATIO_STRETCH;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
swapChainDesc.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
swapChainDesc.Flags = (m_options & c_AllowTearing) ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0;
// Create a swap chain for the window.
ComPtr<IDXGISwapChain1> swapChain;
ThrowIfFailed(m_dxgiFactory->CreateSwapChainForCoreWindow(
m_d3dDevice.Get(),
m_window,
&swapChainDesc,
nullptr,
swapChain.GetAddressOf()
));
ThrowIfFailed(swapChain.As(&m_swapChain));
// Ensure that DXGI does not queue more than one frame at a time. This both reduces latency and
// ensures that the application will only render after each VSync, minimizing power consumption.
ComPtr<IDXGIDevice3> dxgiDevice;
ThrowIfFailed(m_d3dDevice.As(&dxgiDevice));
ThrowIfFailed(dxgiDevice->SetMaximumFrameLatency(1));
}
// Handle color space settings for HDR
UpdateColorSpace();
// Set the proper orientation for the swap chain, and generate
// matrix transformations for rendering to the rotated swap chain.
switch (m_rotation)
{
default:
case DXGI_MODE_ROTATION_IDENTITY:
m_orientationTransform3D = ScreenRotation::Rotation0;
break;
case DXGI_MODE_ROTATION_ROTATE90:
m_orientationTransform3D = ScreenRotation::Rotation270;
break;
case DXGI_MODE_ROTATION_ROTATE180:
m_orientationTransform3D = ScreenRotation::Rotation180;
break;
case DXGI_MODE_ROTATION_ROTATE270:
m_orientationTransform3D = ScreenRotation::Rotation90;
break;
}
ThrowIfFailed(m_swapChain->SetRotation(m_rotation));
// Create a render target view of the swap chain back buffer.
ThrowIfFailed(m_swapChain->GetBuffer(0, IID_PPV_ARGS(m_renderTarget.ReleaseAndGetAddressOf())));
CD3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc(D3D11_RTV_DIMENSION_TEXTURE2D, m_backBufferFormat);
ThrowIfFailed(m_d3dDevice->CreateRenderTargetView(
m_renderTarget.Get(),
&renderTargetViewDesc,
m_d3dRenderTargetView.ReleaseAndGetAddressOf()
));
if (m_depthBufferFormat != DXGI_FORMAT_UNKNOWN)
{
// Create a depth stencil view for use with 3D rendering if needed.
CD3D11_TEXTURE2D_DESC depthStencilDesc(
m_depthBufferFormat,
backBufferWidth,
backBufferHeight,
1, // This depth stencil view has only one texture.
1, // Use a single mipmap level.
D3D11_BIND_DEPTH_STENCIL
);
ThrowIfFailed(m_d3dDevice->CreateTexture2D(
&depthStencilDesc,
nullptr,
m_depthStencil.ReleaseAndGetAddressOf()
));
CD3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc(D3D11_DSV_DIMENSION_TEXTURE2D);
ThrowIfFailed(m_d3dDevice->CreateDepthStencilView(
m_depthStencil.Get(),
&depthStencilViewDesc,
m_d3dDepthStencilView.ReleaseAndGetAddressOf()
));
}
// Set the 3D rendering viewport to target the entire window.
m_screenViewport = CD3D11_VIEWPORT(
0.0f,
0.0f,
static_cast<float>(backBufferWidth),
static_cast<float>(backBufferHeight)
);
}
// This method is called when the CoreWindow is created (or re-created).
void DeviceResources::SetWindow(IUnknown* window, int width, int height, DXGI_MODE_ROTATION rotation)
{
m_window = window;
m_outputSize.left = m_outputSize.top = 0;
m_outputSize.right = width;
m_outputSize.bottom = height;
m_rotation = rotation;
}
// This method is called when the window changes size
bool DeviceResources::WindowSizeChanged(int width, int height, DXGI_MODE_ROTATION rotation)
{
RECT newRc;
newRc.left = newRc.top = 0;
newRc.right = width;
newRc.bottom = height;
if (newRc == m_outputSize && rotation == m_rotation)
{
// Handle color space settings for HDR
UpdateColorSpace();
return false;
}
m_outputSize = newRc;
m_rotation = rotation;
CreateWindowSizeDependentResources();
return true;
}
// This method is called in the event handler for the DisplayContentsInvalidated event.
void DeviceResources::ValidateDevice()
{
// The D3D Device is no longer valid if the default adapter changed since the device
// was created or if the device has been removed.
DXGI_ADAPTER_DESC previousDesc;
{
ComPtr<IDXGIAdapter1> previousDefaultAdapter;
ThrowIfFailed(m_dxgiFactory->EnumAdapters1(0, previousDefaultAdapter.GetAddressOf()));
ThrowIfFailed(previousDefaultAdapter->GetDesc(&previousDesc));
}
DXGI_ADAPTER_DESC currentDesc;
{
ComPtr<IDXGIFactory2> currentFactory;
ThrowIfFailed(CreateDXGIFactory2(m_dxgiFactoryFlags, IID_PPV_ARGS(currentFactory.GetAddressOf())));
ComPtr<IDXGIAdapter1> currentDefaultAdapter;
ThrowIfFailed(currentFactory->EnumAdapters1(0, currentDefaultAdapter.GetAddressOf()));
ThrowIfFailed(currentDefaultAdapter->GetDesc(¤tDesc));
}
// If the adapter LUIDs don't match, or if the device reports that it has been removed,
// a new D3D device must be created.
if (previousDesc.AdapterLuid.LowPart != currentDesc.AdapterLuid.LowPart
|| previousDesc.AdapterLuid.HighPart != currentDesc.AdapterLuid.HighPart
|| FAILED(m_d3dDevice->GetDeviceRemovedReason()))
{
#ifdef _DEBUG
OutputDebugStringA("Device Lost on ValidateDevice\n");
#endif
// Create a new device and swap chain.
HandleDeviceLost();
}
}
// Recreate all device resources and set them back to the current state.
void DeviceResources::HandleDeviceLost()
{
if (m_deviceNotify)
{
m_deviceNotify->OnDeviceLost();
}
m_d3dDepthStencilView.Reset();
m_d3dRenderTargetView.Reset();
m_renderTarget.Reset();
m_depthStencil.Reset();
m_swapChain.Reset();
m_d3dContext.Reset();
m_d3dDevice.Reset();
m_dxgiFactory.Reset();
#ifdef _DEBUG
{
ComPtr<IDXGIDebug1> dxgiDebug;
if (SUCCEEDED(DXGIGetDebugInterface1(0, IID_PPV_ARGS(&dxgiDebug))))
{
dxgiDebug->ReportLiveObjects(DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_FLAGS(DXGI_DEBUG_RLO_SUMMARY | DXGI_DEBUG_RLO_IGNORE_INTERNAL));
}
}
#endif
CreateDeviceResources();
CreateWindowSizeDependentResources();
if (m_deviceNotify)
{
m_deviceNotify->OnDeviceRestored();
}
}
// Call this method when the app suspends. It provides a hint to the driver that the app
// is entering an idle state and that temporary buffers can be reclaimed for use by other apps.
void DeviceResources::Trim()
{
ComPtr<IDXGIDevice3> dxgiDevice;
if (SUCCEEDED(m_d3dDevice.As(&dxgiDevice)))
{
dxgiDevice->Trim();
}
}
// Present the contents of the swap chain to the screen.
void DeviceResources::Present()
{
HRESULT hr;
if (m_options & c_AllowTearing)
{
// Recommended to always use tearing if supported when using a sync interval of 0.
hr = m_swapChain->Present(0, DXGI_PRESENT_ALLOW_TEARING);
}
else
{
// The first argument instructs DXGI to block until VSync, putting the application
// to sleep until the next VSync. This ensures we don't waste any cycles rendering
// frames that will never be displayed to the screen.
hr = m_swapChain->Present(1, 0);
}
// Discard the contents of the render target.
// This is a valid operation only when the existing contents will be entirely
// overwritten. If dirty or scroll rects are used, this call should be removed.
m_d3dContext->DiscardView(m_d3dRenderTargetView.Get());
if (m_d3dDepthStencilView)
{
// Discard the contents of the depth stencil.
m_d3dContext->DiscardView(m_d3dDepthStencilView.Get());
}
// If the device was removed either by a disconnection or a driver upgrade, we
// must recreate all device resources.
if (hr == DXGI_ERROR_DEVICE_REMOVED || hr == DXGI_ERROR_DEVICE_RESET)
{
#ifdef _DEBUG
char buff[64] = {};
sprintf_s(buff, "Device Lost on Present: Reason code 0x%08X\n", (hr == DXGI_ERROR_DEVICE_REMOVED) ? m_d3dDevice->GetDeviceRemovedReason() : hr);
OutputDebugStringA(buff);
#endif
HandleDeviceLost();
}
else
{
ThrowIfFailed(hr);
if (!m_dxgiFactory->IsCurrent())
{
// Output information is cached on the DXGI Factory. If it is stale we need to create a new factory.
ThrowIfFailed(CreateDXGIFactory2(m_dxgiFactoryFlags, IID_PPV_ARGS(m_dxgiFactory.ReleaseAndGetAddressOf())));
}
}
}
// This method acquires the first available hardware adapter.
// If no such adapter can be found, *ppAdapter will be set to nullptr.
void DeviceResources::GetHardwareAdapter(IDXGIAdapter1** ppAdapter)
{
*ppAdapter = nullptr;
ComPtr<IDXGIAdapter1> adapter;
for (UINT adapterIndex = 0; DXGI_ERROR_NOT_FOUND != m_dxgiFactory->EnumAdapters1(adapterIndex, adapter.ReleaseAndGetAddressOf()); adapterIndex++)
{
DXGI_ADAPTER_DESC1 desc;
adapter->GetDesc1(&desc);
if (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE)
{
// Don't select the Basic Render Driver adapter.
continue;
}
#ifdef _DEBUG
wchar_t buff[256] = {};
swprintf_s(buff, L"Direct3D Adapter (%u): VID:%04X, PID:%04X - %ls\n", adapterIndex, desc.VendorId, desc.DeviceId, desc.Description);
OutputDebugStringW(buff);
#endif
break;
}
*ppAdapter = adapter.Detach();
}
// Sets the color space for the swap chain in order to handle HDR output.
void DeviceResources::UpdateColorSpace()
{
DXGI_COLOR_SPACE_TYPE colorSpace = DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709;
bool isdisplayhdr10 = false;
#if defined(NTDDI_WIN10_RS2)
if (m_swapChain)
{
ComPtr<IDXGIOutput> output;
if (SUCCEEDED(m_swapChain->GetContainingOutput(output.GetAddressOf())))
{
ComPtr<IDXGIOutput6> output6;
if (SUCCEEDED(output.As(&output6)))
{
DXGI_OUTPUT_DESC1 desc;
ThrowIfFailed(output6->GetDesc1(&desc));
if (desc.ColorSpace == DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020)
{
// Display output is HDR10.
isdisplayhdr10 = true;
}
}
}
}
#endif
if ((m_options & c_EnableHDR) && isdisplayhdr10)
{
switch (m_backBufferFormat)
{
case DXGI_FORMAT_R10G10B10A2_UNORM:
// The application creates the HDR10 signal.
colorSpace = DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020;
break;
case DXGI_FORMAT_R16G16B16A16_FLOAT:
// The system creates the HDR10 signal; application uses linear values.
colorSpace = DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709;
break;
default:
break;
}
}
m_colorSpace = colorSpace;
UINT colorSpaceSupport = 0;
if (SUCCEEDED(m_swapChain->CheckColorSpaceSupport(colorSpace, &colorSpaceSupport))
&& (colorSpaceSupport & DXGI_SWAP_CHAIN_COLOR_SPACE_SUPPORT_FLAG_PRESENT))
{
ThrowIfFailed(m_swapChain->SetColorSpace1(colorSpace));
}
}