How to create a render-target view in DirectX?

How to create a render-target view in DirectX?

We call IDXGISwapChain::GetBuffer to get the swap chain’s back buffer to use when we create the render-target view. We specify the back buffer as a 2D texture ( ID3D11Texture2D ). To create the render-target view, we call ID3D11Device::CreateRenderTargetView with the swap chain’s back buffer.

How to get pointer to id3d11rendertargetview?

If you declare ID3D11RenderTargetView with ComPtr, you can then use ComPtr’s GetAddressOf method to get the address of the pointer to ID3D11RenderTargetView (**ID3D11RenderTargetView) to pass to ID3D11DeviceContext::OMSetRenderTargets.

How to set up DirectX resources and display an image?

Direct3D walks the array in order and returns the highest supported feature level. So, to get the highest feature level available, we list the D3D_FEATURE_LEVEL array entries from highest to lowest. We pass the D3D11_CREATE_DEVICE_BGRA_SUPPORT flag to the Flags parameter to make Direct3D resources interoperate with Direct2D.

How to declare Direct3D interface variables with comptr?

1. Declaring Direct3D interface variables with ComPtr We declare Direct3D interface variables with the ComPtr smart pointer template from the Windows Runtime C++ Template Library (WRL), so we can manage the lifetime of those variables in an exception safe manner. We can then use those variables to access the ComPtr class and its members.

How to set up DirectX resources in UWP app?

Objective: To set up DirectX resources in a C++ Universal Windows Platform (UWP) app and to display a solid color. We assume that you are familiar with C++. You also need basic experience with graphics programming concepts.

How to use DirectX in the back buffer?

If you really want to use DirectX on Windows Mobile, look up CreateOffscreenPlainSurface, or whatever it’s managed-DirectX equivalent is. That type of surface would be lockable and would support using StretchRect directly into the back buffer.