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Monorepo for Aesthetic.Computer aesthetic.computer
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C++
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221#include "pch.h"
using Microsoft::WRL::ComPtr;using namespace Platform;using namespace Windows::ApplicationModel::Core;using namespace Windows::ApplicationModel::Activation;using namespace Windows::Gaming::Input;using namespace Windows::UI::Core;using namespace Windows::Foundation;
namespace XboxLatency {
static void Check(HRESULT hr) { if (FAILED(hr)) throw Exception::CreateException(hr);}
ref class App sealed : public IFrameworkView {public: virtual void Initialize(CoreApplicationView^ view) { view->Activated += ref new TypedEventHandler<CoreApplicationView^, IActivatedEventArgs^>( this, &App::OnActivated); }
virtual void SetWindow(CoreWindow^ window) { m_window = window; window->Closed += ref new TypedEventHandler<CoreWindow^, CoreWindowEventArgs^>( this, &App::OnClosed); CreateGraphics(); CreateAudio(48000); }
virtual void Load(String^) {} virtual void Uninitialize() { DestroyAudio(); }
virtual void Run() { Render({0.025f, 0.02f, 0.04f, 1.0f}); while (!m_closed) { m_window->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent); PollController(); if (m_flashFrames > 0) { Render(m_flashColor); --m_flashFrames; } else if (m_needsIdleFrame) { Render({0.025f, 0.02f, 0.04f, 1.0f}); m_needsIdleFrame = false; } SwitchToThread(); } }
private: void OnActivated(CoreApplicationView^, IActivatedEventArgs^) { m_window->Activate(); }
void OnClosed(CoreWindow^, CoreWindowEventArgs^) { m_closed = true; }
void CreateGraphics() { UINT flags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;#if defined(_DEBUG) flags |= D3D11_CREATE_DEVICE_DEBUG;#endif const D3D_FEATURE_LEVEL levels[] = { D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0, }; D3D_FEATURE_LEVEL actual{}; ComPtr<ID3D11Device> baseDevice; ComPtr<ID3D11DeviceContext> baseContext; Check(D3D11CreateDevice(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, flags, levels, ARRAYSIZE(levels), D3D11_SDK_VERSION, &baseDevice, &actual, &baseContext)); Check(baseDevice.As(&m_device)); Check(baseContext.As(&m_context));
ComPtr<IDXGIDevice1> dxgiDevice; ComPtr<IDXGIAdapter> adapter; ComPtr<IDXGIFactory2> factory; Check(m_device.As(&dxgiDevice)); Check(dxgiDevice->GetAdapter(&adapter)); Check(adapter->GetParent(IID_PPV_ARGS(&factory)));
DXGI_SWAP_CHAIN_DESC1 desc{}; desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; desc.SampleDesc.Count = 1; desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; desc.BufferCount = 2; desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; desc.Scaling = DXGI_SCALING_STRETCH; desc.AlphaMode = DXGI_ALPHA_MODE_IGNORE; Check(factory->CreateSwapChainForCoreWindow( m_device.Get(), reinterpret_cast<IUnknown*>(m_window), &desc, nullptr, &m_swapChain));
ComPtr<ID3D11Texture2D> backBuffer; Check(m_swapChain->GetBuffer(0, IID_PPV_ARGS(&backBuffer))); Check(m_device->CreateRenderTargetView(backBuffer.Get(), nullptr, &m_target)); }
void CreateAudio(uint32_t sampleRate) { DestroyAudio(); m_sampleRate = sampleRate; Check(XAudio2Create(&m_audio)); Check(m_audio->CreateMasteringVoice(&m_master, XAUDIO2_DEFAULT_CHANNELS, sampleRate, 0, nullptr, nullptr, AudioCategory_GameEffects));
WAVEFORMATEX format{}; format.wFormatTag = WAVE_FORMAT_PCM; format.nChannels = 1; format.nSamplesPerSec = sampleRate; format.wBitsPerSample = 16; format.nBlockAlign = format.nChannels * format.wBitsPerSample / 8; format.nAvgBytesPerSec = format.nSamplesPerSec * format.nBlockAlign; Check(m_audio->CreateSourceVoice(&m_voice, &format, 0, XAUDIO2_DEFAULT_FREQ_RATIO));
const uint32_t frames = sampleRate / 20; // 50 ms; data is allocated once per rate. m_samples.resize(frames); constexpr double tau = 6.2831853071795864769; for (uint32_t i = 0; i < frames; ++i) { const double envelope = 1.0 - static_cast<double>(i) / frames; m_samples[i] = static_cast<int16_t>(std::sin(tau * 880.0 * i / sampleRate) * envelope * 12000.0); } m_buffer = {}; m_buffer.AudioBytes = static_cast<UINT32>(m_samples.size() * sizeof(int16_t)); m_buffer.pAudioData = reinterpret_cast<const BYTE*>(m_samples.data()); m_buffer.Flags = XAUDIO2_END_OF_STREAM;
wchar_t line[160]; swprintf_s(line, L"AC_NATIVE_AUDIO_READY rate=%uHz frames=%u\n", sampleRate, frames); OutputDebugStringW(line); }
void DestroyAudio() { if (m_voice) { m_voice->DestroyVoice(); m_voice = nullptr; } if (m_master) { m_master->DestroyVoice(); m_master = nullptr; } m_audio.Reset(); }
void TriggerAudio(unsigned buttonMask) { LARGE_INTEGER before{}, after{}, frequency{}; QueryPerformanceFrequency(&frequency); QueryPerformanceCounter(&before); m_voice->Stop(0); m_voice->FlushSourceBuffers(); Check(m_voice->SubmitSourceBuffer(&m_buffer)); Check(m_voice->Start(0)); QueryPerformanceCounter(&after); const double micros = (after.QuadPart - before.QuadPart) * 1000000.0 / frequency.QuadPart; wchar_t line[200]; swprintf_s(line, L"AC_NATIVE_INPUT button=0x%X rate=%uHz submit=%.2fus qpc=%lld\n", buttonMask, m_sampleRate, micros, before.QuadPart); OutputDebugStringW(line); }
void PollController() { const auto pads = Gamepad::Gamepads; if (pads->Size == 0) { m_previousButtons = 0; return; } const auto reading = pads->GetAt(0)->GetCurrentReading(); const unsigned buttons = static_cast<unsigned>(reading.Buttons); const unsigned pressed = buttons & ~m_previousButtons; m_previousButtons = buttons; if (!pressed) return;
const unsigned menu = static_cast<unsigned>(GamepadButtons::Menu); if (pressed & menu) { static const uint32_t rates[] = {44100, 48000, 96000}; m_rateIndex = (m_rateIndex + 1) % ARRAYSIZE(rates); CreateAudio(rates[m_rateIndex]); m_flashColor = m_sampleRate == 44100 ? std::array<float, 4>{0.15f, 0.35f, 0.95f, 1.0f} : m_sampleRate == 48000 ? std::array<float, 4>{0.15f, 0.9f, 0.35f, 1.0f} : std::array<float, 4>{0.9f, 0.2f, 0.8f, 1.0f}; } else { TriggerAudio(pressed); m_flashColor = {1.0f, 0.72f, 0.08f, 1.0f}; } m_flashFrames = 2; m_needsIdleFrame = true; }
void Render(const std::array<float, 4>& color) { if (!m_target) return; m_context->OMSetRenderTargets(1, m_target.GetAddressOf(), nullptr); m_context->ClearRenderTargetView(m_target.Get(), color.data()); const HRESULT hr = m_swapChain->Present(1, 0); if (FAILED(hr) && hr != DXGI_STATUS_OCCLUDED) Check(hr); }
CoreWindow^ m_window = nullptr; bool m_closed = false; bool m_needsIdleFrame = false; unsigned m_previousButtons = 0; unsigned m_flashFrames = 0; unsigned m_rateIndex = 1; uint32_t m_sampleRate = 48000; std::array<float, 4> m_flashColor{1, 1, 1, 1};
ComPtr<ID3D11Device1> m_device; ComPtr<ID3D11DeviceContext1> m_context; ComPtr<IDXGISwapChain1> m_swapChain; ComPtr<ID3D11RenderTargetView> m_target; ComPtr<IXAudio2> m_audio; IXAudio2MasteringVoice* m_master = nullptr; IXAudio2SourceVoice* m_voice = nullptr; std::vector<int16_t> m_samples; XAUDIO2_BUFFER m_buffer{};};
ref class AppSource sealed : public IFrameworkViewSource {public: virtual IFrameworkView^ CreateView() { return ref new App(); }};
} // namespace XboxLatency
[MTAThread]int main(Array<String^>^) { CoreApplication::Run(ref new XboxLatency::AppSource()); return 0;}