HolographicCameraRenderingParameters.CommitDirect3D11DepthBuffer(IDirect3DSurface) Method

Definition

Provides a depth buffer for this frame to the holographic display pipeline, enabling depth-based stabilization of the frame relative to the user's head motion.

public:
 virtual void CommitDirect3D11DepthBuffer(IDirect3DSurface ^ value) = CommitDirect3D11DepthBuffer;
void CommitDirect3D11DepthBuffer(IDirect3DSurface const & value);
public void CommitDirect3D11DepthBuffer(IDirect3DSurface value);
function commitDirect3D11DepthBuffer(value)
Public Sub CommitDirect3D11DepthBuffer (value As IDirect3DSurface)

Parameters

value
IDirect3DSurface

The Direct3D 11 surface containing the app's depth buffer.

Windows 10 requirements

Device family
Windows 10 Creators Update (introduced in 10.0.15063.0)
API contract
Windows.Foundation.UniversalApiContract (introduced in v4.0)

Remarks

If an app provides a depth buffer for a frame and then skips calling SetFocusPoint, the focus point and normal are inferred based on the depth buffer. Your app will generally achieve optimal visual quality by committing an accurate depth buffer whose pixels can be mapped back to meters using your specified near and far planes and then not calling SetFocusPoint.

This method will make use of the Direct3D device you provided to the HolographicSpace. If you've specified the D3D11_CREATE_DEVICE_SINGLETHREADED flag on your device, be sure to call this method from your single Direct3D thread to avoid undefined behavior.

The following code example shows how to convert a depth buffer resource from a native ID3D11Texture2D to a WinRT IDirect3DSurface interface that can be passed into CommitDirect3D11DepthBuffer. The ID3D11Texture2D must have been created with the D3D11_BIND_SHADER_RESOURCE to be read by the system.

inline winrt::Windows::Graphics::DirectX::Direct3D11::IDirect3DSurface CreateDepthTextureInteropObject(
        const Microsoft::WRL::ComPtr<ID3D11Texture2D> spTexture2D)
{
    // Direct3D interop APIs are used to provide the buffer to the WinRT API.
    Microsoft::WRL::ComPtr<IDXGIResource1> depthStencilResource;
    winrt::check_hresult(spTexture2D.As(&depthStencilResource));
    Microsoft::WRL::ComPtr<IDXGISurface2> depthDxgiSurface;
    winrt::check_hresult(depthStencilResource->CreateSubresourceSurface(0, &depthDxgiSurface));
    winrt::com_ptr<::IInspectable> inspectableSurface;
    winrt::check_hresult(
        CreateDirect3D11SurfaceFromDXGISurface(
            depthDxgiSurface.Get(),
            reinterpret_cast<IInspectable**>(winrt::put_abi(inspectableSurface))
        ));

    return inspectableSurface.as<winrt::Windows::Graphics::DirectX::Direct3D11::IDirect3DSurface>();
}

The CreateDepthTextureInteropObject method shown in this example is included in the Windows Mixed Reality App templates.

Applies to