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Subject: Re: [boost] boost::directx?
From: Zachary Turner (divisortheory_at_[hidden])
Date: 2009-06-08 01:40:35

On Sun, Jun 7, 2009 at 10:16 PM, Christian Schladetsch <
christian.schladetsch_at_[hidden]> wrote:

> Hello,
> I have decided to put my money where my mouth is, and have uploaded a
> proposal to the vault. It is at
> .
> The proposal is for a means to create DirectX vertex types, with the
> accompanying vertex declaration structure. I also added a simple
> com_ptr<T>,
> based on boost::shared_ptr<T>.
> If there is any interest in this, please let me know.

I do think it would be interesting to see what things could evolve out of
such a library, so hopefully there's other people on the list more
experienced with DirectX than I that could help it mature and perhaps add
some backend support for OpenGL.

That being said, below is my own com_ptr class.

Before posting the code though, here's how it can be used:

d3d_ptr<IDirectInputDevice8> keyboard_;
HR(direct_input_->CreateDevice(GUID_SysKeyboard, recv_d3d_ptr(keyboard_),

Basically solving the problem of having to first declare a raw pointer, then
pass the address to a COM api, then initialize it in the constructor, this
does it all in one shot.

#define d3d_ptr boost::intrusive_ptr

inline void intrusive_ptr_add_ref(IUnknown* punk) { punk->AddRef(); }

inline void intrusive_ptr_release(IUnknown* punk) { punk->Release(); }

template<typename T>
d3d_ptr<T> take_ptr(T* t)
    return d3d_ptr<T>(t, false);

template<typename T>
class recv_d3d_ptr_t
    recv_d3d_ptr_t(d3d_ptr<T>& r) : m_auto(r), m_raw(NULL) {}
    ~recv_d3d_ptr_t() {m_auto = take_ptr(m_raw);}
    operator T**() { return &m_raw; }
    operator void**() { return reinterpret_cast<void**>(&m_raw); }
    T* m_raw;
    d3d_ptr<T>& m_auto;

template<typename T>
recv_d3d_ptr_t<T> recv_d3d_ptr(d3d_ptr<T>& rptr)
    return recv_d3d_ptr_t<T>(rptr);

template<typename Dest, typename Src>
d3d_ptr<Dest> query_interface(Src p, const IID& iid = __uuidof(Dest))
    void* pv = NULL;
    p->QueryInterface(iid, &pv);
    Dest* p2 = static_cast<Dest*>(pv);
    return d3d_ptr<Dest>(p2, false);

Out of curiosity what was the motivation for deriving from shared_ptr
instead of using intrusive_ptr?

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