Beispiel #1
0
	static void dx11_acquire_back_buffer(RenderDevice* dev)
	{
		// Get default back buffer

		D3D_CALL( dev->swap_chain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&dev->backbuffer_tex) );
		D3D_CALL( dev->native->CreateRenderTargetView(dev->backbuffer_tex, NULL, &dev->backbuffer_rtv) );

		// Create default depth buffer
		// create depth stencil
		D3D11_TEXTURE2D_DESC depth_stencil_desc;
		depth_stencil_desc.Width = dev->window->width();
		depth_stencil_desc.Height = dev->window->height();
		depth_stencil_desc.MipLevels = 1;
		depth_stencil_desc.ArraySize = 1;
		depth_stencil_desc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
		depth_stencil_desc.SampleDesc.Count = 1;
		depth_stencil_desc.SampleDesc.Quality = 0;
		depth_stencil_desc.Usage = D3D11_USAGE_DEFAULT;
		depth_stencil_desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
		depth_stencil_desc.CPUAccessFlags = 0;
		depth_stencil_desc.MiscFlags = 0;

		D3D_CALL( dev->native->CreateTexture2D(&depth_stencil_desc, NULL, &dev->depthstencil_tex) );

		// create depth stencil view
		D3D11_DEPTH_STENCIL_VIEW_DESC depth_stencil_view_desc = CD3D11_DEPTH_STENCIL_VIEW_DESC();
		depth_stencil_view_desc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
		depth_stencil_view_desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
		depth_stencil_view_desc.Texture2D.MipSlice = 0;
		depth_stencil_view_desc.Flags = 0;

		D3D_CALL( dev->native->CreateDepthStencilView(dev->depthstencil_tex, &depth_stencil_view_desc, &dev->depthstencil_dsv) );
	}
Beispiel #2
0
void DX11::BackbufferSurface::Resize(ID3D11Texture2D * texture, unsigned width, unsigned height)
{
	this->width = width;
	this->height = height;

	device->CreateRenderTargetView(texture, 0, &renderTargetView);

	CD3D11_TEXTURE2D_DESC depthStencilTextureDesc(
		DXGI_FORMAT_D24_UNORM_S8_UINT,
		width,
		height,
		1,
		1,
		D3D11_BIND_DEPTH_STENCIL);

	ID3D11Texture2D* depthStencilBuffer;
	device->CreateTexture2D(
		&depthStencilTextureDesc,
		0,
		&depthStencilBuffer);

	device->CreateDepthStencilView(
		depthStencilBuffer,
		&CD3D11_DEPTH_STENCIL_VIEW_DESC(D3D11_DSV_DIMENSION_TEXTURE2DMS),
		&depthStencilView);

	depthStencilBuffer->Release();

	viewport = CD3D11_VIEWPORT(
		0.0f,
		0.0f,
		static_cast<float>(width),
		static_cast<float>(height));
}
Beispiel #3
0
D3DTexture2D::D3DTexture2D(ID3D11Texture2D* texptr, D3D11_BIND_FLAG bind,
							DXGI_FORMAT srv_format, DXGI_FORMAT dsv_format, DXGI_FORMAT rtv_format, bool multisampled)
							: ref(1), tex(texptr), srv(NULL), rtv(NULL), dsv(NULL)
{
	D3D11_SRV_DIMENSION srv_dim = multisampled ? D3D11_SRV_DIMENSION_TEXTURE2DMS : D3D11_SRV_DIMENSION_TEXTURE2D;
	D3D11_DSV_DIMENSION dsv_dim = multisampled ? D3D11_DSV_DIMENSION_TEXTURE2DMS : D3D11_DSV_DIMENSION_TEXTURE2D;
	D3D11_RTV_DIMENSION rtv_dim = multisampled ? D3D11_RTV_DIMENSION_TEXTURE2DMS : D3D11_RTV_DIMENSION_TEXTURE2D;
	D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc = CD3D11_SHADER_RESOURCE_VIEW_DESC(srv_dim, srv_format);
	D3D11_DEPTH_STENCIL_VIEW_DESC dsv_desc = CD3D11_DEPTH_STENCIL_VIEW_DESC(dsv_dim, dsv_format);
	D3D11_RENDER_TARGET_VIEW_DESC rtv_desc = CD3D11_RENDER_TARGET_VIEW_DESC(rtv_dim, rtv_format);
	if (bind & D3D11_BIND_SHADER_RESOURCE) D3D::device->CreateShaderResourceView(tex, &srv_desc, &srv);
	if (bind & D3D11_BIND_RENDER_TARGET) D3D::device->CreateRenderTargetView(tex, &rtv_desc, &rtv);
	if (bind & D3D11_BIND_DEPTH_STENCIL) D3D::device->CreateDepthStencilView(tex, &dsv_desc, &dsv);
	tex->AddRef();
}
Beispiel #4
0
	bool CCGrabber::Initialize(ID3D11Device* device, CCTexture2D *pTexture)
	{
		HRESULT result;
		D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc;

		ID3D11ShaderResourceView* tmpShaderResourceView=pTexture->getTextureResource();
		ID3D11Resource* tmpResource;
		tmpShaderResourceView->GetResource(&tmpResource);

		D3D11_TEXTURE2D_DESC pDesc;
		((ID3D11Texture2D*)tmpResource)->GetDesc(&pDesc);
		// Setup the description of the render target view.
		renderTargetViewDesc.Format = pDesc.Format;//textureDesc.Format;
		renderTargetViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
		renderTargetViewDesc.Texture2D.MipSlice = 0;

		// Create the render target view.
		result = device->CreateRenderTargetView(tmpResource, &renderTargetViewDesc, &m_renderTargetView);

		if(FAILED(result))
		{
			return false;
		}
		CD3D11_TEXTURE2D_DESC depthStencilDesc(
			DXGI_FORMAT_D24_UNORM_S8_UINT,
			pDesc.Width,
			pDesc.Height,
			1,
			1,
			D3D11_BIND_DEPTH_STENCIL
        );
		result = device->CreateTexture2D(
            &depthStencilDesc,
            nullptr,
            &m_depthStencil
            );
		if (FAILED(result)) {
			return false;
        }
		result = device->CreateDepthStencilView(m_depthStencil, 
				&CD3D11_DEPTH_STENCIL_VIEW_DESC(D3D11_DSV_DIMENSION_TEXTURE2D), 
				&m_depthStencilView );
		if(FAILED(result)) {
			return false;
		}
		return true;
	}
Beispiel #5
0
void DX11::TextureSurface::OnResetDevice(Gpu::Api * gpu)
{
	OnLostDevice(gpu);

	unsigned width = unsigned(viewport.Width);
	unsigned height = unsigned(viewport.Height);
	bool typeless = (format == Gpu::DrawSurface::Format_Typeless);

	if(relativeWindow)
	{
		gpu->GetBackbufferSize(width, height, relativeWindow);
		width = unsigned(widthFactor * float(width));
		height = unsigned(heightFactor * float(height));
	}

	viewport = CD3D11_VIEWPORT(0.0f, 0.0f, float(width), float(height));

	static const DXGI_FORMAT SURFACE_FORMAT_TO_DXGI_FORMAT[Format_Total] =
	{
		DXGI_FORMAT_R8G8B8A8_UNORM,
		DXGI_FORMAT_B8G8R8A8_UNORM,
		DXGI_FORMAT_R16G16B16A16_FLOAT,
		DXGI_FORMAT_R11G11B10_FLOAT,
		DXGI_FORMAT_R16_FLOAT,
		DXGI_FORMAT_R24G8_TYPELESS
	};

	DXGI_FORMAT dxgiFormat = SURFACE_FORMAT_TO_DXGI_FORMAT[format];

	unsigned mipLevels = generateMips ? min(width, height) / 4 : 1;

	D3D11_BIND_FLAG bindFlag = typeless ? D3D11_BIND_DEPTH_STENCIL : D3D11_BIND_RENDER_TARGET;

	ID3D11Texture2D * texture2D = 0;
	CD3D11_TEXTURE2D_DESC textureDesc(
		dxgiFormat,
		width,
		height,
		1,
		mipLevels, // MIP LEVELS - *MUST NEVER* BE GREATER THAN log2(width) OR log2(height)
		bindFlag | D3D11_BIND_SHADER_RESOURCE);

	device->CreateTexture2D(&textureDesc, 0, &texture2D);

	if(typeless) dxgiFormat = DXGI_FORMAT_R24_UNORM_X8_TYPELESS;

	ID3D11ShaderResourceView * shaderView;
	CD3D11_SHADER_RESOURCE_VIEW_DESC shaderViewDesc(
		texture2D,
		D3D11_SRV_DIMENSION_TEXTURE2D,
		dxgiFormat,
		0,
		mipLevels);
	device->CreateShaderResourceView(texture2D, &shaderViewDesc, &shaderView);
	
	if(!typeless)
	{
		CD3D11_RENDER_TARGET_VIEW_DESC renderViewDesc(
			texture2D,
			D3D11_RTV_DIMENSION_TEXTURE2D,
			dxgiFormat);
		device->CreateRenderTargetView(texture2D, &renderViewDesc, &renderTargetView);

		CD3D11_TEXTURE2D_DESC depthStencilTextureDesc(
			DXGI_FORMAT_D24_UNORM_S8_UINT,
			width,
			height,
			1,
			1,
			D3D11_BIND_DEPTH_STENCIL);
		device->CreateTexture2D(&depthStencilTextureDesc, 0, &depthStencilTexture);

		device->CreateDepthStencilView(
			depthStencilTexture,
			&CD3D11_DEPTH_STENCIL_VIEW_DESC(D3D11_DSV_DIMENSION_TEXTURE2D),
			&depthStencilView);
	}
	else
	{
		device->CreateDepthStencilView(
			texture2D,
			&CD3D11_DEPTH_STENCIL_VIEW_DESC(D3D11_DSV_DIMENSION_TEXTURE2D, DXGI_FORMAT_D24_UNORM_S8_UINT),
			&depthStencilView);
	}

	texture = new DX11::Texture(texture2D, shaderView, textureDesc);

	Clear();
}