Beispiel #1
0
void D3DCreateSamplerStates()
{
    HRESULT result;

    // Set up the common properties for our samplers
    D3D11_SAMPLER_DESC samplerDesc;
    ZeroMemory( &samplerDesc, sizeof(D3D11_SAMPLER_DESC) );

    samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
    samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
    samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
    samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
    samplerDesc.MipLODBias = 0.0f;
    samplerDesc.MaxAnisotropy = 1;
    samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
    samplerDesc.BorderColor[0] = 0;
    samplerDesc.BorderColor[1] = 0;
    samplerDesc.BorderColor[2] = 0;
    samplerDesc.BorderColor[3] = 0;
    samplerDesc.MinLOD = 0;
    samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;

    // Create a texture sampler state for nearest/point sampling and wrapping uv's
    result = g_pD3DDevice->CreateSamplerState( &samplerDesc, &g_pD3DSampleStateNearestWrap );
    if( FAILED( result ) )
    {
        LOGInfo( LOGTag, "Failed to create SamplerState\n" );
    }

    // Create a texture sampler state for tri-linear sampling and wrapping uv's
    samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
    result = g_pD3DDevice->CreateSamplerState( &samplerDesc, &g_pD3DSampleStateLinearWrap );
    if( FAILED( result ) )
    {
        LOGInfo( LOGTag, "Failed to create SamplerState\n" );
    }
}
Beispiel #2
0
	bool Initialize(const Microsoft::WRL::ComPtr<ID3D11Device> &device
            , const std::shared_ptr<imageutil::Image> &image)
	{
		D3D11_TEXTURE2D_DESC desc;
		desc.Width = image->Width();
		desc.Height = image->Height();
		desc.MipLevels = 1;
		desc.ArraySize = 1;
		desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
		desc.SampleDesc.Count = 1;
		desc.SampleDesc.Quality = 0;
		desc.Usage = D3D11_USAGE_DEFAULT;
		desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
		desc.CPUAccessFlags = 0;
		desc.MiscFlags = 0;

		D3D11_SUBRESOURCE_DATA initData;
		initData.pSysMem = image->Pointer();
		initData.SysMemPitch = image->Stride();
		initData.SysMemSlicePitch = image->Size();

		auto hr = device->CreateTexture2D(&desc, &initData, &m_texture);
		if (FAILED(hr)){
			return false;
		}

		D3D11_SHADER_RESOURCE_VIEW_DESC SRVDesc = {};
		SRVDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
		SRVDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
		SRVDesc.Texture2D.MipLevels = 1;

		hr = device->CreateShaderResourceView(m_texture.Get(), &SRVDesc, &m_srv);
		if (FAILED(hr))
		{
			return false;
		}

        D3D11_SAMPLER_DESC samplerDesc;
        samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
        samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
        samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
        samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
        samplerDesc.MipLODBias = 0.0f;
        samplerDesc.MaxAnisotropy = 1;
        samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
        samplerDesc.BorderColor[0] = 0;
        samplerDesc.BorderColor[1] = 0;
        samplerDesc.BorderColor[2] = 0;
        samplerDesc.BorderColor[3] = 0;
        samplerDesc.MinLOD = 0;
        samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;

        // Create the texture sampler state.
        hr = device->CreateSamplerState(&samplerDesc, &m_sampler);
        if(FAILED(hr))
        {
            return false;
        }

		return true;
	}