//----------------------------------------------------------------------------//
void Direct3D11Texture::loadFromMemory(const void* buffer,
                                       const Size& buffer_size,
                                       PixelFormat pixel_format)
{
    cleanupDirect3D11Texture();

    const void* img_src = buffer;
    if (pixel_format == PF_RGB)
    {
        const char* src = static_cast<const char*>(buffer);
        char* dest = new char[buffer_size.d_width * buffer_size.d_height * 4];

        for (int i = 0; i < buffer_size.d_width * buffer_size.d_height; ++i)
        {
            dest[i * 4 + 0] = src[i * 3 + 0];
            dest[i * 4 + 1] = src[i * 3 + 1];
            dest[i * 4 + 2] = src[i * 3 + 2];
            dest[i * 4 + 3] = 0xFF;
        }

        img_src = dest;
    }

    D3D11_TEXTURE2D_DESC tex_desc;
    ZeroMemory(&tex_desc, sizeof(tex_desc));
    tex_desc.Width = static_cast<UINT>(buffer_size.d_width);
    tex_desc.Height = static_cast<UINT>(buffer_size.d_height);
    tex_desc.ArraySize = 1;
    tex_desc.SampleDesc.Count = 1;
    tex_desc.SampleDesc.Quality = 0;
    tex_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
    tex_desc.Usage = D3D11_USAGE_DEFAULT;
    tex_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
    tex_desc.CPUAccessFlags = 0;
    tex_desc.MiscFlags = 0;
    tex_desc.MipLevels = 1;

    D3D11_SUBRESOURCE_DATA data;
    ZeroMemory(&data, sizeof(D3D11_SUBRESOURCE_DATA));
    data.pSysMem = img_src;
    data.SysMemPitch = 4 * tex_desc.Width;

    HRESULT hr = d_device.d_device->CreateTexture2D(&tex_desc, &data, &d_texture);

    if (pixel_format == PF_RGB)
        delete[] img_src;

    if (FAILED(hr))
        CEGUI_THROW(RendererException(
            "Direct3D11Texture::loadFromMemory: Failed to "
            "create texture from memory buffer."));

    initialiseShaderResourceView();

    d_dataSize = buffer_size;
    updateTextureSize();
    updateCachedScaleValues();
}
//----------------------------------------------------------------------------//
Direct3D11Texture::~Direct3D11Texture()
{
    cleanupDirect3D11Texture();
}
Example #3
0
//----------------------------------------------------------------------------//
void Direct3D11Texture::loadFromMemory(const void* buffer,
                                       const Sizef& buffer_size,
                                       PixelFormat pixel_format)
{
    if (!isPixelFormatSupported(pixel_format))
        CEGUI_THROW(InvalidRequestException(
            "Data was supplied in an unsupported pixel format."));

    cleanupDirect3D11Texture();

    const void* img_src = buffer;
    if (pixel_format == PF_RGB)
    {
        const unsigned char* src = static_cast<const unsigned char*>(buffer);
        unsigned char* dest = new unsigned char[static_cast<unsigned int>( buffer_size.d_width * buffer_size.d_height * 4 )];

        for (int i = 0; i < buffer_size.d_width * buffer_size.d_height; ++i)
        {
            dest[i * 4 + 0] = src[i * 3 + 0];
            dest[i * 4 + 1] = src[i * 3 + 1];
            dest[i * 4 + 2] = src[i * 3 + 2];
            dest[i * 4 + 3] = 0xFF;
        }

        img_src = dest;
    }

    D3D11_TEXTURE2D_DESC tex_desc;
    ZeroMemory(&tex_desc, sizeof(tex_desc));
    tex_desc.Width = static_cast<UINT>(buffer_size.d_width);
    tex_desc.Height = static_cast<UINT>(buffer_size.d_height);
    tex_desc.ArraySize = 1;
    tex_desc.SampleDesc.Count = 1;
    tex_desc.SampleDesc.Quality = 0;
    tex_desc.Format = toD3DPixelFormat(pixel_format);
    tex_desc.Usage = D3D11_USAGE_DEFAULT;
    tex_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
    tex_desc.CPUAccessFlags = 0;
    tex_desc.MiscFlags = 0;
    tex_desc.MipLevels = 1;

    D3D11_SUBRESOURCE_DATA data;
    ZeroMemory(&data, sizeof(D3D11_SUBRESOURCE_DATA));
    data.pSysMem = img_src;
    data.SysMemPitch = calculateDataWidth(tex_desc.Width, pixel_format);

    HRESULT hr = d_device.d_device->CreateTexture2D(&tex_desc, &data, &d_texture);

    if (pixel_format == PF_RGB)
        delete[] img_src;

    if (FAILED(hr))
        CEGUI_THROW(RendererException(
            "Failed to create texture from memory buffer."));

    initialiseShaderResourceView();

    d_dataSize = buffer_size;
    updateTextureSize();
    updateCachedScaleValues();
}