예제 #1
0
static ID3D10ShaderResourceView *BrightnessImage(ID3D10ShaderResourceView *pTexture, sImageInfo *pInfo)
{
	ID3D10Device *device = GutGetGraphicsDeviceDX10();

	int w = pInfo->m_iWidth/4;
	int h = pInfo->m_iHeight/4;
	float fTexelW = 1.0f/(float)w;
	float fTexelH = 1.0f/(float)h;

	D3D10_VIEWPORT vp = {0, 0, w, h, 0.0f, 1.0f};
	device->RSSetViewports(1, &vp);

	device->VSSetShader(g_pBlurVS);
	device->PSSetShader(g_pBrightnessPS);

	ID3D10Buffer *buffer_array[2] = {g_pVSConstantBuffer, g_pBrightnessConstantBuffer};

	device->VSSetConstantBuffers(0, 2, buffer_array);
	device->PSSetConstantBuffers(0, 2, buffer_array);

	UINT stride = sizeof(Vertex_VT);
	UINT offset = 0;

	g_pDevice->IASetInputLayout(g_pVertexLayout);
	g_pDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
	g_pDevice->IASetVertexBuffers(0, 1, &g_pVertexBuffer, &stride, &offset);

	device->OMSetRenderTargets(1, &g_pFrameRTView[1], NULL);

	Vector4 *pConstants;
	g_pBrightnessConstantBuffer->Map( D3D10_MAP_WRITE_DISCARD, NULL, (void **) &pConstants);
	pConstants[0] = g_vBrightnessOffset;
	pConstants[1] = g_vBrightnessScale;
	g_pBrightnessConstantBuffer->Unmap();

	g_pDevice->PSSetShaderResources(0, 1, &pTexture);
	g_pDevice->Draw(4, 0);

	return g_pFrameSRView[1];
}
예제 #2
0
파일: d3d10.cpp 프로젝트: fwaggle/mumble
bool D10State::init() {
	static HMODREF(GetModuleHandleW(L"D3D10.DLL"), D3D10CreateEffectFromMemory);
	static HMODREF(GetModuleHandleW(L"D3D10.DLL"), D3D10CreateStateBlock);
	static HMODREF(GetModuleHandleW(L"D3D10.DLL"), D3D10StateBlockMaskEnableAll);
	
	if (pD3D10CreateEffectFromMemory == NULL
	    || pD3D10CreateStateBlock == NULL
	    || pD3D10StateBlockMaskEnableAll == NULL) {
		ods("D3D10: Could not get handles for all required D3D10 state initialization functions");
		return false;
	}

	HRESULT hr;

	D3D10_STATE_BLOCK_MASK StateBlockMask;
	ZeroMemory(&StateBlockMask, sizeof(StateBlockMask));
	hr = pD3D10StateBlockMaskEnableAll(&StateBlockMask);
	if (FAILED(hr)) {
		ods("D3D10: D3D10StateBlockMaskEnableAll failed");
		return false;
	}
	
	hr = pD3D10CreateStateBlock(pDevice, &StateBlockMask, &pOrigStateBlock);
	if (FAILED(hr)) {
		ods("D3D10: D3D10CreateStateBlock for pOrigStateBlock failed");
		return false;
	}
	
	hr = pD3D10CreateStateBlock(pDevice, &StateBlockMask, &pMyStateBlock);
	if (FAILED(hr)) {
		ods("D3D10: D3D10CreateStateBlock for pMyStateBlock failed");
		return false;
	}

	hr = pOrigStateBlock->Capture();
	if (FAILED(hr)) {
		ods("D3D10: Failed to store original state block during init");
		return false;
	}

	ID3D10Texture2D *pBackBuffer = NULL;
	hr = pSwapChain->GetBuffer(0, __uuidof(*pBackBuffer), (LPVOID*)&pBackBuffer);
	if (FAILED(hr)) {
		ods("D3D10: pSwapChain->GetBuffer failure!");
		return false;
	}

	pDevice->ClearState();

	D3D10_TEXTURE2D_DESC backBufferSurfaceDesc;
	pBackBuffer->GetDesc(&backBufferSurfaceDesc);

	ZeroMemory(&vp, sizeof(vp));
	vp.Width = backBufferSurfaceDesc.Width;
	vp.Height = backBufferSurfaceDesc.Height;
	vp.MinDepth = 0;
	vp.MaxDepth = 1;
	vp.TopLeftX = 0;
	vp.TopLeftY = 0;
	pDevice->RSSetViewports(1, &vp);

	hr = pDevice->CreateRenderTargetView(pBackBuffer, NULL, &pRTV);
	if (FAILED(hr)) {
		ods("D3D10: pDevice->CreateRenderTargetView failed!");
		return false;
	}

	pDevice->OMSetRenderTargets(1, &pRTV, NULL);

	// Settings for an "over" operation.
	// https://en.wikipedia.org/w/index.php?title=Alpha_compositing&oldid=580659153#Description
	D3D10_BLEND_DESC blend;
	ZeroMemory(&blend, sizeof(blend));
	blend.BlendEnable[0] = TRUE;
	blend.SrcBlend = D3D10_BLEND_ONE;
	blend.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
	blend.BlendOp = D3D10_BLEND_OP_ADD;
	blend.SrcBlendAlpha = D3D10_BLEND_ONE;
	blend.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
	blend.BlendOpAlpha = D3D10_BLEND_OP_ADD;
	blend.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;

	hr = pDevice->CreateBlendState(&blend, &pBlendState);
	if (FAILED(hr)) {
		ods("D3D10: pDevice->CreateBlendState failed!");
		return false;
	}
	
	pDevice->OMSetBlendState(pBlendState, NULL, 0xffffffff);

	hr = pD3D10CreateEffectFromMemory((void *) g_main, sizeof(g_main), 0, pDevice, NULL, &pEffect);
	if (FAILED(hr)) {
		ods("D3D10: D3D10CreateEffectFromMemory failed!");
		return false;
	}

	pTechnique = pEffect->GetTechniqueByName("Render");
	if (pTechnique == NULL) {
		ods("D3D10: Could not get technique for name 'Render'");
		return false;
	}
	
	pDiffuseTexture = pEffect->GetVariableByName("txDiffuse")->AsShaderResource();
	if (pDiffuseTexture == NULL) {
		ods("D3D10: Could not get variable by name 'txDiffuse'");
		return false;
	}

	pTexture = NULL;
	pSRView = NULL;

	// Define the input layout
	D3D10_INPUT_ELEMENT_DESC layout[] = {
		{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
		{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 },
	};
	UINT numElements = sizeof(layout) / sizeof(layout[0]);

	// Create the input layout
	D3D10_PASS_DESC PassDesc;
	hr = pTechnique->GetPassByIndex(0)->GetDesc(&PassDesc);
	if (FAILED(hr)) {
		ods("D3D10: Couldn't get pass description for technique");
		return false;
	}
	
	hr = pDevice->CreateInputLayout(layout, numElements, PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &pVertexLayout);
	if (FAILED(hr)) {
		ods("D3D10: pDevice->CreateInputLayout failure!");
		return false;
	}
	
	pDevice->IASetInputLayout(pVertexLayout);

	D3D10_BUFFER_DESC bd;
	ZeroMemory(&bd, sizeof(bd));
	bd.Usage = D3D10_USAGE_DYNAMIC;
	bd.ByteWidth = sizeof(SimpleVertex) * 4;
	bd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
	bd.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
	bd.MiscFlags = 0;
	
	hr = pDevice->CreateBuffer(&bd, NULL, &pVertexBuffer);
	if (FAILED(hr)) {
		ods("D3D10: pDevice->CreateBuffer failure!");
		return false;
	}

	DWORD indices[] = {
		0,1,3,
		1,2,3,
	};

	bd.Usage = D3D10_USAGE_DEFAULT;
	bd.ByteWidth = sizeof(DWORD) * 6;
	bd.BindFlags = D3D10_BIND_INDEX_BUFFER;
	bd.CPUAccessFlags = 0;
	bd.MiscFlags = 0;
	D3D10_SUBRESOURCE_DATA InitData;
	ZeroMemory(&InitData, sizeof(InitData));
	InitData.pSysMem = indices;
	
	hr = pDevice->CreateBuffer(&bd, &InitData, &pIndexBuffer);
	if (FAILED(hr)) {
		ods("D3D10: pDevice->CreateBuffer failure!");
		return false;
	}

	// Set index buffer
	pDevice->IASetIndexBuffer(pIndexBuffer, DXGI_FORMAT_R32_UINT, 0);

	// Set primitive topology
	pDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

	hr = pMyStateBlock->Capture();
	if (FAILED(hr)) {
		ods("D3D10: Failed to capture newly created state block");
		return false;
	}
	
	hr = pOrigStateBlock->Apply();
	if (FAILED(hr)) {
		ods("D3D10: Failed to restore original state block during init");
		return false;
	}

	pBackBuffer->Release();

	return true;
}
예제 #3
0
static ID3D10ShaderResourceView *BlurImage(ID3D10ShaderResourceView *pTexture, sImageInfo *pInfo)
{
	int w = pInfo->m_iWidth/4;
	int h = pInfo->m_iHeight/4;
	float fTexelW = 1.0f/(float)w;
	float fTexelH = 1.0f/(float)h;

	D3D10_VIEWPORT vp = {0, 0, w, h, 0.0f, 1.0f};
	g_pDevice->RSSetViewports(1, &vp);

	const int num_samples = KERNELSIZE;
	Vector4 vTexOffsetX[num_samples];
	Vector4 vTexOffsetY[num_samples];

	for ( int i=0; i<num_samples; i++ )
	{
		vTexOffsetX[i].Set(g_uv_offset_table[i] * fTexelW, 0.0f, 0.0f, g_weight_table[i]);
		vTexOffsetY[i].Set(0.0f, g_uv_offset_table[i] * fTexelH, 0.0f, g_weight_table[i]);
	}

	Vector4 *pConstants;

	ID3D10Device *device = GutGetGraphicsDeviceDX10();

	device->VSSetShader(g_pBlurVS);
	device->PSSetShader(g_pBlurPS);

	ID3D10Buffer *buffer_array[2] = {g_pVSConstantBuffer, g_pBlurConstantBuffer};

	device->VSSetConstantBuffers(0, 2, buffer_array);
	device->PSSetConstantBuffers(0, 2, buffer_array);

	UINT stride = sizeof(Vertex_VT);
	UINT offset = 0;

	g_pDevice->IASetInputLayout(g_pVertexLayout);
	g_pDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
	g_pDevice->IASetVertexBuffers(0, 1, &g_pVertexBuffer, &stride, &offset);

	// 水平模糊
	{
		device->OMSetRenderTargets(1, &g_pFrameRTView[0], NULL);

		g_pBlurConstantBuffer->Map( D3D10_MAP_WRITE_DISCARD, NULL, (void **) &pConstants);
		memcpy(pConstants, vTexOffsetX, sizeof(Vector4)*num_samples);
		g_pBlurConstantBuffer->Unmap();

		g_pDevice->PSSetShaderResources(0, 1, &pTexture);
		g_pDevice->Draw(4, 0);
	}
	// 垂直模糊
	{
		device->OMSetRenderTargets(1, &g_pFrameRTView[1], NULL);

		g_pBlurConstantBuffer->Map( D3D10_MAP_WRITE_DISCARD, NULL, (void **) &pConstants);
		memcpy(pConstants, vTexOffsetY, sizeof(Vector4)*num_samples);
		g_pBlurConstantBuffer->Unmap();

		g_pDevice->PSSetShaderResources(0, 1, &g_pFrameSRView[0]);
		g_pDevice->Draw(4, 0);
	}

	return g_pFrameSRView[1];
}
예제 #4
0
void D10State::init() {
	static HMODREF(GetModuleHandleW(L"D3D10.DLL"), D3D10CreateEffectFromMemory);
	static HMODREF(GetModuleHandleW(L"D3D10.DLL"), D3D10CreateStateBlock);
	static HMODREF(GetModuleHandleW(L"D3D10.DLL"), D3D10StateBlockMaskEnableAll);

	HRESULT hr;

	dwMyThread = GetCurrentThreadId();

	D3D10_STATE_BLOCK_MASK StateBlockMask;
	ZeroMemory(&StateBlockMask, sizeof(StateBlockMask));
	pD3D10StateBlockMaskEnableAll(&StateBlockMask);
	pD3D10CreateStateBlock(pDevice, &StateBlockMask, &pOrigStateBlock);
	pD3D10CreateStateBlock(pDevice, &StateBlockMask, &pMyStateBlock);

	pOrigStateBlock->Capture();

	ID3D10Texture2D* pBackBuffer = NULL;
	hr = pSwapChain->GetBuffer(0, __uuidof(*pBackBuffer), (LPVOID*)&pBackBuffer);

	pDevice->ClearState();

	D3D10_TEXTURE2D_DESC backBufferSurfaceDesc;
	pBackBuffer->GetDesc(&backBufferSurfaceDesc);

	ZeroMemory(&vp, sizeof(vp));
	vp.Width = backBufferSurfaceDesc.Width;
	vp.Height = backBufferSurfaceDesc.Height;
	vp.MinDepth = 0;
	vp.MaxDepth = 1;
	vp.TopLeftX = 0;
	vp.TopLeftY = 0;
	pDevice->RSSetViewports(1, &vp);

	hr = pDevice->CreateRenderTargetView(pBackBuffer, NULL, &pRTV);

	pDevice->OMSetRenderTargets(1, &pRTV, NULL);

	D3D10_BLEND_DESC blend;
	ZeroMemory(&blend, sizeof(blend));
	blend.BlendEnable[0] = TRUE;
	blend.SrcBlend = D3D10_BLEND_ONE;
	blend.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
	blend.BlendOp = D3D10_BLEND_OP_ADD;
	blend.SrcBlendAlpha = D3D10_BLEND_ONE;
	blend.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
	blend.BlendOpAlpha = D3D10_BLEND_OP_ADD;
	blend.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;

	pDevice->CreateBlendState(&blend, &pBlendState);
	float bf[4];
	pDevice->OMSetBlendState(pBlendState, bf, 0xffffffff);

	pD3D10CreateEffectFromMemory((void *) g_main, sizeof(g_main), 0, pDevice, NULL, &pEffect);

	pTechnique = pEffect->GetTechniqueByName("Render");
	pDiffuseTexture = pEffect->GetVariableByName("txDiffuse")->AsShaderResource();

	pTexture = NULL;
	pSRView = NULL;

	// Define the input layout
	D3D10_INPUT_ELEMENT_DESC layout[] = {
		{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
		{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 },
	};
	UINT numElements = sizeof(layout) / sizeof(layout[0]);

	// Create the input layout
	D3D10_PASS_DESC PassDesc;
	pTechnique->GetPassByIndex(0)->GetDesc(&PassDesc);
	hr = pDevice->CreateInputLayout(layout, numElements, PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &pVertexLayout);
	pDevice->IASetInputLayout(pVertexLayout);

	D3D10_BUFFER_DESC bd;
	ZeroMemory(&bd, sizeof(bd));
	bd.Usage = D3D10_USAGE_DYNAMIC;
	bd.ByteWidth = sizeof(SimpleVertex) * 4;
	bd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
	bd.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
	bd.MiscFlags = 0;
	hr = pDevice->CreateBuffer(&bd, NULL, &pVertexBuffer);

	DWORD indices[] = {
		0,1,3,
		1,2,3,
	};

	bd.Usage = D3D10_USAGE_DEFAULT;
	bd.ByteWidth = sizeof(DWORD) * 6;
	bd.BindFlags = D3D10_BIND_INDEX_BUFFER;
	bd.CPUAccessFlags = 0;
	bd.MiscFlags = 0;
	D3D10_SUBRESOURCE_DATA InitData;
	ZeroMemory(&InitData, sizeof(InitData));
	InitData.pSysMem = indices;
	hr = pDevice->CreateBuffer(&bd, &InitData, &pIndexBuffer);

	// Set index buffer
	pDevice->IASetIndexBuffer(pIndexBuffer, DXGI_FORMAT_R32_UINT, 0);

	// Set primitive topology
	pDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

	pMyStateBlock->Capture();
	pOrigStateBlock->Apply();

	pBackBuffer->Release();

	dwMyThread = 0;
}
예제 #5
0
bool CDX10Shader::Execute(std::vector<ID3D10RenderTargetView*> *vecRT, unsigned int vertexIndexStep)
{
	ID3D10Device* pDevice = m_rendererSystem->GetDevice();
	ID3D10RenderTargetView* oldRTV = 0;
	ID3D10DepthStencilView* oldDSV = 0;

	if (vecRT!=NULL && !vecRT->empty())
		pDevice->OMGetRenderTargets(1, &oldRTV, &oldDSV);

	D3D10_TECHNIQUE_DESC techDesc;
	m_effect.GetTechnique()->GetDesc(&techDesc);
	unsigned int cPasses = techDesc.Passes;

	unsigned int stride = m_vertsize;
	unsigned int offset = 0;
	ID3D10Buffer* buffer = m_vb.GetVertexBuffer();
	pDevice->IASetVertexBuffers(0, 1, &buffer, &stride, &offset);
	if (m_vb.m_type == D3DVertexBuffer::INDEXED_BUFFER) 
	{
		pDevice->IASetIndexBuffer(m_vb.GetIndexBuffer(), DXGI_FORMAT_R32_UINT, 0);
		pDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
	} else 
	{
		pDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
	}

	pDevice->IASetInputLayout(m_inputLayout);
	for (unsigned int iPass = 0; iPass < cPasses; iPass++)
	{
		if (!m_effect.BeginPass(iPass)) 
		{
			LOGERR("Failed to apply and begin pass %u in technique %s", iPass, techDesc.Name);
			break;
		}

		if (vecRT != NULL && vecRT->size() > iPass)
			pDevice->OMSetRenderTargets(1, &(*vecRT)[iPass], NULL);

		if (m_vb.m_type == D3DVertexBuffer::INDEXED_BUFFER && m_primitivesCount > 0) 
			for (int i = 0; i < m_primitivesCount; i++) 
				pDevice->DrawIndexed(m_indexCount, 0, iPass*vertexIndexStep+i*((m_vbsize/m_vertsize)/m_primitivesCount));
		else
			pDevice->Draw(m_primitivesCount, iPass*vertexIndexStep);
	}

	if (oldRTV != 0) 
	{
		if (oldDSV != 0) 
		{
			pDevice->OMSetRenderTargets(1, &oldRTV, oldDSV);
			oldRTV->Release();
			oldRTV->Release();
		} else 
		{
			pDevice->OMSetRenderTargets(1, &oldRTV, NULL);
			oldRTV->Release();
		}
	}
	pDevice->RSSetViewports(1, &m_rendererSystem->GetViewPort());
	return true;
}