Exemplo n.º 1
6
bool Texture::Create(UINT w, UINT h, const void* bits)
{
	bool ret = false;

	mWidth = w;
	mHeight = h;

	ID3D11Device* device = gCore.GetDevice();
	CHECK(device);

	D3D11_TEXTURE2D_DESC textureDesc;
	ZeroMemory(&textureDesc, sizeof(textureDesc));
	textureDesc.Width = w;
	textureDesc.Height = h;
	textureDesc.MipLevels = 1;
	textureDesc.ArraySize = 1;
	textureDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	textureDesc.SampleDesc.Count = 1;
	textureDesc.Usage = D3D11_USAGE_DEFAULT;
	textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
	textureDesc.CPUAccessFlags = 0;
	textureDesc.MiscFlags = 0;

	if (bits)
	{
		D3D11_SUBRESOURCE_DATA subres;
		subres.pSysMem = bits;
		subres.SysMemPitch = w * 4;
		subres.SysMemSlicePitch = 0; // Not needed since this is a 2d texture

		CHECK(SUCCEEDED(device->CreateTexture2D(&textureDesc, &subres, &mPtr)));
	}
	else
	{
		CHECK(SUCCEEDED(device->CreateTexture2D(&textureDesc, nullptr, &mPtr)));
	}

	D3D11_SHADER_RESOURCE_VIEW_DESC shaderResourceViewDesc;
	shaderResourceViewDesc.Format = textureDesc.Format;
	shaderResourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
	shaderResourceViewDesc.Texture2D.MostDetailedMip = 0;
	shaderResourceViewDesc.Texture2D.MipLevels = 1;

	CHECK(SUCCEEDED(device->CreateShaderResourceView(mPtr, &shaderResourceViewDesc, &mSRV)));

	D3D11_SAMPLER_DESC samplerDesc;
	ZeroMemory(&samplerDesc, sizeof(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.ComparisonFunc = D3D11_COMPARISON_NEVER;
	samplerDesc.MinLOD = 0;
	samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
	CHECK(SUCCEEDED(device->CreateSamplerState(&samplerDesc, &mSampler)));

	ret = true;
Exit0:
	return ret;
}
Exemplo n.º 2
0
    void initAll(ID3D11Device& device, 
                 ID3D11DeviceContext& context, 
                 ShaderResources& shaderResources)
    {
        assert(shaderResources.mDiffuseMapSRV == nullptr);
        assert(shaderResources.mCSResultsSRV == nullptr);
        assert(shaderResources.mCSResultsUAV == nullptr);

        ID3D11Resource* texture = nullptr;

        //
        // Diffuse Map
        //
        HRESULT result = CreateDDSTextureFromFile(&device, 
            L"Resources/Textures/brick.dds", 
            &texture, 
            &shaderResources.mDiffuseMapSRV);
        DxErrorChecker(result);  
        
        texture->Release();

        //
        // Create compute shader texture
        //        
        D3D11_TEXTURE2D_DESC groupResultsTexDesc;
        groupResultsTexDesc.Width = 512;
        groupResultsTexDesc.Height = 512;
        groupResultsTexDesc.MipLevels = 1;
        groupResultsTexDesc.ArraySize = 1;
        groupResultsTexDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
        groupResultsTexDesc.SampleDesc.Count   = 1;
        groupResultsTexDesc.SampleDesc.Quality = 0;
        groupResultsTexDesc.Usage = D3D11_USAGE_DEFAULT;
        groupResultsTexDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_UNORDERED_ACCESS;
        groupResultsTexDesc.CPUAccessFlags = 0;
        groupResultsTexDesc.MiscFlags = 0;

        ID3D11Texture2D* groupResultsTex = nullptr;
        assert(Globals::gDirect3DData.mDevice);
        result = device.CreateTexture2D(&groupResultsTexDesc, 0, &groupResultsTex);
        DxErrorChecker(result);

        D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
        srvDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
        srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
        srvDesc.Texture2D.MostDetailedMip = 0;
        srvDesc.Texture2D.MipLevels = 1;
        result = device.CreateTexture2D(&groupResultsTexDesc, 0, &groupResultsTex);
        result = device.CreateShaderResourceView(groupResultsTex, &srvDesc, &shaderResources.mCSResultsSRV);

        D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc;
        uavDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
        uavDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D;
        uavDesc.Texture2D.MipSlice = 0;
        result = device.CreateUnorderedAccessView(groupResultsTex, &uavDesc, &shaderResources.mCSResultsUAV);

        // Views save a reference to the texture so we can release our reference.
        groupResultsTex->Release();
    }
Exemplo n.º 3
0
bool Texture::LoadXOR() {
	width_ = height_ = 256;
	unsigned char *buf = new unsigned char[width_*height_*4];
	for (int y = 0; y < 256; y++) {
		for (int x = 0; x < 256; x++) {
			buf[(y*width_ + x)*4 + 0] = x^y;
			buf[(y*width_ + x)*4 + 1] = x^y;
			buf[(y*width_ + x)*4 + 2] = x^y;
			buf[(y*width_ + x)*4 + 3] = 0xFF;
		}
	}
	GL_CHECK();
	ID3D11Device *ctx;
	D3D11_TEXTURE2D_DESC desc;
	desc.Width = width_;
	desc.Height = height_;
	desc.MipLevels = 0;
	desc.ArraySize = 1;
	desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	desc.Usage = D3D11_USAGE_DEFAULT;
	desc.SampleDesc.Count = 1;
	desc.SampleDesc.Quality = 0;
	desc.CPUAccessFlags = 0;
	desc.MiscFlags = 0;
	if (FAILED(ctx->CreateTexture2D(&desc, 0, &tex_))) {
		FLOG("Failed creating XOR texture");
	}
	SetTextureParameters(ZIM_GEN_MIPS);
	GL_CHECK();
	delete [] buf;
	return true;
}
Exemplo n.º 4
0
static bool grabFrameD3D11(IDXGISwapChain *swap)
{
  ID3D11Device *device = 0;
  ID3D11DeviceContext *context = 0;
  ID3D11Texture2D *tex = 0, *captureTex = 0;

  if (FAILED(swap->GetBuffer(0, IID_ID3D11Texture2D, (void**)&tex)))
    return false;

  D3D11_TEXTURE2D_DESC desc;
  tex->GetDevice(&device);
  tex->GetDesc(&desc);

  // re-creating the capture staging texture each frame is definitely not the most efficient
  // way to handle things, but it frees me of all kind of resource management trouble, so
  // here goes...
  desc.MipLevels = 1;
  desc.ArraySize = 1;
  desc.SampleDesc.Count = 1;
  desc.SampleDesc.Quality = 0;
  desc.Usage = D3D11_USAGE_STAGING;
  desc.BindFlags = 0;
  desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  desc.MiscFlags = 0;

  if(FAILED(device->CreateTexture2D(&desc,0,&captureTex)))
    printLog("video/d3d11: couldn't create staging texture for gpu->cpu download!\n");
  else
    setCaptureResolution(desc.Width,desc.Height);

  device->GetImmediateContext(&context);
  context->CopySubresourceRegion(captureTex,0,0,0,0,tex,0,0);

  D3D11_MAPPED_SUBRESOURCE mapped;
  bool grabOk = false;

  if(captureTex && SUCCEEDED(context->Map(captureTex,0,D3D11_MAP_READ,0,&mapped)))
  {
    switch(desc.Format)
    {
    case DXGI_FORMAT_R8G8B8A8_UNORM:
      blitAndFlipRGBAToCaptureData((unsigned char *) mapped.pData,mapped.RowPitch);
      grabOk = true;
      break;

    default:
      printLog("video/d3d11: unsupported backbuffer format, can't grab pixels!\n");
      break;
    }

    context->Unmap(captureTex,0);
  }

  tex->Release();
  if(captureTex) captureTex->Release();
  context->Release();
  device->Release();

  return grabOk;
}
Exemplo n.º 5
0
    void checkPixelsUsingD3D(bool usingPresentPathFast)
    {
        ASSERT_NE(nullptr, mOffscreenSurfaceD3D11Texture);

        D3D11_TEXTURE2D_DESC textureDesc = {0};
        ID3D11Device *device;
        ID3D11DeviceContext *context;
        mOffscreenSurfaceD3D11Texture->GetDesc(&textureDesc);
        mOffscreenSurfaceD3D11Texture->GetDevice(&device);
        device->GetImmediateContext(&context);
        ASSERT_NE(nullptr, device);
        ASSERT_NE(nullptr, context);

        textureDesc.CPUAccessFlags  = D3D11_CPU_ACCESS_READ;
        textureDesc.Usage           = D3D11_USAGE_STAGING;
        textureDesc.BindFlags       = 0;
        textureDesc.MiscFlags       = 0;
        ID3D11Texture2D *cpuTexture = nullptr;
        ASSERT_TRUE(SUCCEEDED(device->CreateTexture2D(&textureDesc, nullptr, &cpuTexture)));

        context->CopyResource(cpuTexture, mOffscreenSurfaceD3D11Texture);

        D3D11_MAPPED_SUBRESOURCE mappedSubresource;
        context->Map(cpuTexture, 0, D3D11_MAP_READ, 0, &mappedSubresource);
        ASSERT_EQ(static_cast<UINT>(mWindowWidth * 4), mappedSubresource.RowPitch);
        ASSERT_EQ(static_cast<UINT>(mWindowWidth * mWindowWidth * 4), mappedSubresource.DepthPitch);

        angle::GLColor *byteData = reinterpret_cast<angle::GLColor *>(mappedSubresource.pData);

        // Note that the texture is in BGRA format, although the GLColor struct is RGBA
        GLColor expectedTopLeftPixel     = GLColor(0,   0, 255, 255);  // Red
        GLColor expectedTopRightPixel    = GLColor(0, 255,   0, 255);  // Green
        GLColor expectedBottomLeftPixel  = GLColor(255, 0,   0, 255);  // Blue
        GLColor expectedBottomRightPixel = GLColor(0, 255, 255, 255);  // Red + Green

        if (usingPresentPathFast)
        {
            // Invert the expected values
            GLColor tempTopLeft      = expectedTopLeftPixel;
            GLColor tempTopRight     = expectedTopRightPixel;
            expectedTopLeftPixel     = expectedBottomLeftPixel;
            expectedTopRightPixel    = expectedBottomRightPixel;
            expectedBottomLeftPixel  = tempTopLeft;
            expectedBottomRightPixel = tempTopRight;
        }

        EXPECT_EQ(expectedTopLeftPixel, byteData[0]);
        EXPECT_EQ(expectedTopRightPixel, byteData[(mWindowWidth - 1)]);
        EXPECT_EQ(expectedBottomLeftPixel, byteData[(mWindowWidth - 1) * mWindowWidth]);
        EXPECT_EQ(expectedBottomRightPixel,
                  byteData[(mWindowWidth - 1) * mWindowWidth + (mWindowWidth - 1)]);

        context->Unmap(cpuTexture, 0);
        SafeRelease(cpuTexture);
        SafeRelease(device);
        SafeRelease(context);
    }
Exemplo n.º 6
0
void Image11::createStagingTexture()
{
    if (mStagingTexture)
    {
        return;
    }

    ID3D11Texture2D *newTexture = NULL;
    int lodOffset = 1;

    DXGI_FORMAT dxgiFormat = getDXGIFormat();
    ASSERT(!d3d11::IsDepthStencilFormat(dxgiFormat)); // We should never get here for depth textures

	/*
    if (mRenderer->getFeatureLevel() <= D3D_FEATURE_LEVEL_9_3 && dxgiFormat == DXGI_FORMAT_A8_UNORM)
        dxgiFormat = DXGI_FORMAT_B8G8R8A8_UNORM;
		*/

    if (mWidth != 0 && mHeight != 0)
    {
        GLsizei width = mWidth;
        GLsizei height = mHeight;

        // adjust size if needed for compressed textures
        gl::MakeValidSize(false, d3d11::IsCompressed(dxgiFormat), &width, &height, &lodOffset);
        ID3D11Device *device = mRenderer->getDevice();

        D3D11_TEXTURE2D_DESC desc;
        desc.Width = width;
        desc.Height = height;
        desc.MipLevels = lodOffset + 1;
        desc.ArraySize = 1;
        desc.Format = dxgiFormat;
        desc.SampleDesc.Count = 1;
        desc.SampleDesc.Quality = 0;
        desc.Usage = D3D11_USAGE_STAGING;
        desc.BindFlags = 0;
        desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
        desc.MiscFlags = 0;

        HRESULT result = device->CreateTexture2D(&desc, NULL, &newTexture);

        if (FAILED(result))
        {
            ASSERT(result == E_OUTOFMEMORY);
            ERR("Creating image failed.");
            return gl::error(GL_OUT_OF_MEMORY);
        }
    }

    mStagingTexture = newTexture;
    mStagingSubresource = D3D11CalcSubresource(lodOffset, 0, lodOffset + 1);
    mDirty = false;
}
Exemplo n.º 7
0
bool CDXVAContext::CreateSurfaces(D3D11_VIDEO_DECODER_DESC format, unsigned int count, unsigned int alignment, ID3D11VideoDecoderOutputView **surfaces) const
{
  HRESULT hr = S_OK;
  ID3D11Device* pDevice = g_Windowing.Get3D11Device();
  ID3D11DeviceContext1* pContext = g_Windowing.GetImmediateContext();

  unsigned bindFlags = D3D11_BIND_DECODER;

  if (g_Windowing.IsFormatSupport(format.OutputFormat, D3D11_FORMAT_SUPPORT_SHADER_SAMPLE))
    bindFlags |= D3D11_BIND_SHADER_RESOURCE;

  CD3D11_TEXTURE2D_DESC texDesc(format.OutputFormat, 
                                FFALIGN(format.SampleWidth, alignment), 
                                FFALIGN(format.SampleHeight, alignment), 
                                count, 1, bindFlags);

  ID3D11Texture2D *texture = nullptr;
  if (FAILED(pDevice->CreateTexture2D(&texDesc, NULL, &texture)))
  {
    CLog::LogF(LOGERROR, "failed creating decoder texture array.");
    return false;
  }

  D3D11_VIDEO_DECODER_OUTPUT_VIEW_DESC vdovDesc;
  vdovDesc.DecodeProfile = format.Guid;
  vdovDesc.Texture2D.ArraySlice = 0;
  vdovDesc.ViewDimension = D3D11_VDOV_DIMENSION_TEXTURE2D;
  float clearColor[] = { 0.0625f, 0.5f, 0.5f, 1.0f }; // black color in YUV

  size_t i;
  for (i = 0; i < count; ++i)
  {
    vdovDesc.Texture2D.ArraySlice = D3D11CalcSubresource(0, i, texDesc.MipLevels);
    hr = m_service->CreateVideoDecoderOutputView(texture, &vdovDesc, &surfaces[i]);
    if (FAILED(hr))
    {
      CLog::LogF(LOGERROR, "failed creating surfaces.");
      break;
    }
    pContext->ClearView(surfaces[i], clearColor, nullptr, 0);
  }
  SAFE_RELEASE(texture);

  if (FAILED(hr))
  {
    for (size_t j = 0; j < i; ++j)
      SAFE_RELEASE(surfaces[j]);
  }

  return SUCCEEDED(hr);
}
Exemplo n.º 8
0
void D11State::newTexture(unsigned int w, unsigned int h) {
	HRESULT hr;

	ods("D3D11: newTex %d %d", w, h);

	if (pTexture) {
		pTexture->Release();
		pTexture = NULL;
	}
	if (pSRView) {
		pSRView->Release();
		pSRView = NULL;
	}

	D3D11_TEXTURE2D_DESC desc;
	ZeroMemory(&desc, sizeof(desc));

	desc.Width = w;
	desc.Height = h;
	desc.MipLevels = desc.ArraySize = 1;
	desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	desc.SampleDesc.Count = 1;
	desc.Usage = D3D11_USAGE_DYNAMIC;
	desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
	desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
	hr = pDevice->CreateTexture2D(&desc, NULL, &pTexture);

	if (FAILED(hr)) {
		pTexture = NULL;
		ods("D3D11: Failed to create texture.");
		return;
	}

	D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
	ZeroMemory(&srvDesc, sizeof(srvDesc));
	srvDesc.Format = desc.Format;
	srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
	srvDesc.Texture2D.MostDetailedMip = 0;
	srvDesc.Texture2D.MipLevels = desc.MipLevels;

	hr = pDevice->CreateShaderResourceView(pTexture, &srvDesc, &pSRView);
	if (FAILED(hr)) {
		pSRView = NULL;
		pTexture->Release();
		pTexture = NULL;
		ods("D3D11: Failed to create resource view.");
		return;
	}
}
Exemplo n.º 9
0
	bool D3D11DepthStencilBuffer::Create(int w, int h, G_FORMAT format)
	{

		D3D11_TEXTURE2D_DESC td;
		ZeroMemory(&td, sizeof(td));

		td.ArraySize = 1;
		td.BindFlags = D3D11_BIND_DEPTH_STENCIL;
		
		td.CPUAccessFlags = 0;
		td.Format = D3D11Format::Convert(format);
		td.Width = w;
		td.Height = h;
		td.MipLevels = 1;
		td.ArraySize = 1;
		td.MiscFlags = 0;
		td.SampleDesc.Count = 1;
		td.SampleDesc.Quality = 0;
		td.Usage = D3D11_USAGE_DEFAULT;
				
		ID3D11Device* pDevice = NULL;

		m_pContext->GetDevice(&pDevice);

		if(FAILED(pDevice->CreateTexture2D(&td, NULL, &m_pBuffer)))
		{
			pDevice->Release();
			return DepthStencilBufferPtr();
		}

		D3D11_DEPTH_STENCIL_VIEW_DESC d;
		ZeroMemory(&d, sizeof(d));

		d.Format = D3D11Format::Convert(format);
		d.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
		d.Flags = 0;
		d.Texture2D.MipSlice = 0;

		if(FAILED(pDevice->CreateDepthStencilView( m_pBuffer, &d, &m_pDepthStencilView)))
		{
			pDevice->Release();
			return false;
		}

		pDevice->Release();

		return true;
	}
Exemplo n.º 10
0
bool CDXVAContext::CreateSurfaces(D3D11_VIDEO_DECODER_DESC format, unsigned int count, unsigned int alignment, ID3D11VideoDecoderOutputView **surfaces)
{
  HRESULT hr = S_OK;
  ID3D11Device* pDevice = g_Windowing.Get3D11Device();

  CD3D11_TEXTURE2D_DESC texDesc(format.OutputFormat, 
                                FFALIGN(format.SampleWidth, alignment), 
                                FFALIGN(format.SampleHeight, alignment), 
                                count, 1, D3D11_BIND_DECODER);

  ID3D11Texture2D *texture = nullptr;
  if (FAILED(pDevice->CreateTexture2D(&texDesc, NULL, &texture)))
  {
    CLog::Log(LOGERROR, "%s - failed creating decoder texture array", __FUNCTION__);
    return false;
  }

  D3D11_VIDEO_DECODER_OUTPUT_VIEW_DESC vdovDesc = {0};
  vdovDesc.DecodeProfile = format.Guid;
  vdovDesc.Texture2D.ArraySlice = 0;
  vdovDesc.ViewDimension = D3D11_VDOV_DIMENSION_TEXTURE2D;

  size_t i;
  for (i = 0; i < count; ++i)
  {
    vdovDesc.Texture2D.ArraySlice = D3D11CalcSubresource(0, i, texDesc.MipLevels);
    hr = m_service->CreateVideoDecoderOutputView(texture, &vdovDesc, &surfaces[i]);
    if (FAILED(hr))
    {
      CLog::Log(LOGERROR, "%s - failed creating surfaces", __FUNCTION__);
      break;
    }
  }
  SAFE_RELEASE(texture);

  if (FAILED(hr))
  {
    for (size_t j = 0; j < i; ++j)
      SAFE_RELEASE(surfaces[j]);
  }

  return SUCCEEDED(hr);
}
Exemplo n.º 11
0
	bool TextureCube<RendererTypeDX11>::LoadTextureData(std::vector<const BYTE *> &buffers)
	{
		TEXTURE_DESC &desc = this->GetDesc();

		const Size &size = this->GetSize();
		mTextureParams.Width = size.width;
		mTextureParams.Height = size.height;

		int faceSize = size.width * size.height * 4;

		D3D11_SUBRESOURCE_DATA textureData[6];
		for(int i = 0; i < 6; i++) {
			textureData[i].pSysMem = &buffers[0][faceSize * i];
			textureData[i].SysMemPitch = size.width * TextureFormatNumComponents[desc.Format];
			textureData[i].SysMemSlicePitch = faceSize;
		}

		ID3D11Device *device = this->GetDevice()->GetD3D11Device();
		
		HRESULT hr = device->CreateTexture2D(&mTextureParams, textureData, &mDXTexture);

		if(hr != S_OK) {
			// TODO: Error handling
			throw "Error Creating D3D11 Texture!";
		}

		ID3D11ShaderResourceView *resourceView;
		D3D11_SHADER_RESOURCE_VIEW_DESC resourceViewDesc;
		memset(&resourceViewDesc, 0, sizeof(D3D11_SHADER_RESOURCE_VIEW_DESC));
		resourceViewDesc.Format = mTextureParams.Format;
		resourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
		resourceViewDesc.TextureCube.MipLevels = 1;
		resourceViewDesc.TextureCube.MostDetailedMip = 0;

		hr = device->CreateShaderResourceView(mDXTexture, &resourceViewDesc, &resourceView);
		if(hr != S_OK) {
			// TODO: Error handling
			throw "Error Creating D3D11 Texture Resource View!";
		}

		this->SetTextureResource(resourceView);
	}
Exemplo n.º 12
0
ID3D11Texture2D* DxAssist::CreateTexture(
    uint        w, 
    uint        h,
    DXGI_FORMAT format      /*= DXGI_FORMAT_R8G8B8A8_UNORM*/, 
    D3D11_USAGE usage       /*= D3D11_USAGE_DEFAULT*/, 
    UINT        bindFlags   /*= (D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE)*/
)
{
    HRESULT hr = E_FAIL;

    ID3D11Device* device = m_device;
    ID3D11DeviceContext* deviceContext = m_deviceContext;
    
    ID3D11Texture2D* texture = 0;
    D3D11_TEXTURE2D_DESC texdesc;

    ASSERT(device);
    ASSERT(deviceContext);

    // Create the rendered texture.

    memset(&texdesc, 0, sizeof(texdesc));
    texdesc.Width = w;
    texdesc.Height = h;
    texdesc.MipLevels = 1;
    texdesc.ArraySize = 1;
    texdesc.Format = format;
    texdesc.SampleDesc.Count = 1;
    texdesc.SampleDesc.Quality = 0;
    texdesc.Usage = usage;
    texdesc.BindFlags = bindFlags;
    texdesc.CPUAccessFlags = 0;
    texdesc.MiscFlags = 0;

    hr = device->CreateTexture2D(&texdesc, NULL, &texture);
    KGLOG_COM_PROCESS_ERROR(hr);

Exit0:
    return texture;
}
Exemplo n.º 13
0
HRESULT DxAssist::CreateRTDevice(ID3D11Texture2D* texture, DxRTDevice* RTDevice)
{
    HRESULT hr = E_FAIL;
    HRESULT hresult = E_FAIL;

    ID3D11Device* device = m_device;
    ID3D11DeviceContext* deviceContext = m_deviceContext;
    D3D11_TEXTURE2D_DESC texdesc;

    ASSERT(device);
    ASSERT(deviceContext);

    hr = device->CreateRenderTargetView(texture, NULL, &RTDevice->RTView);
    KGLOG_COM_PROCESS_ERROR(hr);

    // Create the depth/stencil buffer that is used when rendering the cube. Most parameters remain the same,
    // except the format, and bind flags.

    texture->GetDesc(&texdesc);
    texdesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
    texdesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
    
    hr = device->CreateTexture2D(&texdesc, NULL, &RTDevice->RTDepthStencilBuf);
    KGLOG_COM_PROCESS_ERROR(hr);
    
    hr = device->CreateDepthStencilView( RTDevice->RTDepthStencilBuf, NULL, &RTDevice->RTDepthStencil);
    KGLOG_COM_PROCESS_ERROR(hr);

    hresult = S_OK;
Exit0:
    if ( FAILED(hresult) )
    {
        ReleaseRTDevice(RTDevice);
    }
    return hresult;
}
Exemplo n.º 14
0
gl::Error Image11::copy(GLint xoffset, GLint yoffset, GLint zoffset, const gl::Rectangle &sourceArea, ID3D11Texture2D *source, UINT sourceSubResource)
{
    D3D11_TEXTURE2D_DESC textureDesc;
    source->GetDesc(&textureDesc);

    if (textureDesc.Format == mDXGIFormat)
    {
        // No conversion needed-- use copyback fastpath
        ID3D11Resource *stagingTexture = NULL;
        unsigned int stagingSubresourceIndex = 0;
        gl::Error error = getStagingTexture(&stagingTexture, &stagingSubresourceIndex);
        if (error.isError())
        {
            return error;
        }

        ID3D11Device *device = mRenderer->getDevice();
        ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();

        UINT subresourceAfterResolve = sourceSubResource;

        ID3D11Texture2D* srcTex = NULL;
        if (textureDesc.SampleDesc.Count > 1)
        {
            D3D11_TEXTURE2D_DESC resolveDesc;
            resolveDesc.Width = textureDesc.Width;
            resolveDesc.Height = textureDesc.Height;
            resolveDesc.MipLevels = 1;
            resolveDesc.ArraySize = 1;
            resolveDesc.Format = textureDesc.Format;
            resolveDesc.SampleDesc.Count = 1;
            resolveDesc.SampleDesc.Quality = 0;
            resolveDesc.Usage = D3D11_USAGE_DEFAULT;
            resolveDesc.BindFlags = 0;
            resolveDesc.CPUAccessFlags = 0;
            resolveDesc.MiscFlags = 0;

            HRESULT result = device->CreateTexture2D(&resolveDesc, NULL, &srcTex);
            if (FAILED(result))
            {
                return gl::Error(GL_OUT_OF_MEMORY, "Failed to create resolve texture for Image11::copy, HRESULT: 0x%X.", result);
            }

            deviceContext->ResolveSubresource(srcTex, 0, source, sourceSubResource, textureDesc.Format);
            subresourceAfterResolve = 0;
        }
        else
        {
            srcTex = source;
        }

        D3D11_BOX srcBox;
        srcBox.left = sourceArea.x;
        srcBox.right = sourceArea.x + sourceArea.width;
        srcBox.top = sourceArea.y;
        srcBox.bottom = sourceArea.y + sourceArea.height;
        srcBox.front = 0;
        srcBox.back = 1;

        deviceContext->CopySubresourceRegion(stagingTexture, stagingSubresourceIndex, xoffset, yoffset, zoffset, srcTex, subresourceAfterResolve, &srcBox);

        if (textureDesc.SampleDesc.Count > 1)
        {
            SafeRelease(srcTex);
        }
    }
    else
    {
        // This format requires conversion, so we must copy the texture to staging and manually convert via readPixels
        D3D11_MAPPED_SUBRESOURCE mappedImage;
        gl::Error error = map(D3D11_MAP_WRITE, &mappedImage);
        if (error.isError())
        {
            return error;
        }

        // determine the offset coordinate into the destination buffer
        GLsizei rowOffset = gl::GetInternalFormatInfo(mActualFormat).pixelBytes * xoffset;
        uint8_t *dataOffset = static_cast<uint8_t*>(mappedImage.pData) + mappedImage.RowPitch * yoffset + rowOffset + zoffset * mappedImage.DepthPitch;

        const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(mInternalFormat);

        error = mRenderer->readTextureData(source, sourceSubResource, sourceArea, formatInfo.format, formatInfo.type, mappedImage.RowPitch, gl::PixelPackState(), dataOffset);

        unmap();

        if (error.isError())
        {
            return error;
        }
    }

    mDirty = true;

    return gl::Error(GL_NO_ERROR);
}
Exemplo n.º 15
0
	void MultiRenderTarget::Initialise( u32 count, u32 width, u32 height )
	{
		// Store the width and height of the render texture.
		mWidth = width;
		mHeight = height;

		// Initialize the render target texture description.
		D3D11_TEXTURE2D_DESC textureDesc;
		ZeroMemory( &textureDesc, sizeof( textureDesc ) );

		// Setup the render target texture description.
		textureDesc.Width = width;
		textureDesc.Height = height;
		textureDesc.MipLevels = 1;
		textureDesc.ArraySize = 1;
		textureDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
		textureDesc.SampleDesc.Count = 1;
		textureDesc.Usage = D3D11_USAGE_DEFAULT;
		textureDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
		textureDesc.CPUAccessFlags = 0;
		textureDesc.MiscFlags = 0;

		// Create the render target textures.
		ID3D11Device * device = GRAPHICS.GetPipeline()->GetDevice();
		mRenderTargetTextures.resize( count, nullptr );
		for( u32 i = 0; i < count; ++i )
		{
			HRESULT result = device->CreateTexture2D( &textureDesc, nullptr, mRenderTargetTextures.data() + i );
			if( FAILED( result ) )
			{
				return;
			}
		}

		// Setup the description of the render target view.
		D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc;
		renderTargetViewDesc.Format = textureDesc.Format;
		renderTargetViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
		renderTargetViewDesc.Texture2D.MipSlice = 0;

		// Create the render target views.
		mRenderTargetViews.resize( count, nullptr );
		for( u32 i = 0; i < count; ++i )
		{
			HRESULT result = device->CreateRenderTargetView( mRenderTargetTextures[i], &renderTargetViewDesc, mRenderTargetViews.data() + i );
			if( FAILED( result ) )
			{
				return;
			}
		}

		// Setup the description of the shader resource view.
		D3D11_SHADER_RESOURCE_VIEW_DESC shaderResourceViewDesc;
		shaderResourceViewDesc.Format = textureDesc.Format;
		shaderResourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
		shaderResourceViewDesc.Texture2D.MostDetailedMip = 0;
		shaderResourceViewDesc.Texture2D.MipLevels = 1;

		// Create the shader resource views.
		mShaderResourceViews.resize( count, nullptr );
		for( u32 i = 0; i < count; ++i )
		{
			HRESULT result = device->CreateShaderResourceView( mRenderTargetTextures[i], &shaderResourceViewDesc, mShaderResourceViews.data() + i );
			if( FAILED( result ) )
			{
				return;
			}
		}

		// Initialize the description of the depth buffer.
		D3D11_TEXTURE2D_DESC depthBufferDesc;
		ZeroMemory( &depthBufferDesc, sizeof( depthBufferDesc ) );

		// Set up the description of the depth buffer.
		depthBufferDesc.Width = width;
		depthBufferDesc.Height = height;
		depthBufferDesc.MipLevels = 1;
		depthBufferDesc.ArraySize = 1;
		depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
		depthBufferDesc.SampleDesc.Count = 1;
		depthBufferDesc.SampleDesc.Quality = 0;
		depthBufferDesc.Usage = D3D11_USAGE_DEFAULT;
		depthBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
		depthBufferDesc.CPUAccessFlags = 0;
		depthBufferDesc.MiscFlags = 0;

		// Create the texture for the depth buffer using the filled out description.
		HRESULT result = device->CreateTexture2D( &depthBufferDesc, NULL, &mDepthStencilBuffer );
		if( FAILED( result ) )
		{
			return;
		}

		// Initailze the depth stencil view description.
		D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
		ZeroMemory( &depthStencilViewDesc, sizeof( depthStencilViewDesc ) );

		// Set up the depth stencil view description.
		depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
		depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
		depthStencilViewDesc.Texture2D.MipSlice = 0;

		// Create the depth stencil view.
		result = device->CreateDepthStencilView( mDepthStencilBuffer, &depthStencilViewDesc, &mDepthStencilView );
		if( FAILED( result ) )
		{
			return;
		}

		// Setup the viewport for rendering.
		mViewport.Width = static_cast<float>( width );
		mViewport.Height = static_cast<float>( height );
		mViewport.MinDepth = 0.0f;
		mViewport.MaxDepth = 1.0f;
		mViewport.TopLeftX = 0.0f;
		mViewport.TopLeftY = 0.0f;
	}
Exemplo n.º 16
0
    Coherent::UI::CoherentHandle CCoherentUISystem::CreateSharedTextureDX11( const CreateSurfaceTask& task, TexturePair* outTexturePair )
    {
        // The shared texture's format for DX11 must be DXGI_FORMAT_B8G8R8A8_UNORM.
        // There is no corresponding ETEX_Format and after injecting the created
        // texture, COM errors occur.
        // TODO: Find a way to fool CryEngine into accepting a DXGI_FORMAT_B8G8R8A8_UNORM texture.

        // Create shared texture
        D3D11_TEXTURE2D_DESC desc;
        memset( &desc, 0, sizeof( desc ) );
        desc.Width = task.Width;
        desc.Height = task.Height;
        desc.MipLevels = 1;
        desc.ArraySize = 1;
        desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
        desc.SampleDesc.Count = 1;
        desc.Usage = D3D11_USAGE_DEFAULT;
        desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
        desc.MiscFlags = D3D11_RESOURCE_MISC_SHARED;

        ID3D11Device* pDevice = static_cast<ID3D11Device*>( gD3DDevice );

        ID3D11Texture2D* pD3DTex = NULL;
        HRESULT hr = pDevice->CreateTexture2D( &desc, NULL, &pD3DTex );

        if ( FAILED( hr ) )
        {
            return Coherent::UI::CoherentHandle( 0 );
        }

        IDXGIResource* pTempResource = NULL;
        hr = pD3DTex->QueryInterface( __uuidof( IDXGIResource ), ( void** )&pTempResource );

        if ( FAILED( hr ) )
        {
            SAFE_RELEASE( pD3DTex );
            return Coherent::UI::CoherentHandle( 0 );
        }

        HANDLE result;
        hr = pTempResource->GetSharedHandle( &result );
        pTempResource->Release();

        if ( FAILED( hr ) )
        {
            SAFE_RELEASE( pD3DTex );
            return Coherent::UI::CoherentHandle( 0 );
        }

        ITexture* pCryTex = gD3DSystem->InjectTexture( pD3DTex, task.Width, task.Height, eTF_A8R8G8B8, 0 );
        // The native texture has one more reference after InjectTexture

        if ( outTexturePair )
        {
            outTexturePair->CryTextureID = pCryTex->GetTextureID();
            outTexturePair->NativeTexture.pTexDX11 = pD3DTex;
        }

        SAFE_RELEASE( pD3DTex );

        return Coherent::UI::CoherentHandle( result );
    }
Exemplo n.º 17
0
    HRESULT STDMETHODCALLTYPE SwapPresentHook(UINT syncInterval, UINT flags)
    {
        IDXGISwapChain *swap = (IDXGISwapChain*)this;

        if(lpCurrentSwap == NULL && !bTargetAcquired)
        {
            lpCurrentSwap = swap;
            SetupD3D11(swap);
            bTargetAcquired = true;
        }

        if(lpCurrentSwap == swap)
        {
            ID3D11Device *device = NULL;
            HRESULT chi;
            if(SUCCEEDED(chi = swap->GetDevice(__uuidof(ID3D11Device), (void**)&device)))
            {
                if(!lpCurrentDevice)
                {
                    lpCurrentDevice = device;

                    oldD3D11Release = GetVTable(device, (8/4));
                    newD3D11Release = ConvertClassProcToFarproc((CLASSPROC)&D3D11Override::DeviceReleaseHook);
                    SetVTable(device, (8/4), newD3D11Release);
                }

                ID3D11DeviceContext *context;
                device->GetImmediateContext(&context);

                if(!bHasTextures && bCapturing)
                {
                    if(dxgiFormat)
                    {
                        if(!hwndReceiver)
                            hwndReceiver = FindWindow(RECEIVER_WINDOWCLASS, NULL);

                        if(hwndReceiver)
                        {
                            D3D11_TEXTURE2D_DESC texDesc;
                            ZeroMemory(&texDesc, sizeof(texDesc));
                            texDesc.Width  = d3d11CaptureInfo.cx;
                            texDesc.Height = d3d11CaptureInfo.cy;
                            texDesc.MipLevels = 1;
                            texDesc.ArraySize = 1;
                            texDesc.Format = dxgiFormat;
                            texDesc.SampleDesc.Count = 1;
                            texDesc.Usage = D3D11_USAGE_STAGING;
                            texDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;

                            bool bSuccess = true;
                            UINT pitch;

                            for(UINT i=0; i<2; i++)
                            {
                                HRESULT ching;
                                if(FAILED(ching = device->CreateTexture2D(&texDesc, NULL, &d3d11Textures[i])))
                                {
                                    bSuccess = false;
                                    break;
                                }

                                if(i == 0)
                                {
                                    ID3D11Resource *resource;
                                    if(FAILED(d3d11Textures[i]->QueryInterface(__uuidof(ID3D11Resource), (void**)&resource)))
                                    {
                                        bSuccess = false;
                                        break;
                                    }

                                    D3D11_MAPPED_SUBRESOURCE map;
                                    if(FAILED(context->Map(resource, 0, D3D11_MAP_READ, 0, &map)))
                                    {
                                        bSuccess = false;
                                        break;
                                    }

                                    pitch = map.RowPitch;
                                    context->Unmap(resource, 0);
                                    resource->Release();
                                }
                            }

                            if(bSuccess)
                            {
                                d3d11CaptureInfo.mapID = InitializeSharedMemory(pitch*d3d11CaptureInfo.cy, &d3d11CaptureInfo.mapSize, &copyData, textureBuffers);
                                if(!d3d11CaptureInfo.mapID)
                                    bSuccess = false;
                            }

                            if(bSuccess)
                            {
                                bHasTextures = true;
                                d3d11CaptureInfo.captureType = CAPTURETYPE_MEMORY;
                                d3d11CaptureInfo.hwndSender = hwndSender;
                                d3d11CaptureInfo.pitch = pitch;
                                d3d11CaptureInfo.bFlip = FALSE;
                                PostMessage(hwndReceiver, RECEIVER_NEWCAPTURE, 0, (LPARAM)&d3d11CaptureInfo);
                            }
                            else
                            {
                                for(UINT i=0; i<2; i++)
                                {
                                    SafeRelease(d3d11Textures[i]);

                                    if(textureBuffers[i])
                                    {
                                        free(textureBuffers[i]);
                                        textureBuffers[i] = NULL;
                                    }
                                }
                            }
                        }
                    }
                }

                if(bHasTextures)
                {
                    if(bCapturing)
                    {
                        DWORD nextCapture = curCapture == 0 ? 1 : 0;

                        ID3D11Texture2D *texture = d3d11Textures[curCapture];
                        ID3D11Resource *backBuffer = NULL;

                        if(SUCCEEDED(swap->GetBuffer(0, IID_ID3D11Resource, (void**)&backBuffer)))
                        {
                            if(bIsMultisampled)
                                context->ResolveSubresource(texture, 0, backBuffer, 0, dxgiFormat);
                            else
                                context->CopyResource(texture, backBuffer);
                            backBuffer->Release();

                            ID3D11Texture2D *lastTexture = d3d11Textures[nextCapture];
                            ID3D11Resource *resource;

                            if(SUCCEEDED(lastTexture->QueryInterface(__uuidof(ID3D11Resource), (void**)&resource)))
                            {
                                D3D11_MAPPED_SUBRESOURCE map;
                                if(SUCCEEDED(context->Map(resource, 0, D3D11_MAP_READ, 0, &map)))
                                {
                                    LPBYTE *pTextureBuffer = NULL;
                                    int lastRendered = -1;

                                    //under no circumstances do we -ever- allow a stall
                                    if(WaitForSingleObject(textureMutexes[curCapture], 0) == WAIT_OBJECT_0)
                                        lastRendered = (int)curCapture;
                                    else if(WaitForSingleObject(textureMutexes[nextCapture], 0) == WAIT_OBJECT_0)
                                        lastRendered = (int)nextCapture;

                                    if(lastRendered != -1)
                                    {
                                        SSECopy(textureBuffers[lastRendered], map.pData, map.RowPitch*d3d11CaptureInfo.cy);
                                        ReleaseMutex(textureMutexes[lastRendered]);
                                    }

                                    context->Unmap(resource, 0);
                                    copyData->lastRendered = (UINT)lastRendered;
                                }

                                resource->Release();
                            }
                        }

                        curCapture = nextCapture;
                    }
                    else
                        ClearD3D11Data();
                }

                device->Release();
                context->Release();
            }
        }

        gi11swapPresent.Unhook();
        HRESULT hRes = swap->Present(syncInterval, flags);
        gi11swapPresent.Rehook();

        return hRes;
    }
Exemplo n.º 18
0
gl::Error Image11::copyWithoutConversion(const gl::Offset &destOffset,
                                         const gl::Box &sourceArea,
                                         const TextureHelper11 &textureHelper,
                                         UINT sourceSubResource)
{
    // No conversion needed-- use copyback fastpath
    ID3D11Resource *stagingTexture       = nullptr;
    unsigned int stagingSubresourceIndex = 0;
    gl::Error error = getStagingTexture(&stagingTexture, &stagingSubresourceIndex);
    if (error.isError())
    {
        return error;
    }

    ID3D11Device *device               = mRenderer->getDevice();
    ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();

    UINT subresourceAfterResolve = sourceSubResource;

    ID3D11Resource *srcTex     = nullptr;
    const gl::Extents &extents = textureHelper.getExtents();

    bool needResolve =
        (textureHelper.getTextureType() == GL_TEXTURE_2D && textureHelper.getSampleCount() > 1);

    if (needResolve)
    {
        D3D11_TEXTURE2D_DESC resolveDesc;
        resolveDesc.Width              = extents.width;
        resolveDesc.Height             = extents.height;
        resolveDesc.MipLevels          = 1;
        resolveDesc.ArraySize          = 1;
        resolveDesc.Format             = textureHelper.getFormat();
        resolveDesc.SampleDesc.Count   = 1;
        resolveDesc.SampleDesc.Quality = 0;
        resolveDesc.Usage              = D3D11_USAGE_DEFAULT;
        resolveDesc.BindFlags          = 0;
        resolveDesc.CPUAccessFlags     = 0;
        resolveDesc.MiscFlags          = 0;

        ID3D11Texture2D *srcTex2D = NULL;
        HRESULT result = device->CreateTexture2D(&resolveDesc, NULL, &srcTex2D);
        if (FAILED(result))
        {
            return gl::Error(GL_OUT_OF_MEMORY,
                             "Failed to create resolve texture for Image11::copy, HRESULT: 0x%X.",
                             result);
        }
        srcTex = srcTex2D;

        deviceContext->ResolveSubresource(srcTex, 0, textureHelper.getTexture2D(),
                                          sourceSubResource, textureHelper.getFormat());
        subresourceAfterResolve = 0;
    }
    else
    {
        srcTex = textureHelper.getResource();
    }

    D3D11_BOX srcBox;
    srcBox.left   = sourceArea.x;
    srcBox.right  = sourceArea.x + sourceArea.width;
    srcBox.top    = sourceArea.y;
    srcBox.bottom = sourceArea.y + sourceArea.height;
    srcBox.front  = sourceArea.z;
    srcBox.back   = sourceArea.z + sourceArea.depth;

    deviceContext->CopySubresourceRegion(stagingTexture, stagingSubresourceIndex, destOffset.x,
                                         destOffset.y, destOffset.z, srcTex,
                                         subresourceAfterResolve, &srcBox);

    if (needResolve)
    {
        SafeRelease(srcTex);
    }

    mDirty = true;
    return gl::Error(GL_NO_ERROR);
}
Exemplo n.º 19
0
/**
* Handle Stereo Drawing.
***/
void* StereoPresenter::Provoke(void* pThis, int eD3D, int eD3DInterface, int eD3DMethod, DWORD dwNumberConnected, int& nProvokerIndex)
{
#ifdef _DEBUG_STP
	{ wchar_t buf[128]; wsprintf(buf, L"[STP] ifc %u mtd %u", eD3DInterface, eD3DMethod); OutputDebugString(buf); }
#endif

	// update our global time
	static float fGlobalTime = 0.0f;
	static DWORD dwTimeStart = 0;
	DWORD dwTimeCur = GetTickCount();
	if (dwTimeStart == 0)
		dwTimeStart = dwTimeCur;
	fGlobalTime = (dwTimeCur - dwTimeStart) / 1000.0f;

	// only present accepted
	bool bValid = false;
	if (((eD3DInterface == INTERFACE_IDXGISWAPCHAIN) && (eD3DMethod == METHOD_IDXGISWAPCHAIN_PRESENT)) ||
		((eD3DInterface == INTERFACE_IDIRECT3DDEVICE9) && (eD3DMethod == METHOD_IDIRECT3DDEVICE9_PRESENT))) bValid = true;
	if (!bValid) return nullptr;

	// clear all previous menu events
	ZeroMemory(&m_abMenuEvents[0], sizeof(VireioMenuEvent)* (int)VireioMenuEvent::NumberOfEvents);

	// main menu update ?
	if ((m_sMainMenu.bOnChanged) && (!m_sMenuControl.eSelectionMovement))
	{
		m_sMainMenu.bOnChanged = false;

		// loop through entries
		for (size_t nIx = 0; nIx < m_sMainMenu.asEntries.size(); nIx++)
		{
			// entry index changed ?
			if (m_sMainMenu.asEntries[nIx].bOnChanged)
			{
				m_sMainMenu.asEntries[nIx].bOnChanged = false;

				// set new menu index.. selection to zero
				m_sMenuControl.nMenuIx = (INT)nIx;
				m_sMenuControl.unSelectionFormer = m_sMenuControl.unSelection = 0;
			}
		}
	}

	// sub menu update ?
	if ((m_sSubMenu.bOnChanged) && (!m_sMenuControl.eSelectionMovement))
	{
		m_sSubMenu.bOnChanged = false;

		// exit ?
		if (m_sSubMenu.bOnExit)
			m_sMenuControl.nMenuIx = -1;

		// loop through entries
		for (size_t nIx = 0; nIx < m_sSubMenu.asEntries.size(); nIx++)
		{
			// entry index changed ?
			if (m_sSubMenu.asEntries[nIx].bOnChanged)
			{
				m_sSubMenu.asEntries[nIx].bOnChanged = false;

				// font ?
				if (nIx == ENTRY_FONT)
				{
					// get device and context
					ID3D11Device* pcDevice = nullptr;
					ID3D11DeviceContext* pcContext = nullptr;
					HRESULT nHr = S_OK;
					if ((eD3DInterface == INTERFACE_IDXGISWAPCHAIN) && (eD3DMethod == METHOD_IDXGISWAPCHAIN_PRESENT))
						nHr = GetDeviceAndContext((IDXGISwapChain*)pThis, &pcDevice, &pcContext);
					else
					{
						if (m_ppcTexView11[0])
						{
							if (*(m_ppcTexView11[0]))
								(*(m_ppcTexView11[0]))->GetDevice(&pcDevice);
							if (pcDevice)
								pcDevice->GetImmediateContext(&pcContext);
							else nHr = E_FAIL;
							if (!pcContext) nHr = E_FAIL;
						}
						else
							nHr = E_FAIL;
					}
					if (SUCCEEDED(nHr))
					{
						HRESULT nHr;
						// get base directory
						std::string strVireioPath = GetBaseDir();

						// add file path
						strVireioPath += "font//";
						strVireioPath += m_sSubMenu.asEntries[nIx].astrValueEnumeration[m_sSubMenu.asEntries[nIx].unValue];
						strVireioPath += ".spritefont";
						OutputDebugStringA(strVireioPath.c_str());

						// create font, make backup
						VireioFont* pcOldFont = m_pcFontSegeo128;
						m_pcFontSegeo128 = new VireioFont(pcDevice, pcContext, strVireioPath.c_str(), 128.0f, 1.0f, nHr, 1);
						if (FAILED(nHr))
						{
							delete m_pcFontSegeo128; m_pcFontSegeo128 = pcOldFont;
						}
						else
						{
							// set new font name
							m_strFontName = m_sSubMenu.asEntries[nIx].astrValueEnumeration[m_sSubMenu.asEntries[nIx].unValue];

							// write to ini file
							char szFilePathINI[1024];
							GetCurrentDirectoryA(1024, szFilePathINI);
							strcat_s(szFilePathINI, "\\VireioPerception.ini");
							WritePrivateProfileStringA("Stereo Presenter", "strFontName", m_strFontName.c_str(), szFilePathINI);
						}
					}
					SAFE_RELEASE(pcDevice);
					SAFE_RELEASE(pcContext);
				}

			}
		}
	}

	// get xbox controller input
	XINPUT_STATE sControllerState;
	bool bControllerAttached = false;
	ZeroMemory(&sControllerState, sizeof(XINPUT_STATE));
	if (XInputGetState(0, &sControllerState) == ERROR_SUCCESS)
	{
		bControllerAttached = true;
	}

	if (true)
	{
#pragma region menu hotkeys
		static bool bReleased = true;
		static bool s_bOnMenu = false;

		// keyboard menu on/off event + get hand poses
		UINT uIxHandPoses = 0, uIxPoseRequest = 0;
		s_bOnMenu = GetAsyncKeyState(VK_LCONTROL) && GetAsyncKeyState(0x51);
		for (UINT unIx = 0; unIx < 32; unIx++)
		{
			// set menu bool event
			if (m_apsSubMenues[unIx])
			{
				if (m_apsSubMenues[unIx]->bOnBack)
				{
					// main menu ? exit
					if ((m_sMenuControl.nMenuIx == -1) && (!m_sMenuControl.eSelectionMovement))
						s_bOnMenu = true;
					else
						m_abMenuEvents[VireioMenuEvent::OnExit] = TRUE;

					m_apsSubMenues[unIx]->bOnBack = false;
				}

				// hand poses ?
				if (m_apsSubMenues[unIx]->bHandPosesPresent)
					uIxHandPoses = unIx;
				if (m_apsSubMenues[unIx]->bHandPosesRequest)
					uIxPoseRequest = unIx;
			}
		}
		if ((m_apsSubMenues[uIxHandPoses]) && (m_apsSubMenues[uIxPoseRequest]))
		{
			// copy the hand pose data to the request node
			m_apsSubMenues[uIxPoseRequest]->sPoseMatrix[0] = m_apsSubMenues[uIxHandPoses]->sPoseMatrix[0];
			m_apsSubMenues[uIxPoseRequest]->sPoseMatrix[1] = m_apsSubMenues[uIxHandPoses]->sPoseMatrix[1];
			m_apsSubMenues[uIxPoseRequest]->sPosition[0] = m_apsSubMenues[uIxHandPoses]->sPosition[0];
			m_apsSubMenues[uIxPoseRequest]->sPosition[1] = m_apsSubMenues[uIxHandPoses]->sPosition[1];
		}

		// static hotkeys :  LCTRL+Q - toggle vireio menu
		//                   F12 - toggle stereo output
		if (GetAsyncKeyState(VK_F12))
		{
			m_bHotkeySwitch = true;
		}
		else
		if (s_bOnMenu)
		{
			m_bMenuHotkeySwitch = true;
		}
		else
		if (m_bMenuHotkeySwitch)
		{
			m_bMenuHotkeySwitch = false;
			m_bMenu = !m_bMenu;
			for (UINT unIx = 0; unIx < 32; unIx++)
			{
				// set sub menu active if menu is active
				if (m_apsSubMenues[unIx])
					m_apsSubMenues[unIx]->bIsActive = m_bMenu;
			}
		}
		else
		if (m_bHotkeySwitch)
		{
			if (m_eStereoMode) m_eStereoMode = VireioMonitorStereoModes::Vireio_Mono; else m_eStereoMode = VireioMonitorStereoModes::Vireio_SideBySide;
			m_bHotkeySwitch = false;
		}
		else
			bReleased = true;
#pragma endregion
#pragma region menu events
		// menu is shown ?
		if (m_bMenu)
		{
			// handle controller
			if (bControllerAttached)
			{
				if (sControllerState.Gamepad.wButtons & XINPUT_GAMEPAD_BACK)
				{
					m_abMenuEvents[VireioMenuEvent::OnExit] = TRUE;
				}
				if (sControllerState.Gamepad.wButtons & XINPUT_GAMEPAD_A)
				{
					m_abMenuEvents[VireioMenuEvent::OnAccept] = TRUE;
				}
				if (sControllerState.Gamepad.sThumbLY > 28000)
					m_abMenuEvents[VireioMenuEvent::OnUp] = TRUE;
				if (sControllerState.Gamepad.sThumbLY < -28000)
					m_abMenuEvents[VireioMenuEvent::OnDown] = TRUE;
				if (sControllerState.Gamepad.sThumbLX > 28000)
					m_abMenuEvents[VireioMenuEvent::OnRight] = TRUE;
				if (sControllerState.Gamepad.sThumbLX < -28000)
					m_abMenuEvents[VireioMenuEvent::OnLeft] = TRUE;
			}

			// loop through sub menues
			for (UINT unIx = 0; unIx < 32; unIx++)
			{
				// set bool events
				if (m_apsSubMenues[unIx])
				{
					if (m_apsSubMenues[unIx]->bOnUp) m_abMenuEvents[VireioMenuEvent::OnUp] = TRUE;
					if (m_apsSubMenues[unIx]->bOnDown) m_abMenuEvents[VireioMenuEvent::OnDown] = TRUE;
					if (m_apsSubMenues[unIx]->bOnLeft) m_abMenuEvents[VireioMenuEvent::OnLeft] = TRUE;
					if (m_apsSubMenues[unIx]->bOnRight) m_abMenuEvents[VireioMenuEvent::OnRight] = TRUE;
					if (m_apsSubMenues[unIx]->bOnAccept) m_abMenuEvents[VireioMenuEvent::OnAccept] = TRUE;

					// clear events
					m_apsSubMenues[unIx]->bOnUp = false;
					m_apsSubMenues[unIx]->bOnDown = false;
					m_apsSubMenues[unIx]->bOnLeft = false;
					m_apsSubMenues[unIx]->bOnRight = false;
					m_apsSubMenues[unIx]->bOnAccept = false;
					m_apsSubMenues[unIx]->bOnBack = false;
				}
			}
#pragma endregion
#pragma region menu update/render

			// update
			UpdateMenu(fGlobalTime);

			// get device and context
			ID3D11Device* pcDevice = nullptr;
			ID3D11DeviceContext* pcContext = nullptr;
			HRESULT nHr = S_OK;
			if ((eD3DInterface == INTERFACE_IDXGISWAPCHAIN) && (eD3DMethod == METHOD_IDXGISWAPCHAIN_PRESENT))
				nHr = GetDeviceAndContext((IDXGISwapChain*)pThis, &pcDevice, &pcContext);
			else
			{
				if (m_ppcTexView11[0])
				{
					if (*(m_ppcTexView11[0]))
						(*(m_ppcTexView11[0]))->GetDevice(&pcDevice);
					if (pcDevice)
						pcDevice->GetImmediateContext(&pcContext);
					else nHr = E_FAIL;
					if (!pcContext) nHr = E_FAIL;
				}
				else
					nHr = E_FAIL;
			}
			if (FAILED(nHr))
			{
				// release frame texture+view
				if (pcDevice) { pcDevice->Release(); pcDevice = nullptr; }
				if (pcContext) { pcContext->Release(); pcContext = nullptr; }
				return nullptr;
			}
			// create the depth stencil... if D3D11
			if ((eD3DInterface == INTERFACE_IDXGISWAPCHAIN) && (eD3DMethod == METHOD_IDXGISWAPCHAIN_PRESENT) && (!m_pcDSGeometry11))
			{
				ID3D11Texture2D* pcBackBuffer = nullptr;
				((IDXGISwapChain*)pThis)->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pcBackBuffer);

				if (pcBackBuffer)
				{
					D3D11_TEXTURE2D_DESC sDesc;
					pcBackBuffer->GetDesc(&sDesc);
					pcBackBuffer->Release();

					// Create depth stencil texture
					D3D11_TEXTURE2D_DESC descDepth;
					ZeroMemory(&descDepth, sizeof(descDepth));
					descDepth.Width = sDesc.Width;
					descDepth.Height = sDesc.Height;
					descDepth.MipLevels = 1;
					descDepth.ArraySize = 1;
					descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
					descDepth.SampleDesc.Count = 1;
					descDepth.SampleDesc.Quality = 0;
					descDepth.Usage = D3D11_USAGE_DEFAULT;
					descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
					descDepth.CPUAccessFlags = 0;
					descDepth.MiscFlags = 0;
					if (FAILED(pcDevice->CreateTexture2D(&descDepth, NULL, &m_pcDSGeometry11)))
						OutputDebugString(L"[STP] Failed to create depth stencil.");

					// Create the depth stencil view
					D3D11_DEPTH_STENCIL_VIEW_DESC descDSV;
					ZeroMemory(&descDSV, sizeof(descDSV));
					descDSV.Format = descDepth.Format;
					descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
					descDSV.Texture2D.MipSlice = 0;
					if (FAILED(pcDevice->CreateDepthStencilView(m_pcDSGeometry11, &descDSV, &m_pcDSVGeometry11)))
						OutputDebugString(L"[STP] Failed to create depth stencil view.");
				}
			}

			// get the viewport
			UINT dwNumViewports = 1;
			D3D11_VIEWPORT psViewport[16];
			pcContext->RSGetViewports(&dwNumViewports, psViewport);

			// backup all states
			D3DX11_STATE_BLOCK sStateBlock;
			CreateStateblock(pcContext, &sStateBlock);

			// clear all states, set targets
			ClearContextState(pcContext);

			// set the menu texture (if present)
			if (m_ppcTexViewMenu)
			{
				if (*m_ppcTexViewMenu)
				{
					// set render target
					ID3D11RenderTargetView* pcRTView = *m_ppcTexViewMenu;
					pcContext->OMSetRenderTargets(1, &pcRTView, NULL);

					// set viewport
					D3D11_VIEWPORT sViewport = {};
					sViewport.TopLeftX = 0;
					sViewport.TopLeftY = 0;
					sViewport.Width = 1024;
					sViewport.Height = 1024;
					sViewport.MinDepth = 0.0f;
					sViewport.MaxDepth = 1.0f;
					pcContext->RSSetViewports(1, &sViewport);

					// clear render target...zero alpha
					FLOAT afColorRgba[4] = { 0.5f, 0.4f, 0.2f, 0.4f };
					pcContext->ClearRenderTargetView(*m_ppcTexViewMenu, afColorRgba);
				}
			}
			else
			if ((eD3DInterface == INTERFACE_IDXGISWAPCHAIN) && (eD3DMethod == METHOD_IDXGISWAPCHAIN_PRESENT))
			{
				// set first active render target - the stored back buffer - get the stored private data view
				ID3D11Texture2D* pcBackBuffer = nullptr;
				((IDXGISwapChain*)pThis)->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pcBackBuffer);
				ID3D11RenderTargetView* pcView = nullptr;
				UINT dwSize = sizeof(pcView);
				pcBackBuffer->GetPrivateData(PDIID_ID3D11TextureXD_RenderTargetView, &dwSize, (void*)&pcView);
				if (dwSize)
				{
					pcContext->OMSetRenderTargets(1, (ID3D11RenderTargetView**)&pcView, m_pcDSVGeometry11);
					pcView->Release();
				}
				else
				{
					// create render target view for the back buffer
					ID3D11RenderTargetView* pcRTV = nullptr;
					pcDevice->CreateRenderTargetView(pcBackBuffer, NULL, &pcRTV);
					if (pcRTV)
					{
						pcBackBuffer->SetPrivateDataInterface(PDIID_ID3D11TextureXD_RenderTargetView, pcRTV);
						pcRTV->Release();
					}
				}
				pcContext->RSSetViewports(dwNumViewports, psViewport);
				pcBackBuffer->Release();

				// clear the depth stencil
				pcContext->ClearDepthStencilView(m_pcDSVGeometry11, D3D11_CLEAR_DEPTH, 1.0f, 0);
			}

			// create the font class if not present 
			nHr = S_OK;
			if (!m_pcFontSegeo128)
			{
				// get base directory
				std::string strVireioPath = GetBaseDir();

				// add file path
				strVireioPath += "font//";
				strVireioPath += m_strFontName;
				strVireioPath += ".spritefont";
				OutputDebugStringA(strVireioPath.c_str());

				// create font
				m_pcFontSegeo128 = new VireioFont(pcDevice, pcContext, strVireioPath.c_str(), 128.0f, 1.0f, nHr, 1);
			}
			if (FAILED(nHr)) { delete m_pcFontSegeo128; m_pcFontSegeo128 = nullptr; }

			// render text (if font present)
			if (m_pcFontSegeo128)
			{
				m_pcFontSegeo128->SetTextAttributes(0.0f, 0.2f, 0.0001f);

				// set additional tremble for "accepted" event
				float fDepthTremble = 0.0f;
				if (m_sMenuControl.eSelectionMovement == MenuControl::SelectionMovement::Accepted)
				{
					float fActionTimeElapsed = (fGlobalTime - m_sMenuControl.fActionStartTime) / m_sMenuControl.fActionTime;
					fDepthTremble = sin(fActionTimeElapsed*PI_F) * -3.0f;
				}

				m_pcFontSegeo128->ToRender(pcContext, fGlobalTime, m_sMenuControl.fYOrigin, 30.0f, fDepthTremble);
				RenderMenu(pcDevice, pcContext);
			}
			else OutputDebugString(L"Failed to create font!");

			// set back device
			ApplyStateblock(pcContext, &sStateBlock);

			if (pcDevice) { pcDevice->Release(); pcDevice = nullptr; }
			if (pcContext) { pcContext->Release(); pcContext = nullptr; }
		}
#pragma endregion
#pragma region draw stereo (optionally)

		// draw stereo target to screen (optionally)
		if ((m_eStereoMode) && (eD3DInterface == INTERFACE_IDXGISWAPCHAIN) && (eD3DMethod == METHOD_IDXGISWAPCHAIN_PRESENT))
		{
			// DX 11
			if ((m_ppcTexView11[0]) && (m_ppcTexView11[1]))
			{
				// get device and context
				ID3D11Device* pcDevice = nullptr;
				ID3D11DeviceContext* pcContext = nullptr;
				if (FAILED(GetDeviceAndContext((IDXGISwapChain*)pThis, &pcDevice, &pcContext)))
				{
					// release frame texture+view
					if (pcDevice) { pcDevice->Release(); pcDevice = nullptr; }
					if (pcContext) { pcContext->Release(); pcContext = nullptr; }
					return nullptr;
				}

				// get the viewport
				UINT dwNumViewports = 1;
				D3D11_VIEWPORT psViewport[16];
				pcContext->RSGetViewports(&dwNumViewports, psViewport);

				// backup all states
				D3DX11_STATE_BLOCK sStateBlock;
				CreateStateblock(pcContext, &sStateBlock);

				// clear all states, set targets
				ClearContextState(pcContext);

				// set first active render target - the stored back buffer - get the stored private data view
				ID3D11Texture2D* pcBackBuffer = nullptr;
				((IDXGISwapChain*)pThis)->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pcBackBuffer);
				ID3D11RenderTargetView* pcView = nullptr;
				UINT dwSize = sizeof(pcView);
				pcBackBuffer->GetPrivateData(PDIID_ID3D11TextureXD_RenderTargetView, &dwSize, (void*)&pcView);
				if (dwSize)
				{
					pcContext->OMSetRenderTargets(1, (ID3D11RenderTargetView**)&pcView, m_pcDSVGeometry11);
					pcView->Release();
				}
				else
				{
					// create render target view for the back buffer
					ID3D11RenderTargetView* pcRTV = nullptr;
					pcDevice->CreateRenderTargetView(pcBackBuffer, NULL, &pcRTV);
					if (pcRTV)
					{
						pcBackBuffer->SetPrivateDataInterface(PDIID_ID3D11TextureXD_RenderTargetView, pcRTV);
						pcRTV->Release();
					}
				}
				pcContext->RSSetViewports(dwNumViewports, psViewport);
				pcBackBuffer->Release();

				// clear the depth stencil
				pcContext->ClearDepthStencilView(m_pcDSVGeometry11, D3D11_CLEAR_DEPTH, 1.0f, 0);

				// create all bool
				bool bAllCreated = true;

				// create vertex shader
				if (!m_pcVertexShader11)
				{
					if (FAILED(CreateVertexShaderTechnique(pcDevice, &m_pcVertexShader11, &m_pcVertexLayout11, VertexShaderTechnique::PosUV2D)))
						bAllCreated = false;
				}
				// create pixel shader... TODO !! add option to switch output
				if (!m_pcPixelShader11)
				{
					if (FAILED(CreatePixelShaderEffect(pcDevice, &m_pcPixelShader11, PixelShaderTechnique::FullscreenSimple)))
						bAllCreated = false;
				}
				// Create vertex buffer
				if (!m_pcVertexBuffer11)
				{
					if (FAILED(CreateFullScreenVertexBuffer(pcDevice, &m_pcVertexBuffer11)))
						bAllCreated = false;
				}
				// create constant buffer
				if (!m_pcConstantBufferDirect11)
				{
					if (FAILED(CreateGeometryConstantBuffer(pcDevice, &m_pcConstantBufferDirect11, (UINT)sizeof(GeometryConstantBuffer))))
						bAllCreated = false;
				}

				if (bAllCreated)
				{
					// left/right eye
					for (int nEye = 0; nEye < 2; nEye++)
					{
						// Set the input layout
						pcContext->IASetInputLayout(m_pcVertexLayout11);

						// Set vertex buffer
						UINT stride = sizeof(TexturedVertex);
						UINT offset = 0;
						pcContext->IASetVertexBuffers(0, 1, &m_pcVertexBuffer11, &stride, &offset);

						// Set constant buffer, first update it... scale and translate the left and right image
						D3DXMATRIX sScale;
						D3DXMatrixScaling(&sScale, 0.5f, 1.0f, 1.0f);
						D3DXMATRIX sTrans;
						if (nEye == 0)
							D3DXMatrixTranslation(&sTrans, -0.5f, 0.0f, 0.0f);
						else
							D3DXMatrixTranslation(&sTrans, 0.5f, 0.0f, 0.0f);
						D3DXMatrixTranspose(&sTrans, &sTrans);
						D3DXMATRIX sProj;
						D3DXMatrixMultiply(&sProj, &sTrans, &sScale);
						pcContext->UpdateSubresource((ID3D11Resource*)m_pcConstantBufferDirect11, 0, NULL, &sProj, 0, 0);
						pcContext->VSSetConstantBuffers(0, 1, &m_pcConstantBufferDirect11);

						// Set primitive topology
						pcContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

						// set texture
						pcContext->PSSetShaderResources(0, 1, m_ppcTexView11[nEye]);

						// set shaders
						pcContext->VSSetShader(m_pcVertexShader11, 0, 0);
						pcContext->PSSetShader(m_pcPixelShader11, 0, 0);

						// Render a triangle
						pcContext->Draw(6, 0);
					}
				}

				// set back device
				ApplyStateblock(pcContext, &sStateBlock);

				if (pcDevice) { pcDevice->Release(); pcDevice = nullptr; }
				if (pcContext) { pcContext->Release(); pcContext = nullptr; }
			}
		}
#pragma endregion
	}

	return nullptr;
}
Exemplo n.º 20
0
// WinMain
int APIENTRY _tWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow )
{
    HRESULT hr;


    // ウィンドウクラスを登録
    WNDCLASSEX wcex = {
        sizeof( WNDCLASSEX ),			// cbSize
        CS_HREDRAW | CS_VREDRAW,		// style
        WndProc,						// lpfnWndProc
        0,								// cbClsExtra
        0,								// cbWndExtra
        hInstance,						// hInstance
        NULL,							// hIcon
        NULL,							// hCursor
        ( HBRUSH )( COLOR_WINDOW + 1 ),	// hbrBackGround
        NULL,							// lpszMenuName
        g_className,					// lpszClassName
        NULL							// hIconSm
    };
    if ( ! RegisterClassEx( &wcex ) )
    {
        MessageBox( NULL, _T( "失敗: RegisterClassEx()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "RegisterClassEx: ok\n" ) );


    // ウィンドウサイズを計算
    RECT r = { 0, 0, 800, 450 };   // 800x450 (16:9)
    if ( ! AdjustWindowRect( &r, WS_OVERLAPPEDWINDOW, FALSE ) )
    {
        MessageBox( NULL, _T( "失敗: AdjustWindowRect()" ), _T( "エラー" ),  MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "AdjustWindowRect: ok (%d, %d)-(%d, %d)\n" ), r.left, r.top, r.right, r.bottom );


    // ウィンドウ生成
    HWND hWnd;
    hWnd = CreateWindow( g_className,
                         g_windowName,
                         WS_OVERLAPPEDWINDOW,
                         CW_USEDEFAULT,
                         0,
                         r.right - r.left,
                         r.bottom - r.top,
                         NULL,
                         NULL,
                         hInstance,
                         NULL );
    if ( hWnd == NULL )
    {
        MessageBox( NULL, _T( "失敗: CreateWindow()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "CreateWindow: ok\n" ) );


    // ウィンドウ表示
    ShowWindow(hWnd, nCmdShow);
    dtprintf( _T( "ShowWindow: ok\n" ) );



    // スワップチェイン設定
    DXGI_SWAP_CHAIN_DESC scDesc = {
        {
            1280,									// BufferDesc.Width
            720,									// BufferDesc.Height
            {
                60,									// BufferDesc.RefreshRate.Numerator
                1									// BufferDesc.RefreshRate.Denominator
            },
            DXGI_FORMAT_R16G16B16A16_FLOAT,			// BufferDesc.Format
            DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED,	// BufferDesc.ScanlineOrdering
            DXGI_MODE_SCALING_CENTERED				// BufferDesc.Scaling
        },
        {
            1,										// SampleDesc.Count
            0										// SampleDesc.Quality
        },
        DXGI_USAGE_RENDER_TARGET_OUTPUT,			// BufferUsage
        1,											// BufferCount
        hWnd,										// OutputWindow
        TRUE,										// Windowed
        DXGI_SWAP_EFFECT_DISCARD,					// SwapEffect
        DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH		// Flags
    };

    // Direct3D11 デバイス・デバイスコンテキスト・スワップチェーンを生成
    ID3D11Device        * pDevice        = NULL;
    ID3D11DeviceContext * pDeviceContext = NULL;
    IDXGISwapChain      * pSwapChain     = NULL;
    D3D_FEATURE_LEVEL     feature;
    hr = D3D11CreateDeviceAndSwapChain( NULL,
                                        D3D_DRIVER_TYPE_HARDWARE,
                                        NULL,
                                        0,
                                        NULL,
                                        0,
                                        D3D11_SDK_VERSION,
                                        &scDesc,
                                        &pSwapChain,
                                        &pDevice,
                                        &feature,
                                        &pDeviceContext );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: D3D11CreateDeviceAndSwapChain()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "D3D11CreateDeviceAndSwapChain: ok (pDevice: 0x%p, pDeviceContext: 0x%p, pSwapChain: 0x%p, feature: 0x%4x)\n" ),
              pDevice,
              pDeviceContext,
              pSwapChain,
              ( int ) feature );


    // バックバッファテクスチャを取得
    ID3D11Texture2D * pBackBuffer = NULL;
    hr = pSwapChain->GetBuffer( 0, __uuidof( pBackBuffer ), reinterpret_cast< void ** >( &pBackBuffer ) );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: IDXGISwapChain::GetBuffer()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "IDXGISwapChain::GetBuffer: ok (pBackBuffer: 0x%p)\n" ), pBackBuffer );


    // レンダーターゲットビューを生成
    ID3D11RenderTargetView * pRenderTargetView = NULL;
    hr = pDevice->CreateRenderTargetView( pBackBuffer, NULL, &pRenderTargetView );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateRenderTargetView()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateRenderTargetView: ok (pRenderTargetView: 0x%p)\n" ), pRenderTargetView );


    // デプス・ステンシルバッファとなるテクスチャを生成
    D3D11_TEXTURE2D_DESC depthStencilBufferDesc = {
        1280,						// Width
        720,						// Height
        1,							// MipLevels
        1,							// ArraySize
        DXGI_FORMAT_D32_FLOAT,		// Format
        {
            1,						// SampleDesc.Count
            0						// SampleDesc.Quality
        },
        D3D11_USAGE_DEFAULT,		// Usage
        D3D11_BIND_DEPTH_STENCIL,	// BindFlags
        0,							// CPUAccessFlags
        0							// MiscFlags
    };

    ID3D11Texture2D * pDepthStencilBuffer = NULL;
    hr = pDevice->CreateTexture2D( &depthStencilBufferDesc, NULL, &pDepthStencilBuffer );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateTexture2D()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateTexture2D: ok (pDepthStencilBuffer: 0x%p)\n" ), pDepthStencilBuffer );

    // デプス・ステンシルビューを生成
    ID3D11DepthStencilView * pDepthStencilView = NULL;
    hr = pDevice->CreateDepthStencilView( pDepthStencilBuffer, NULL, &pDepthStencilView );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateDepthStencilView()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateDepthStencilView: ok (pDepthStencilView: 0x%p)\n" ), pDepthStencilView );


    // レンダーターゲットビューとデプス・ステンシルビューをバインド
    ID3D11RenderTargetView * pRenderTargetViews[] = { pRenderTargetView };
    pDeviceContext->OMSetRenderTargets( 1, pRenderTargetViews, pDepthStencilView );
    dtprintf( _T( "ID3D11DeviceContext::OMSetRenderTargets: ok\n" ) );

    // バックバッファはもうここでは使わない
    COM_SAFE_RELEASE( pBackBuffer );


    // ビューポートをバインド
    D3D11_VIEWPORT viewport = {
        0.0f,		// TopLeftX
        0.0f,		// TopLeftY
        1280.0f,		// Width
        720.0f,		// Height
        0.0f,		// MinDepth
        1.0f			// MaxDepth
    };
    pDeviceContext->RSSetViewports( 1, &viewport );
    dtprintf( _T( "ID3D11DeviceContext::RSSetViewports: ok\n" ) );


    // 頂点データ
    float vertices[ 8 ][ 7 ] = {
        //    Xaxis  Yaxis  Zaxis  赤     緑     青     Alpha
        { -0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  0.0f,  1.0f },   // 手前左上
        {  0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  1.0f },   // 手前右上
        {  0.5f, -0.5f,  0.5f,  0.0f,  1.0f,  0.0f,  1.0f },   // 手前右下
        { -0.5f, -0.5f,  0.5f,  0.0f,  1.0f,  1.0f,  1.0f },   // 手前左下
        { -0.5f,  0.5f, -0.5f,  1.0f,  0.0f,  0.0f,  1.0f },   // 奥左上
        {  0.5f,  0.5f, -0.5f,  1.0f,  0.0f,  1.0f,  1.0f },   // 奥右上
        {  0.5f, -0.5f, -0.5f,  1.0f,  1.0f,  0.0f,  1.0f },   // 奥右下
        { -0.5f, -0.5f, -0.5f,  1.0f,  1.0f,  1.0f,  1.0f }    // 奥左下
    };

    // 頂点バッファを生成
    D3D11_BUFFER_DESC vertexBufferDesc = {
        sizeof( vertices ),			// ByteWidth
        D3D11_USAGE_DEFAULT,		// Usage
        D3D11_BIND_VERTEX_BUFFER,	// BindFlags
        0,							// CPUAccessFlags
        0,							// MiscFlags
        0							// StructureByteStride
    };
    D3D11_SUBRESOURCE_DATA vertexResourceData = { vertices };

    ID3D11Buffer * pVertexBuffer = NULL;
    hr = pDevice->CreateBuffer( &vertexBufferDesc, &vertexResourceData, &pVertexBuffer );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateBuffer()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateBuffer: ok (pVertexBuffer: 0x%p)\n" ), pVertexBuffer );

    // 頂点バッファをバインド
    UINT strides[] = { sizeof( float ) * 7 };
    UINT offsets[] = { 0 };
    pDeviceContext->IASetVertexBuffers( 0, 1, &pVertexBuffer, strides, offsets );
    dtprintf( _T( "ID3D11DeviceContext::IASetVertexBuffers: ok\n" ) );


    // インデックスデータ
    unsigned int indices[] = { 0, 1, 2, 0, 2, 3,    // 手前
                               4, 0, 3, 4, 3, 7,    // 左
                               1, 5, 6, 1, 6, 2,    // 右
                               0, 4, 5, 0, 5, 1,    // 上
                               2, 6, 7, 2, 7, 3,    // 下
                               5, 4, 7, 5, 7, 6
                             };  // 裏

    // インデックスバッファを生成
    D3D11_BUFFER_DESC indexBufferDesc = {
        sizeof( indices ),				// ByteWidth
        D3D11_USAGE_DEFAULT,			// Usage
        D3D11_BIND_INDEX_BUFFER,		// BindFlags
        0,								// CPUAccessFlags
        0,								// MiscFlags
        0								// StructureByteStride
    };
    D3D11_SUBRESOURCE_DATA indexResourceData = { indices };

    ID3D11Buffer * pIndexBuffer = NULL;
    hr = pDevice->CreateBuffer( &indexBufferDesc, &indexResourceData, &pIndexBuffer );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateBuffer()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateBuffer: ok (pIndexBuffer: 0x%p)\n" ), pIndexBuffer );

    // インデックスバッファをバインド
    pDeviceContext->IASetIndexBuffer( pIndexBuffer, DXGI_FORMAT_R32_UINT, 0 );
    dtprintf( _T( "ID3D11DeviceContext::IASetIndexBuffer: ok\n" ) );


    // プリミティブタイプを設定
    pDeviceContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );
    dtprintf( _T( "ID3D11DeviceContext::IASetPrimitiveTopology: ok\n" ) );


    // 頂点シェーダ用の定数バッファを作成
    D3D11_BUFFER_DESC VSConstantBufferDesc = {
        sizeof( D3DXMATRIX ) * 3,		// ByteWidth
        D3D11_USAGE_DYNAMIC,			// Usage
        D3D11_BIND_CONSTANT_BUFFER,		// BindFlags
        D3D11_CPU_ACCESS_WRITE,			// CPUAccessFlags
        0,								// MiscFlags
        0								// StructureByteStride
    };

    ID3D11Buffer * pVSConstantBuffer = NULL;
    hr = pDevice->CreateBuffer( &VSConstantBufferDesc, NULL, &pVSConstantBuffer );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateBuffer()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateBuffer: ok (pVSConstantBuffer: 0x%p)\n" ), pVSConstantBuffer );

    // 定数バッファをバインド
    pDeviceContext->VSSetConstantBuffers( 0, 1, &pVSConstantBuffer );
    dtprintf( _T( "ID3D11DeviceContext::VSSetConstantBuffers: ok\n" ) );


    // 頂点シェーダを作成
    ID3D11VertexShader * pVertexShader = NULL;
    hr = pDevice->CreateVertexShader( g_vs_perspective, sizeof( g_vs_perspective ), NULL, &pVertexShader );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateVertexShader()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateVertexShader: ok (pVertexShader: 0x%p)\n" ), pVertexShader );

    // ピクセルシェーダを作成
    ID3D11PixelShader * pPixelShader = NULL;
    hr = pDevice->CreatePixelShader( g_ps_constant, sizeof( g_ps_constant ), NULL, &pPixelShader );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreatePixelShader()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreatePixelShader: ok (pPixelShader: 0x%p)\n" ), pPixelShader );

    // シェーダをバインド
    pDeviceContext->VSSetShader( pVertexShader, NULL, 0 );
    dtprintf( _T( "ID3D11DeviceContext::VSSetShader: ok\n" ) );
    pDeviceContext->PSSetShader( pPixelShader, NULL, 0 );
    dtprintf( _T( "ID3D11DeviceContext::PSSetShader: ok\n" ) );
    pDeviceContext->GSSetShader( NULL, NULL, 0 );
    pDeviceContext->HSSetShader( NULL, NULL, 0 );
    pDeviceContext->DSSetShader( NULL, NULL, 0 );


    // 入力エレメント記述子
    D3D11_INPUT_ELEMENT_DESC verticesDesc[] = {
        { "IN_POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT,    0, 0,               D3D11_INPUT_PER_VERTEX_DATA, 0 },
        { "IN_COLOR",    0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, sizeof(float)*3, D3D11_INPUT_PER_VERTEX_DATA, 0 }
    };

    // 入力レイアウトを生成
    ID3D11InputLayout * pInputLayout = NULL;
    hr = pDevice->CreateInputLayout( verticesDesc, 2, g_vs_perspective, sizeof( g_vs_perspective ), &pInputLayout );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateInputLayout()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateInputLayout: ok (pInputLayout: 0x%p)\n" ), pInputLayout );

    // 入力レイアウトをバインド
    pDeviceContext->IASetInputLayout( pInputLayout );
    dtprintf( _T( "ID3D11DeviceContext::IASetInputLayout: ok\n" ) );


    // ラスタライザステートを生成
    D3D11_RASTERIZER_DESC rasterizerStateDesc = {
        D3D11_FILL_SOLID,		// FillMode
//		D3D11_FILL_WIREFRAME,	// FillMode (ワイヤーフレーム表示)
        D3D11_CULL_BACK,		// CullMode
//		D3D11_CULL_NONE,		// CullMode (カリングなし)
        FALSE,					// FrontCounterClockwise
        0,						// DepthBias
        0.0f,					// DepthBiasClamp
        0.0f,					// SlopeScaledDepthBias
        TRUE,					// DepthClipEnable
        FALSE,					// ScissorEnable
        FALSE,					// MultisampleEnable
        FALSE					// AntialiasedLineEnable
    };

    ID3D11RasterizerState * pRasterizerState = NULL;
    hr = pDevice->CreateRasterizerState( &rasterizerStateDesc, &pRasterizerState );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateRasterizerState()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateRasterizerState: ok (pRasterizerState: 0x%p)\n" ), pRasterizerState );

    // ラスタライザステートをバインド
    pDeviceContext->RSSetState( pRasterizerState );
    dtprintf( _T( "ID3D11DeviceContext::RSSetState: ok\n" ) );


    // デプス・ステンシルステートを生成
    D3D11_DEPTH_STENCIL_DESC depthStencilStateDesc = {
        TRUE,								// DepthEnable
        D3D11_DEPTH_WRITE_MASK_ALL,			// DepthWriteMask
        D3D11_COMPARISON_LESS,				// DepthFunc
        FALSE,								// StencilEnable
        D3D11_DEFAULT_STENCIL_READ_MASK,	// StencilReadMask
        D3D11_DEFAULT_STENCIL_WRITE_MASK,	// StencilWriteMask
        {
            D3D11_STENCIL_OP_KEEP,			// FrontFace.StencilFailOp
            D3D11_STENCIL_OP_KEEP,			// FrontFace.StencilDepthFailOp
            D3D11_STENCIL_OP_KEEP,			// FrontFace.StencilPassOp
            D3D11_COMPARISON_ALWAYS			// FrontFace.StencilFunc
        },
        {
            D3D11_STENCIL_OP_KEEP,			// BackFace.StencilFailOp
            D3D11_STENCIL_OP_KEEP,			// BackFace.StencilDepthFailOp
            D3D11_STENCIL_OP_KEEP,			// BackFace.StencilPassOp
            D3D11_COMPARISON_ALWAYS			// BackFace.StencilFunc
        }
    };

    ID3D11DepthStencilState * pDepthStencilState = NULL;
    hr = pDevice->CreateDepthStencilState( &depthStencilStateDesc, &pDepthStencilState );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateDepthStencilState()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateDepthStencilState: ok (pDepthStencilState: 0x%p)\n" ), pDepthStencilState );

    // デプス・ステンシルステートをバインド
    pDeviceContext->OMSetDepthStencilState( pDepthStencilState, 0 );
    dtprintf( _T( "ID3D11DeviceContext::OMSetDepthStencilState: ok\n" ) );



    MSG msg;

    while ( 1 )
    {
        // メッセージを取得
        if ( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
        {
            if ( msg.message == WM_QUIT )
            {
                dtprintf( _T( "PeekMessage: WM_QUIT\n" ) );
                break;
            }
            // メッセージ処理
            DispatchMessage( &msg );
        }
        else
        {
            HRESULT hr;

            static unsigned int count = 0;

            float theta = ( count++ / 200.0f ) * ( 3.141593f / 2.0f );


            // World-View-Projection 行列をそれぞれ生成
            D3DXMATRIX world, view, projection;

            D3DXMatrixIdentity( &world );

            const D3DXVECTOR3 eye( 1.8f * 1.414214f * -cosf( theta ), 1.8f, 1.8f * 1.414214f * sinf( theta ) );
            const D3DXVECTOR3 at( 0.0f, 0.0f, 0.0f );
            const D3DXVECTOR3 up( 0.0f, 1.0f, 0.0f );
            D3DXMatrixLookAtRH( &view, &eye, &at, &up );

            D3DXMatrixPerspectiveFovRH( &projection, 3.141593f / 4.0f, 1280.0f / 720.0f, 1.0f, 10000.0f );


            // 頂点シェーダ用定数バッファへアクセス
            D3D11_MAPPED_SUBRESOURCE mapped;
            hr = pDeviceContext->Map( pVSConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped );
            if ( SUCCEEDED( hr ) )
            {
                D3DXMATRIX * mapped_m = static_cast< D3DXMATRIX * >( mapped.pData );

                mapped_m[0] = world;
                mapped_m[1] = view;
                mapped_m[2] = projection;

                // 後始末
                pDeviceContext->Unmap( pVSConstantBuffer, 0 );
            }


            // レンダーターゲットビューをクリア
            const float clear[ 4 ] = { 0.0f, 0.0f, 0.3f, 1.0f };	// RGBA
            pDeviceContext->ClearRenderTargetView( pRenderTargetView, clear );

            // デプス・ステンシルビューをクリア
            pDeviceContext->ClearDepthStencilView( pDepthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0 );


            // 描画
            pDeviceContext->DrawIndexed( 36, 0, 0 );

            pSwapChain->Present( 1, 0 );

            // ちょっとだけ待つ
            Sleep( 5 );
        }
    }



    // シェーダをアンバインド
    pDeviceContext->VSSetShader( NULL, NULL, 0 );
    pDeviceContext->PSSetShader( NULL, NULL, 0 );

    // デバイス・リソース解放
    COM_SAFE_RELEASE( pDepthStencilState );
    COM_SAFE_RELEASE( pRasterizerState );
    COM_SAFE_RELEASE( pInputLayout );
    COM_SAFE_RELEASE( pPixelShader );
    COM_SAFE_RELEASE( pVertexShader );
    COM_SAFE_RELEASE( pVSConstantBuffer );
    COM_SAFE_RELEASE( pIndexBuffer );
    COM_SAFE_RELEASE( pVertexBuffer );
    COM_SAFE_RELEASE( pDepthStencilView );
    COM_SAFE_RELEASE( pDepthStencilBuffer );
    COM_SAFE_RELEASE( pRenderTargetView );
    COM_SAFE_RELEASE( pSwapChain );
    COM_SAFE_RELEASE( pDeviceContext );
    COM_SAFE_RELEASE( pDevice );


    return msg.wParam;
}
Exemplo n.º 21
0
bool CScreenshotSurface::capture()
{
#if defined(TARGET_RASPBERRY_PI)
  g_RBP.GetDisplaySize(m_width, m_height);
  m_buffer = g_RBP.CaptureDisplay(m_width, m_height, &m_stride, true, false);
  if (!m_buffer)
    return false;
#elif defined(HAS_DX)
  g_graphicsContext.Lock();
  if (g_application.m_pPlayer->IsPlayingVideo())
  {
#ifdef HAS_VIDEO_PLAYBACK
    g_renderManager.SetupScreenshot();
#endif
  }

  g_application.RenderNoPresent();
  g_Windowing.FinishCommandList();

  ID3D11DeviceContext* pImdContext = g_Windowing.GetImmediateContext();
  ID3D11DeviceContext* pContext = g_Windowing.Get3D11Context();
  ID3D11Device* pDevice = g_Windowing.Get3D11Device();

  ID3D11RenderTargetView* pRTView = nullptr;
  pContext->OMGetRenderTargets(1, &pRTView, nullptr);
  if (pRTView == nullptr)
    return false;

  ID3D11Resource *pRTResource = nullptr;
  pRTView->GetResource(&pRTResource);
  SAFE_RELEASE(pRTView);

  ID3D11Texture2D* pCopyTexture = nullptr;
  ID3D11Texture2D* pRTTexture = nullptr;
  HRESULT hr = pRTResource->QueryInterface(__uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&pRTTexture));
  SAFE_RELEASE(pRTResource);
  if (FAILED(hr))
    return false;

  D3D11_TEXTURE2D_DESC desc;
  pRTTexture->GetDesc(&desc);
  desc.Usage = D3D11_USAGE_STAGING;
  desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  desc.BindFlags = 0;

  if (SUCCEEDED(pDevice->CreateTexture2D(&desc, nullptr, &pCopyTexture)))
  {
    // take copy
    pImdContext->CopyResource(pCopyTexture, pRTTexture);

    D3D11_MAPPED_SUBRESOURCE res;
    if (SUCCEEDED(pImdContext->Map(pCopyTexture, 0, D3D11_MAP_READ, 0, &res)))
    {
      m_width = desc.Width;
      m_height = desc.Height;
      m_stride = res.RowPitch;
      m_buffer = new unsigned char[m_height * m_stride];
      memcpy(m_buffer, res.pData, m_height * m_stride);
      pImdContext->Unmap(pCopyTexture, 0);
    }
    else
      CLog::Log(LOGERROR, "%s: MAP_READ failed.", __FUNCTION__);

    SAFE_RELEASE(pCopyTexture);
  }
  SAFE_RELEASE(pRTTexture);

  g_graphicsContext.Unlock();

#elif defined(HAS_GL) || defined(HAS_GLES)

  g_graphicsContext.BeginPaint();
  if (g_application.m_pPlayer->IsPlayingVideo())
  {
#ifdef HAS_VIDEO_PLAYBACK
    g_renderManager.SetupScreenshot();
#endif
  }
  g_application.RenderNoPresent();
#ifndef HAS_GLES
  glReadBuffer(GL_BACK);
#endif
  //get current viewport
  GLint viewport[4];
  glGetIntegerv(GL_VIEWPORT, viewport);

  m_width  = viewport[2] - viewport[0];
  m_height = viewport[3] - viewport[1];
  m_stride = m_width * 4;
  unsigned char* surface = new unsigned char[m_stride * m_height];

  //read pixels from the backbuffer
#if HAS_GLES == 2
  glReadPixels(viewport[0], viewport[1], viewport[2], viewport[3], GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid*)surface);
#else
  glReadPixels(viewport[0], viewport[1], viewport[2], viewport[3], GL_BGRA, GL_UNSIGNED_BYTE, (GLvoid*)surface);
#endif
  g_graphicsContext.EndPaint();

  //make a new buffer and copy the read image to it with the Y axis inverted
  m_buffer = new unsigned char[m_stride * m_height];
  for (int y = 0; y < m_height; y++)
  {
#ifdef HAS_GLES
    // we need to save in BGRA order so XOR Swap RGBA -> BGRA
    unsigned char* swap_pixels = surface + (m_height - y - 1) * m_stride;
    for (int x = 0; x < m_width; x++, swap_pixels+=4)
    {
      std::swap(swap_pixels[0], swap_pixels[2]);
    }
#endif
    memcpy(m_buffer + y * m_stride, surface + (m_height - y - 1) *m_stride, m_stride);
  }

  delete [] surface;
  
#if defined(HAS_LIBAMCODEC)
  // Captures the current visible videobuffer and blend it into m_buffer (captured overlay)
  CScreenshotAML::CaptureVideoFrame(m_buffer, m_width, m_height);
#endif

#ifdef HAS_IMXVPU
  // Captures the current visible framebuffer page and blends it into the
  // captured GL overlay
  g_IMXContext.CaptureDisplay(m_buffer, m_width, m_height);
#endif

#else
  //nothing to take a screenshot from
  return false;
#endif

  return true;
}
Exemplo n.º 22
0
    void init_for_dimensions(unsigned width, unsigned height)
    {
        if(zsv)
            zsv->Release();
        ID3D11Texture2D* zsbuf;
        D3D11_TEXTURE2D_DESC zsbufd;
        memset(&zsbufd, 0, sizeof(zsbufd));
        zsbufd.Width = width;
        zsbufd.Height = height;
        zsbufd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
        zsbufd.ArraySize = 1;
        zsbufd.MipLevels = 1;
        zsbufd.SampleDesc.Count = 1;
        zsbufd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
        ensure(dev->CreateTexture2D(&zsbufd, 0, &zsbuf));
        ensure(dev->CreateDepthStencilView(zsbuf, 0, &zsv));
        zsbuf->Release();

        ID3D11Texture2D* offscreen;
        if(offscreen_rtv)
        {
            offscreen_rtv->Release();
            offscreen_srv->Release();
            offscreen_rtv = 0;
            offscreen_srv = 0;
        }

        if(impressions > 1)
        {
            DXGI_FORMAT formats[] = {
                DXGI_FORMAT_R32G32B32A32_FLOAT,
                DXGI_FORMAT_R16G16B16A16_UNORM,
                DXGI_FORMAT_R16G16B16A16_FLOAT,
                DXGI_FORMAT_R10G10B10A2_UNORM,
            };
            DXGI_FORMAT format = DXGI_FORMAT_R8G8B8A8_UNORM; // this won't work well at all
            unsigned needed_support = D3D11_FORMAT_SUPPORT_RENDER_TARGET | D3D11_FORMAT_SUPPORT_BLENDABLE | D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
            for(unsigned i = 0; i < sizeof(formats); ++i)
            {
                unsigned support;
                dev->CheckFormatSupport(DXGI_FORMAT_R32G32B32A32_FLOAT, &support);
                if((support & needed_support) == needed_support)
                {
                    format = formats[i];
                    break;
                }
            }


            D3D11_TEXTURE2D_DESC offscreend;
            memset(&offscreend, 0, sizeof(offscreend));
            offscreend.Width = width;
            offscreend.Height = height;

            offscreend.Format = format;
            offscreend.MipLevels = 1;
            offscreend.ArraySize = 1;
            offscreend.SampleDesc.Count = 1;
            offscreend.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
            ensure(dev->CreateTexture2D(&offscreend, 0, &offscreen));
            ensure(dev->CreateRenderTargetView(offscreen, 0, &offscreen_rtv));
            ensure(dev->CreateShaderResourceView(offscreen, 0, &offscreen_srv));
            offscreen->Release();
        }

        cur_width = width;
        cur_height = height;
    }
Exemplo n.º 23
0
// Detour function that replaces the IDXGISwapChain::Present() API
DllExport HRESULT __stdcall
hook_DXGISwapChainPresent(
		IDXGISwapChain * This,
		UINT SyncInterval,
		UINT Flags
	)
{
	static int frame_interval;
	static LARGE_INTEGER initialTv, captureTv, freq;
	static int capture_initialized = 0;
	//
	int i;
	struct pooldata *data;
	struct vsource_frame *frame;
	//
	DXGI_SWAP_CHAIN_DESC pDESC;
	HRESULT hr = pDXGISwapChainPresent(This, SyncInterval, Flags);	
		
	if(resolution_retrieved == 0) {
		if(DXGI_get_resolution(This) >= 0) {
			resolution_retrieved = 1;
		}
		return hr;
	}
	
	if(vsource_initialized == 0) {
		ga_error("video source not initialized.\n");
		return hr;
	}
	
	This->GetDesc(&pDESC);
	pDXGI_FORMAT = pDESC.BufferDesc.Format;   // extract screen format for sws_scale
	
	if(pDESC.BufferDesc.Width != game_width
	|| pDESC.BufferDesc.Height != game_height) {
		ga_error("game width/height mismatched (%dx%d) != (%dx%d)\n",
			pDESC.BufferDesc.Width, pDESC.BufferDesc.Height,
			game_width, game_height);
		return hr;
	}
	
	//
	if (enable_server_rate_control && ga_hook_video_rate_control() < 0)
		return hr;
	
	if (dx_version == dx_none) {
		//bool check_result = FALSE;
		if (check_dx_device_version(This, IID_ID3D10Device)) {
			dx_version = dx_10;
			ga_error("[DXGISwapChain] DirectX 10\n");
		} else if (check_dx_device_version(This, IID_ID3D10Device1)) {
			dx_version = dx_10_1;
			ga_error("[DXGISwapChain] DirectX 10.1\n");
		} else if (check_dx_device_version(This, IID_ID3D11Device)) {
			dx_version = dx_11;
			ga_error("[DXGISwapChain] DirectX 11\n");
		}
	}
	
	if (capture_initialized == 0) {
		frame_interval = 1000000/video_fps; // in the unif of us
		frame_interval++;
		QueryPerformanceFrequency(&freq);
		QueryPerformanceCounter(&initialTv);
		capture_initialized = 1;
	} else {
		QueryPerformanceCounter(&captureTv);
	}

	hr = 0;

	// d3d10 / d3d10.1
	if (dx_version == dx_10 || dx_version == dx_10_1) {
		
		void *ppDevice;	
		ID3D10Device *pDevice;
		//IUnknown *pDevice;

		if (dx_version == dx_10) {
			This->GetDevice(IID_ID3D10Device, &ppDevice);
			pDevice = (ID3D10Device *)ppDevice;
		} else if (dx_version == dx_10_1) {
			This->GetDevice(IID_ID3D10Device1, &ppDevice);
			pDevice = (ID3D10Device1 *)ppDevice;
		} else {
			OutputDebugString("Invalid DirectX version in IDXGISwapChain::Present");
			return hr;
		}

		ID3D10RenderTargetView *pRTV = NULL;
		ID3D10Resource *pSrcResource = NULL;
		pDevice->OMGetRenderTargets(1, &pRTV, NULL);
		pRTV->GetResource(&pSrcResource);

		ID3D10Texture2D* pSrcBuffer = (ID3D10Texture2D *)pSrcResource;
		ID3D10Texture2D* pDstBuffer = NULL;

		D3D10_TEXTURE2D_DESC desc;
		pSrcBuffer->GetDesc(&desc);
		desc.BindFlags = 0;
		desc.CPUAccessFlags = D3D10_CPU_ACCESS_READ;
		desc.Usage = D3D10_USAGE_STAGING;

		hr = pDevice->CreateTexture2D(&desc, NULL, &pDstBuffer);
		if (FAILED(hr)) {
			OutputDebugString("Failed to create texture2D");
			//assert(exp_state == exp_none);
		}

		pDevice->CopyResource(pDstBuffer, pSrcBuffer);

		D3D10_MAPPED_TEXTURE2D mapped_screen;
		hr = pDstBuffer->Map(0, D3D10_MAP_READ, 0, &mapped_screen);
		if (FAILED(hr)) {
			OutputDebugString("Failed to map from DstBuffer");
			//assert(exp_state == exp_none);
		}

		// copy image 
		do {
			unsigned char *src, *dst;
			data = g_pipe[0]->allocate_data();
			frame = (struct vsource_frame*) data->ptr;
			frame->pixelformat = PIX_FMT_BGRA;
			frame->realwidth = desc.Width;
			frame->realheight = desc.Height;
			frame->realstride = desc.Width<<2;
			frame->realsize = frame->realwidth * frame->realstride;
			frame->linesize[0] = frame->realstride;//frame->stride;
			//
			src = (unsigned char*) mapped_screen.pData;
			dst = (unsigned char*) frame->imgbuf;
			for (i = 0; i < encoder_height; i++) {				
				CopyMemory(dst, src, frame->realstride/*frame->stride*/);
				src += mapped_screen.RowPitch;
				dst += frame->realstride;//frame->stride;
			}
			frame->imgpts = pcdiff_us(captureTv, initialTv, freq)/frame_interval;
		} while(0);
	
		// duplicate from channel 0 to other channels
		for(i = 1; i < SOURCES; i++) {
			int j;
			struct pooldata *dupdata;
			struct vsource_frame *dupframe;
			dupdata = g_pipe[i]->allocate_data();
			dupframe = (struct vsource_frame*) dupdata->ptr;
			//
			vsource_dup_frame(frame, dupframe);
			//
			g_pipe[i]->store_data(dupdata);
			g_pipe[i]->notify_all();
		}
		g_pipe[0]->store_data(data);
		g_pipe[0]->notify_all();
		
		pDstBuffer->Unmap(0);

		pDevice->Release();
		pSrcResource->Release();
		pSrcBuffer->Release();
		pRTV->Release();
		pDstBuffer->Release();

	// d11
	} else if (dx_version == dx_11) {
		void *ppDevice;	
		This->GetDevice(IID_ID3D11Device, &ppDevice);
		ID3D11Device *pDevice = (ID3D11Device*) ppDevice;

		This->GetDevice(IID_ID3D11DeviceContext, &ppDevice);
		ID3D11DeviceContext *pDeviceContext = (ID3D11DeviceContext *) ppDevice;
		
		ID3D11RenderTargetView *pRTV = NULL;
		ID3D11Resource *pSrcResource = NULL;
		pDeviceContext->OMGetRenderTargets(1, &pRTV, NULL);
		pRTV->GetResource(&pSrcResource);
	
		ID3D11Texture2D *pSrcBuffer = (ID3D11Texture2D *)pSrcResource;
		ID3D11Texture2D *pDstBuffer = NULL;
		
		D3D11_TEXTURE2D_DESC desc;
		pSrcBuffer->GetDesc(&desc);
		desc.BindFlags = 0;
		desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
		desc.Usage = D3D11_USAGE_STAGING;

		hr = pDevice->CreateTexture2D(&desc, NULL, &pDstBuffer);
		if (FAILED(hr)) {
			OutputDebugString("Failed to create buffer");
			//assert(exp_state == exp_none);
		}
		pDeviceContext->CopyResource(pDstBuffer, pSrcBuffer);

		D3D11_MAPPED_SUBRESOURCE mapped_screen;
		hr = pDeviceContext->Map(pDstBuffer, 0, D3D11_MAP_READ, 0, &mapped_screen);
		if (FAILED(hr)) {
			OutputDebugString("Failed to map from DeviceContext");
			//assert(exp_state == exp_none);
		}
		
		// copy image 
		do {
			unsigned char *src, *dst;
			data = g_pipe[0]->allocate_data();
			frame = (struct vsource_frame*) data->ptr;
			frame->pixelformat = PIX_FMT_BGRA;
			frame->realwidth = desc.Width;
			frame->realheight = desc.Height;
			frame->realstride = desc.Width<<2;
			frame->realsize = frame->realwidth * frame->realstride;
			frame->linesize[0] = frame->realstride;//frame->stride;
			//
			src = (unsigned char*) mapped_screen.pData;
			dst = (unsigned char*) frame->imgbuf;
			for (i = 0; i < encoder_height; i++) {				
				CopyMemory(dst, src, frame->realstride/*frame->stride*/);
				src += mapped_screen.RowPitch;
				dst += frame->realstride;//frame->stride;
			}
			frame->imgpts = pcdiff_us(captureTv, initialTv, freq)/frame_interval;
		} while(0);
	
		// duplicate from channel 0 to other channels
		for(i = 1; i < SOURCES; i++) {
			int j;
			struct pooldata *dupdata;
			struct vsource_frame *dupframe;
			dupdata = g_pipe[i]->allocate_data();
			dupframe = (struct vsource_frame*) dupdata->ptr;
			//
			vsource_dup_frame(frame, dupframe);
			//
			g_pipe[i]->store_data(dupdata);
			g_pipe[i]->notify_all();
		}
		g_pipe[0]->store_data(data);
		g_pipe[0]->notify_all();

		pDeviceContext->Unmap(pDstBuffer, 0);

		pDevice->Release();
		pDeviceContext->Release();
		pSrcResource->Release();
		pSrcBuffer->Release();
		pRTV->Release();
		pDstBuffer->Release();
	}

	return hr;
}
Exemplo n.º 24
0
void Image11::copy(GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
{
    gl::FramebufferAttachment *colorbuffer = source->getReadColorbuffer();

    if (colorbuffer && colorbuffer->getActualFormat() == mActualFormat)
    {
        // No conversion needed-- use copyback fastpath
        ID3D11Texture2D *colorBufferTexture = NULL;
        unsigned int subresourceIndex = 0;

        if (mRenderer->getRenderTargetResource(colorbuffer, &subresourceIndex, &colorBufferTexture))
        {
            D3D11_TEXTURE2D_DESC textureDesc;
            colorBufferTexture->GetDesc(&textureDesc);

            ID3D11Device *device = mRenderer->getDevice();
            ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();

            ID3D11Texture2D* srcTex = NULL;
            if (textureDesc.SampleDesc.Count > 1)
            {
                D3D11_TEXTURE2D_DESC resolveDesc;
                resolveDesc.Width = textureDesc.Width;
                resolveDesc.Height = textureDesc.Height;
                resolveDesc.MipLevels = 1;
                resolveDesc.ArraySize = 1;
                resolveDesc.Format = textureDesc.Format;
                resolveDesc.SampleDesc.Count = 1;
                resolveDesc.SampleDesc.Quality = 0;
                resolveDesc.Usage = D3D11_USAGE_DEFAULT;
                resolveDesc.BindFlags = 0;
                resolveDesc.CPUAccessFlags = 0;
                resolveDesc.MiscFlags = 0;

                HRESULT result = device->CreateTexture2D(&resolveDesc, NULL, &srcTex);
                if (FAILED(result))
                {
                    ERR("Failed to create resolve texture for Image11::copy, HRESULT: 0x%X.", result);
                    return;
                }

                deviceContext->ResolveSubresource(srcTex, 0, colorBufferTexture, subresourceIndex, textureDesc.Format);
                subresourceIndex = 0;
            }
            else
            {
                srcTex = colorBufferTexture;
                srcTex->AddRef();
            }

            D3D11_BOX srcBox;
            srcBox.left = x;
            srcBox.right = x + width;
            srcBox.top = y;
            srcBox.bottom = y + height;
            srcBox.front = 0;
            srcBox.back = 1;

            deviceContext->CopySubresourceRegion(mStagingTexture, 0, xoffset, yoffset, zoffset, srcTex, subresourceIndex, &srcBox);

            SafeRelease(srcTex);
            SafeRelease(colorBufferTexture);
        }
    }
    else
    {
        // This format requires conversion, so we must copy the texture to staging and manually convert via readPixels
        D3D11_MAPPED_SUBRESOURCE mappedImage;
        HRESULT result = map(D3D11_MAP_WRITE, &mappedImage);
        if (FAILED(result))
        {
            ERR("Failed to map texture for Image11::copy, HRESULT: 0x%X.", result);
            return;
        }

        // determine the offset coordinate into the destination buffer
        GLsizei rowOffset = gl::GetPixelBytes(mActualFormat) * xoffset;
        void *dataOffset = static_cast<unsigned char*>(mappedImage.pData) + mappedImage.RowPitch * yoffset + rowOffset + zoffset * mappedImage.DepthPitch;

        GLenum format = gl::GetFormat(mInternalFormat);
        GLenum type = gl::GetType(mInternalFormat);

        mRenderer->readPixels(source, x, y, width, height, format, type, mappedImage.RowPitch, gl::PixelPackState(), dataOffset);

        unmap();
    }
}
Exemplo n.º 25
0
void BufferStorage11::PackStorage11::packPixels(ID3D11Texture2D *srcTexure, UINT srcSubresource, const PackPixelsParams &params)
{
    flushQueuedPackCommand();
    mQueuedPackCommand = new PackPixelsParams(params);

    D3D11_TEXTURE2D_DESC textureDesc;
    srcTexure->GetDesc(&textureDesc);

    if (mStagingTexture != NULL &&
        (mTextureFormat != textureDesc.Format ||
         mTextureSize.width != params.area.width ||
         mTextureSize.height != params.area.height))
    {
        SafeRelease(mStagingTexture);
        mTextureSize.width = 0;
        mTextureSize.height = 0;
        mTextureFormat = DXGI_FORMAT_UNKNOWN;
    }

    if (mStagingTexture == NULL)
    {
        ID3D11Device *device = mRenderer->getDevice();
        HRESULT hr;

        mTextureSize.width = params.area.width;
        mTextureSize.height = params.area.height;
        mTextureFormat = textureDesc.Format;

        D3D11_TEXTURE2D_DESC stagingDesc;
        stagingDesc.Width = params.area.width;
        stagingDesc.Height = params.area.height;
        stagingDesc.MipLevels = 1;
        stagingDesc.ArraySize = 1;
        stagingDesc.Format = mTextureFormat;
        stagingDesc.SampleDesc.Count = 1;
        stagingDesc.SampleDesc.Quality = 0;
        stagingDesc.Usage = D3D11_USAGE_STAGING;
        stagingDesc.BindFlags = 0;
        stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
        stagingDesc.MiscFlags = 0;

        hr = device->CreateTexture2D(&stagingDesc, NULL, &mStagingTexture);
        ASSERT(SUCCEEDED(hr));
    }

    if (textureDesc.SampleDesc.Count > 1)
    {
        UNIMPLEMENTED();
    }

    ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
    D3D11_BOX srcBox;
    srcBox.left   = params.area.x;
    srcBox.right  = params.area.x + params.area.width;
    srcBox.top    = params.area.y;
    srcBox.bottom = params.area.y + params.area.height;
    srcBox.front  = 0;
    srcBox.back   = 1;

    // Asynchronous copy
    immediateContext->CopySubresourceRegion(mStagingTexture, 0, 0, 0, 0, srcTexure, srcSubresource, &srcBox);
}
Exemplo n.º 26
0
void CRenderCaptureDX::BeginRender()
{
  ID3D11DeviceContext* pContext = g_Windowing.Get3D11Context();
  ID3D11Device* pDevice = g_Windowing.Get3D11Device();
  CD3D11_QUERY_DESC queryDesc(D3D11_QUERY_EVENT);

  if (!m_asyncChecked)
  {
    m_asyncSupported = SUCCEEDED(pDevice->CreateQuery(&queryDesc, nullptr));
    if (m_flags & CAPTUREFLAG_CONTINUOUS)
    {
      if (!m_asyncSupported)
        CLog::Log(LOGWARNING, "CRenderCaptureDX: D3D11_QUERY_OCCLUSION not supported, performance might suffer");
      if (!UseOcclusionQuery())
        CLog::Log(LOGWARNING, "CRenderCaptureDX: D3D11_QUERY_OCCLUSION disabled, performance might suffer");
    }
    m_asyncChecked = true;
  }

  HRESULT result;

  if (m_surfaceWidth != m_width || m_surfaceHeight != m_height)
  {
    SAFE_RELEASE(m_renderSurface);
    SAFE_RELEASE(m_copySurface);

    CD3D11_TEXTURE2D_DESC texDesc(DXGI_FORMAT_B8G8R8A8_UNORM, m_width, m_height, 1, 1, D3D11_BIND_RENDER_TARGET);
    result = pDevice->CreateTexture2D(&texDesc, nullptr, &m_renderTexture);
    if (FAILED(result))
    {
      CLog::Log(LOGERROR, "CRenderCaptureDX::BeginRender: CreateTexture2D (RENDER_TARGET) failed %s",
                g_Windowing.GetErrorDescription(result).c_str());
      SetState(CAPTURESTATE_FAILED);
      return;
    }

    CD3D11_RENDER_TARGET_VIEW_DESC rtDesc(D3D11_RTV_DIMENSION_TEXTURE2D);
    result = pDevice->CreateRenderTargetView(m_renderTexture, &rtDesc, &m_renderSurface);
    if (FAILED(result))
    {
      CLog::Log(LOGERROR, "CRenderCaptureDX::BeginRender: CreateRenderTargetView failed %s",
        g_Windowing.GetErrorDescription(result).c_str());
      SetState(CAPTURESTATE_FAILED);
      return;
    }

    texDesc.BindFlags = 0;
    texDesc.Usage = D3D11_USAGE_STAGING;
    texDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;

    result = pDevice->CreateTexture2D(&texDesc, nullptr, &m_copySurface);
    if (FAILED(result))
    {
      CLog::Log(LOGERROR, "CRenderCaptureDX::BeginRender: CreateTexture2D (USAGE_STAGING) failed %s",
                g_Windowing.GetErrorDescription(result).c_str());
      SetState(CAPTURESTATE_FAILED);
      return;
    }

    m_surfaceWidth = m_width;
    m_surfaceHeight = m_height;
  }

  if (m_bufferSize != m_width * m_height * 4)
  {
    m_bufferSize = m_width * m_height * 4;
    av_freep(&m_pixels);
    m_pixels = (uint8_t*)av_malloc(m_bufferSize);
  }

  pContext->OMSetRenderTargets(1, &m_renderSurface, nullptr);

  if (m_asyncSupported && UseOcclusionQuery())
  {
    //generate an occlusion query if we don't have one
    if (!m_query)
    {
      result = pDevice->CreateQuery(&queryDesc, &m_query);
      if (FAILED(result))
      {
        CLog::Log(LOGERROR, "CRenderCaptureDX::BeginRender: CreateQuery failed %s",
                  g_Windowing.GetErrorDescription(result).c_str());
        m_asyncSupported = false;
        SAFE_RELEASE(m_query);
      }
    }
  }
  else
  {
    //don't use an occlusion query, clean up any old one
    SAFE_RELEASE(m_query);
  }
}
Exemplo n.º 27
0
gl::Error Image11::createStagingTexture()
{
    if (mStagingTexture)
    {
        return gl::Error(GL_NO_ERROR);
    }

    ASSERT(mWidth > 0 && mHeight > 0 && mDepth > 0);

    const DXGI_FORMAT dxgiFormat = getDXGIFormat();

    ID3D11Device *device = mRenderer->getDevice();
    HRESULT result;

    int lodOffset = 1;
    GLsizei width = mWidth;
    GLsizei height = mHeight;

    // adjust size if needed for compressed textures
    d3d11::MakeValidSize(false, dxgiFormat, &width, &height, &lodOffset);

    if (mTarget == GL_TEXTURE_3D)
    {
        ID3D11Texture3D *newTexture = NULL;

        D3D11_TEXTURE3D_DESC desc;
        desc.Width = width;
        desc.Height = height;
        desc.Depth = mDepth;
        desc.MipLevels = lodOffset + 1;
        desc.Format = dxgiFormat;
        desc.Usage = D3D11_USAGE_STAGING;
        desc.BindFlags = 0;
        desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
        desc.MiscFlags = 0;

        if (d3d11::GetTextureFormatInfo(mInternalFormat).dataInitializerFunction != NULL)
        {
            std::vector<D3D11_SUBRESOURCE_DATA> initialData;
            std::vector< std::vector<BYTE> > textureData;
            d3d11::GenerateInitialTextureData(mInternalFormat, width, height, mDepth,
                                              lodOffset + 1, &initialData, &textureData);

            result = device->CreateTexture3D(&desc, initialData.data(), &newTexture);
        }
        else
        {
            result = device->CreateTexture3D(&desc, NULL, &newTexture);
        }

        if (FAILED(result))
        {
            ASSERT(result == E_OUTOFMEMORY);
            return gl::Error(GL_OUT_OF_MEMORY, "Failed to create staging texture, result: 0x%X.", result);
        }

        mStagingTexture = newTexture;
        mStagingSubresource = D3D11CalcSubresource(lodOffset, 0, lodOffset + 1);
    }
    else if (mTarget == GL_TEXTURE_2D || mTarget == GL_TEXTURE_2D_ARRAY || mTarget == GL_TEXTURE_CUBE_MAP)
    {
        ID3D11Texture2D *newTexture = NULL;

        D3D11_TEXTURE2D_DESC desc;
        desc.Width = width;
        desc.Height = height;
        desc.MipLevels = lodOffset + 1;
        desc.ArraySize = 1;
        desc.Format = dxgiFormat;
        desc.SampleDesc.Count = 1;
        desc.SampleDesc.Quality = 0;
        desc.Usage = D3D11_USAGE_STAGING;
        desc.BindFlags = 0;
        desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
        desc.MiscFlags = 0;

        if (d3d11::GetTextureFormatInfo(mInternalFormat).dataInitializerFunction != NULL)
        {
            std::vector<D3D11_SUBRESOURCE_DATA> initialData;
            std::vector< std::vector<BYTE> > textureData;
            d3d11::GenerateInitialTextureData(mInternalFormat, width, height, 1,
                                              lodOffset + 1, &initialData, &textureData);

            result = device->CreateTexture2D(&desc, initialData.data(), &newTexture);
        }
        else
        {
            result = device->CreateTexture2D(&desc, NULL, &newTexture);
        }

        if (FAILED(result))
        {
            ASSERT(result == E_OUTOFMEMORY);
            return gl::Error(GL_OUT_OF_MEMORY, "Failed to create staging texture, result: 0x%X.", result);
        }

        mStagingTexture = newTexture;
        mStagingSubresource = D3D11CalcSubresource(lodOffset, 0, lodOffset + 1);
    }
    else
    {
        UNREACHABLE();
    }

    mDirty = false;
    return gl::Error(GL_NO_ERROR);
}
Exemplo n.º 28
0
//===============================================================================================================================
bool TextureManager::loadTexture(BetterString filename, ID3D11Texture2D** texture, int& textureDataSize, byte*& srcTextureData, TextureType tt)
{
    ID3D11Device* device = mD3DSystem->GetDevice11();
    ID3D11DeviceContext* immediateContext = mD3DSystem->GetDeviceContext();
    ID3D11Texture2D* tempTexture;

    //string file = "Textures\\";
    //file += filename.toString();

    HRESULT hr = E_FAIL;

    unique_ptr<wchar_t> name = filename.ToWideStr();

    switch (tt)
    {
    case DDS:
    {
        hr = CreateDDSTextureFromFile(device, name.get(), (ID3D11Resource **)texture, NULL);
    }
    break;
    //case TGA:
    case PNG:
    {
        hr = CreateWICTextureFromFile(device, name.get(), (ID3D11Resource **)texture, NULL);
    }
    break;
    }

    //if(SUCCEEDED(D3DX11CreateTextureFromFile(device, file.c_str(), NULL, NULL, (ID3D11Resource **)texture, NULL)))
    if(SUCCEEDED(hr))
    {
        // Load the texture and store it
        GetTexture(filename, tt);

        D3D11_TEXTURE2D_DESC desc;
        (*texture)->GetDesc(&desc);

        // To keep it simple, we limit the textures we load to RGBA 8bits per channel
        if(desc.Format != DXGI_FORMAT_R8G8B8A8_UNORM)
        {
            OutputDebugStringA( "We want to read a simple RGBA texture 8 bits per channel but the required texture has a different format." );
            return false;
        }

        desc.Usage = D3D11_USAGE_STAGING;
        desc.BindFlags = 0;
        desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;

        if (device->CreateTexture2D(&desc, NULL, &tempTexture) != S_OK)
            return false;

        immediateContext->CopyResource(tempTexture, *texture);

        D3D11_MAPPED_SUBRESOURCE mappedResource;
        if (immediateContext->Map(tempTexture, 0, D3D11_MAP_READ, 0, &mappedResource) != S_OK)
            return false;

        textureDataSize =  mappedResource.RowPitch * desc.Height;
        if(srcTextureData)
            delete [] srcTextureData;
        srcTextureData = new byte[textureDataSize];
        memcpy(srcTextureData, mappedResource.pData, textureDataSize);

        immediateContext->Unmap(tempTexture, 0);

        return true;
    }
    else
        return false;
}
Exemplo n.º 29
0
TextureClient*
IMFYCbCrImage::GetTextureClient(CompositableClient* aClient)
{
  ID3D11Device* device = gfxWindowsPlatform::GetPlatform()->GetD3D11ImageBridgeDevice();
  if (!device ||
      aClient->GetForwarder()->GetCompositorBackendType() != LayersBackend::LAYERS_D3D11) {

    IDirect3DDevice9* d3d9device = gfxWindowsPlatform::GetPlatform()->GetD3D9Device();
    if (d3d9device && aClient->GetForwarder()->GetCompositorBackendType() == LayersBackend::LAYERS_D3D9) {
      return GetD3D9TextureClient(aClient);
    }
    return nullptr;
  }

  if (mTextureClient) {
    return mTextureClient;
  }

  RefPtr<ID3D11DeviceContext> ctx;
  device->GetImmediateContext(byRef(ctx));

  CD3D11_TEXTURE2D_DESC newDesc(DXGI_FORMAT_A8_UNORM,
                                mData.mYSize.width, mData.mYSize.height, 1, 1);

  newDesc.MiscFlags = D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX;

  RefPtr<ID3D11Texture2D> textureY;
  HRESULT hr = device->CreateTexture2D(&newDesc, nullptr, byRef(textureY));
  NS_ENSURE_TRUE(SUCCEEDED(hr), nullptr);

  newDesc.Width = mData.mCbCrSize.width;
  newDesc.Height = mData.mCbCrSize.height;

  RefPtr<ID3D11Texture2D> textureCb;
  hr = device->CreateTexture2D(&newDesc, nullptr, byRef(textureCb));
  NS_ENSURE_TRUE(SUCCEEDED(hr), nullptr);

  RefPtr<ID3D11Texture2D> textureCr;
  hr = device->CreateTexture2D(&newDesc, nullptr, byRef(textureCr));
  NS_ENSURE_TRUE(SUCCEEDED(hr), nullptr);

  {
    AutoLockTexture lockY(textureY);
    AutoLockTexture lockCb(textureCb);
    AutoLockTexture lockCr(textureCr);

    ctx->UpdateSubresource(textureY, 0, nullptr, mData.mYChannel,
                           mData.mYStride, mData.mYStride * mData.mYSize.height);
    ctx->UpdateSubresource(textureCb, 0, nullptr, mData.mCbChannel,
                           mData.mCbCrStride, mData.mCbCrStride * mData.mCbCrSize.height);
    ctx->UpdateSubresource(textureCr, 0, nullptr, mData.mCrChannel,
                           mData.mCbCrStride, mData.mCbCrStride * mData.mCbCrSize.height);
  }

  RefPtr<IDXGIResource> resource;

  HANDLE shareHandleY;
  textureY->QueryInterface((IDXGIResource**)byRef(resource));
  hr = resource->GetSharedHandle(&shareHandleY);

  HANDLE shareHandleCb;
  textureCb->QueryInterface((IDXGIResource**)byRef(resource));
  hr = resource->GetSharedHandle(&shareHandleCb);

  HANDLE shareHandleCr;
  textureCr->QueryInterface((IDXGIResource**)byRef(resource));
  hr = resource->GetSharedHandle(&shareHandleCr);

  mTextureClient = DXGIYCbCrTextureClient::Create(aClient->GetForwarder(),
                                                  TextureFlags::DEFAULT,
                                                  textureY,
                                                  textureCb,
                                                  textureCr,
                                                  shareHandleY,
                                                  shareHandleCb,
                                                  shareHandleCr,
                                                  GetSize(),
                                                  mData.mYSize,
                                                  mData.mCbCrSize);

  return mTextureClient;
}
Exemplo n.º 30
0
    Error Texture::platformInit(const Config& config)
    {
        ComPtr<ID3D11Resource> d3dResource;

        Renderer::PlatformDetails& plat = ((TextureDx11*)this)->_renderer.getPlatformDetails();
        ID3D11Device* device = plat.device.Get();

        if (config.depth > 0)
        {
            D3D11_TEXTURE3D_DESC desc;
            desc.Width          = config.width;
            desc.Height         = config.height;
            desc.Depth          = config.depth;
            desc.MipLevels      = config.lastMip+1;
            desc.Format         = TranslateToDxgiFormat(config.format);
            desc.BindFlags      = TranslateBindFlags(config.usage, config.format);
            desc.CPUAccessFlags = TranslateCpuAccessFlags(config.usage);
            desc.MiscFlags      = TranslateMiscFlags(config.flags);
            desc.Usage          = TranslateUsage(config.usage);

            HRESULT hr = device->CreateTexture3D(&desc, nullptr, (ID3D11Texture3D**) d3dResource.GetAddressOf());
            if (FAILED(hr))
            {
                EIGEN_RETURN_ERROR("Failed to create volume texture, HRESULT = %d", hr);
            }
        }
        else if (config.height > 0)
        {
            D3D11_TEXTURE2D_DESC desc;
            desc.Width              = config.width;
            desc.Height             = config.height;
            desc.MipLevels          = config.lastMip+1;
            desc.ArraySize          = config.arrayLength > 0 ? config.arrayLength : 1;
            desc.Format             = TranslateToDxgiFormat(config.format);
            desc.SampleDesc.Count   = (UINT)1 << (UINT)config.multisampling;
            desc.SampleDesc.Quality = 0;
            desc.BindFlags          = TranslateBindFlags(config.usage, config.format);
            desc.CPUAccessFlags     = TranslateCpuAccessFlags(config.usage);
            desc.MiscFlags          = TranslateMiscFlags(config.flags);
            desc.Usage              = TranslateUsage(config.usage);

            HRESULT hr = device->CreateTexture2D(&desc, nullptr, (ID3D11Texture2D**) d3dResource.GetAddressOf());
            if (FAILED(hr))
            {
                EIGEN_RETURN_ERROR("Failed to create texture, HRESULT = %d", hr);
            }
        }
        else
        {
            D3D11_TEXTURE1D_DESC desc;
            desc.Width          = config.width;
            desc.MipLevels      = config.lastMip+1;
            desc.ArraySize      = config.arrayLength > 0 ? config.arrayLength : 1;
            desc.Format         = TranslateToDxgiFormat(config.format);
            desc.BindFlags      = TranslateBindFlags(config.usage, config.format);
            desc.CPUAccessFlags = TranslateCpuAccessFlags(config.usage);
            desc.MiscFlags      = TranslateMiscFlags(config.flags);
            desc.Usage          = TranslateUsage(config.usage);

            HRESULT hr = device->CreateTexture1D(&desc, nullptr, (ID3D11Texture1D**) d3dResource.GetAddressOf());
            if (FAILED(hr))
            {
                EIGEN_RETURN_ERROR("Failed to create 1D texture, HRESULT = %d", hr);
            }
        }

        ((TextureDx11*)this)->_d3dResource.Swap(d3dResource);

        EIGEN_RETURN_OK();
    }