Пример #1
0
void D10State::newTexture(unsigned int w, unsigned int h) {
	HRESULT hr;

	ods("D3D10: newTexture %d %d", w, h);

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

	D3D10_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 = D3D10_USAGE_DYNAMIC;
	desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
	desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
	hr = pDevice->CreateTexture2D(&desc, NULL, &pTexture);

	if (FAILED(hr)) {
		pTexture = NULL;
		ods("D3D10: Failed to create texture.");
		return;
	}

	D3D10_SHADER_RESOURCE_VIEW_DESC srvDesc;
	ZeroMemory(&srvDesc, sizeof(srvDesc));
	srvDesc.Format = desc.Format;
	srvDesc.ViewDimension = D3D10_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("D3D10: Failed to create resource view.");
		return;
	}
}
/**
 * @fn Resize (int w, int h)
 *
 * @brief Resizes the render target, creates new textures and views 
 *
 * @param w - New resource width
 *
 * @param h - New resource height
 */
void CDXRenderTarget::Resize(int resW, int resH)
{
    HRESULT hr;

    SAFE_RELEASE(m_pSRV);
    SAFE_RELEASE(m_pRTV);
    SAFE_RELEASE(m_pTexture);
    SAFE_RELEASE(m_pTextureCPU); 
    
    // Save the new values
    m_width = resW;
    m_height = resH;

    // Get the device
    ID3D10Device *pDev = DXUTGetD3D10Device();

    // Create the texture here
    CD3D10_TEXTURE2D_DESC desc(m_fmt, resW, resH, 1, 1);
    desc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE;
    desc.Usage     = D3D10_USAGE_DEFAULT;
    hr = pDev->CreateTexture2D(&desc, NULL, &m_pTexture);
    assert(hr == S_OK);

    // Create the CPU version of the texture here
    CD3D10_TEXTURE2D_DESC descCPU(m_fmt, resW, resH, 1, 1);
    descCPU.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
    descCPU.Usage          = D3D10_USAGE_DYNAMIC;
    hr = pDev->CreateTexture2D(&descCPU, NULL, &m_pTextureCPU);
    assert(hr == S_OK);

    // Create the shader resource view
    D3D10_SHADER_RESOURCE_VIEW_DESC resDesc;
    resDesc.Format = m_fmt;
    resDesc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
    resDesc.Texture2D.MipLevels = 1;
    resDesc.Texture2D.MostDetailedMip = 0;
    hr = pDev->CreateShaderResourceView(m_pTexture, &resDesc, &m_pSRV);
    assert(hr == S_OK);

    // Create the render target view
    D3D10_RENDER_TARGET_VIEW_DESC rtDesc;
    rtDesc.Format = m_fmt;
    rtDesc.ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2D;
    rtDesc.Texture2D.MipSlice = 0;
    
    hr = pDev->CreateRenderTargetView(m_pTexture, &rtDesc, &m_pRTV);
    assert(hr == S_OK);

} // End of resize()
Пример #3
0
void D3D10Texture::Allocate(UINT Width, UINT Height, bool ConstructMipmaps, DXGI_FORMAT Format, const Bitmap &Bmp)
{
    FreeMemory();
    PersistentAssert(_GD != NULL, "D3D10Texture::Allocate on unassociated texture");
    ID3D10Device* Device = _GD->CastD3D10().GetDevice();

    D3D10_TEXTURE2D_DESC TextureDesc;
    TextureDesc.Width = Width;
    TextureDesc.Height = Height;
    TextureDesc.MipLevels = 0;
    if(!ConstructMipmaps)
    {
        TextureDesc.MipLevels = 1;
    }
    TextureDesc.ArraySize = 1;
    TextureDesc.Format = Format;
    TextureDesc.SampleDesc.Count = 1;
    TextureDesc.SampleDesc.Quality = 0;
    TextureDesc.Usage = D3D10_USAGE_DEFAULT;
    TextureDesc.BindFlags = D3D10_BIND_SHADER_RESOURCE | D3D10_BIND_RENDER_TARGET;
    TextureDesc.CPUAccessFlags = 0;
    TextureDesc.MiscFlags = D3D10_RESOURCE_MISC_GENERATE_MIPS;

    D3D10_SUBRESOURCE_DATA Data[12];
    for(UINT Index = 0; Index < 12; Index++)
    {
        Data[Index].pSysMem = &(Bmp[0][0]);
        Data[Index].SysMemPitch = Bmp.Width() * sizeof(RGBColor);
    }

    HRESULT hr = Device->CreateTexture2D(&TextureDesc, Data, &_Texture);
    PersistentAssert(SUCCEEDED(hr), "CreateTexture2D failed");

    _Texture->GetDesc(&TextureDesc);

    D3D10_SHADER_RESOURCE_VIEW_DESC ViewDesc;
    ViewDesc.Format = Format;
    ViewDesc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
    ViewDesc.Texture2D.MostDetailedMip = 0;
    ViewDesc.Texture2D.MipLevels = TextureDesc.MipLevels;

    hr = Device->CreateShaderResourceView(_Texture, &ViewDesc, &_View);
    PersistentAssert(SUCCEEDED(hr), "CreateShaderResourceView failed");

    Device->GenerateMips(_View);
}
		Texture3D::Texture3D(Texture3D_Desc& desc, Renderer* pRender)
		{
			HRESULT hr;
			ID3D10Device* pDevice = pRender->GetDevice();

			V(pDevice->CreateTexture3D(
				&desc,		//[in]   const D3D10_TEXTURE3D_DESC *pDesc,
				NULL,		//[in]   const D3D10_SUBRESOURCE_DATA *pInitialData,
				&_ptr		//[out]  ID3D10Texture3D **ppTexture3D
				));

			if (SUCCEEDED(hr)) {
				_width = (float)desc.Width;
				_height = (float)desc.Height;
				_depth = (float)desc.Depth;
				_invW = 1.0f / _width;
				_invH = 1.0f / _height;
				_invD = 1.0f / _depth;

				D3D10_SHADER_RESOURCE_VIEW_DESC resourceViewDesc;
				resourceViewDesc.Format = desc.Format;
				resourceViewDesc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE3D;
				resourceViewDesc.Texture3D.MostDetailedMip = 0;
				resourceViewDesc.Texture3D.MipLevels = desc.MipLevels;

				ID3D10ShaderResourceView* pResourceView;
				V(pDevice->CreateShaderResourceView(
					(ID3D10Resource *)_ptr,		//[in]   ID3D10Resource *pResource,
					&resourceViewDesc,			//[in]   const D3D10_SHADER_RESOURCE_VIEW_DESC *pDesc,
					&pResourceView				//[out]  ID3D10ShaderResourceView **ppSRView
					));
				if (SUCCEEDED(hr)) {
					_ResourceView = pResourceView;
				}
			}
			else {
				_ptr = NULL;
				_width = 0;
				_height = 0;
				_depth = 0;
				_invW = 0;
				_invH = 0;
				_invD = 0;
			}
		}
Пример #5
0
bool CGutFontUniCodeDX10::CreateTexture(int w, int h)
{
	m_iTextureW = w;
	m_iTextureH = h;

	ID3D10Device *pDevice = GutGetGraphicsDeviceDX10();
	//
	{
		D3D10_TEXTURE2D_DESC desc;
		ZeroMemory( &desc, sizeof(desc) );

		desc.Width =  w;
		desc.Height =  h;
		desc.MipLevels = 1;
		desc.ArraySize = 1;
		desc.SampleDesc.Count = 1;
		desc.Format = DXGI_FORMAT_A8_UNORM;
		desc.Usage = D3D10_USAGE_DEFAULT;
		desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;

		pDevice->CreateTexture2D( &desc, NULL, &m_pFontTexture2D );
	}
	//
	{
		D3D10_SHADER_RESOURCE_VIEW_DESC desc;
		ZeroMemory(&desc, sizeof(desc));

		desc.Format = DXGI_FORMAT_A8_UNORM;
		desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
		desc.Texture2D.MostDetailedMip = 0;
		desc.Texture2D.MipLevels = 1;

		pDevice->CreateShaderResourceView(m_pFontTexture2D, &desc, &m_pFontTexture);
	}

	return true;
}