Пример #1
0
void MyD3DAssets::loadPSTexture(int textureIndex)
{
    ID3D11ShaderResourceView *view = nullptr;
    context->base->PSGetShaderResources(textureIndex, 1, &view);

    if (view == nullptr)
    {
        PSTexture.free();
    }
    else
    {
        ID3D11Resource *textureResource = nullptr;
        view->GetResource(&textureResource);

        ID3D11Texture2D* texture = nullptr;
        HRESULT hr = textureResource->QueryInterface(__uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&texture));
        if (texture == nullptr || FAILED(hr))
        {
            PSTexture.free();
            g_logger->logErrorFile << "textureResource->QueryInterface failed" << endl;
        }
        else
        {
            readTexture(texture, PSTexture);
            texture->Release();
        }

        textureResource->Release();
        view->Release();
    }
}
Пример #2
0
void MFTexture_DestroyPlatformSpecific(MFTexture *pTexture)
{
	MFCALLSTACK;

	if(pTexture->pInternalData)
	{
		ID3D11ShaderResourceView *pSRV = (ID3D11ShaderResourceView*)pTexture->pInternalData;
		pSRV->Release();
	}
}
Пример #3
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;
	}
}
Пример #4
0
//-----------------------------------------------------------------------------
CPUTTexture *CPUTTextureDX11::CreateTexture( const cString &name, const cString &absolutePathAndFilename, bool loadAsSRGB )
{
    // TODO:  Delegate to derived class.  We don't currently have CPUTTextureDX11
    ID3D11ShaderResourceView *pShaderResourceView = NULL;
    ID3D11Resource *pTexture = NULL;
    ID3D11Device *pD3dDevice= CPUT_DX11::GetDevice();
    CPUTResult result = CreateNativeTexture( pD3dDevice, absolutePathAndFilename, &pShaderResourceView, &pTexture, loadAsSRGB );
    ASSERT( CPUTSUCCESS(result), _L("Error loading texture: '")+absolutePathAndFilename );

    CPUTTextureDX11 *pNewTexture = new CPUTTextureDX11();
    pNewTexture->mName = name;
    pNewTexture->SetTextureAndShaderResourceView( pTexture, pShaderResourceView );
    pTexture->Release();
    pShaderResourceView->Release();

    CPUTAssetLibrary::GetAssetLibrary()->AddTexture( absolutePathAndFilename, pNewTexture);

    return pNewTexture;
}
		virtual void Unload( void* source ){
			for (auto it = resources.begin(); it != resources.end(); it++) {
				if (it->second.texture == source) {
					it->second.referenceCount--;
					if (it->second.referenceCount <= 0) {
						if (g_RendererType == kUnityGfxRendererD3D11)
						{
							// ID3D11Texture2Dに戻してUnityにアンロードしてもらう
							ID3D11Resource* resourceDX11 = nullptr;
							ID3D11ShaderResourceView* resView = (ID3D11ShaderResourceView*)source;
							resView->GetResource(&resourceDX11);
							resView->Release();
						}
						unload( it->first.c_str() );
						resources.erase(it);
					}
				}
			}
		}
Пример #6
0
void MT_Texture::Clean()
{
	for (int i = m_textures.size() - 1; i >= 0; i--)
	{
		ID3D11Texture2D* texture = m_textures[i];
		m_textures.pop_back();
		texture->Release();
		texture = 0;
	}

	for (int i = m_shaderResourceViews.size() - 1; i >= 0; i--)
	{
		ID3D11ShaderResourceView* shaderResourceView = m_shaderResourceViews[i];
		m_shaderResourceViews.pop_back();
		shaderResourceView->Release();
		shaderResourceView = 0;
	}

	if (m_samplerState) m_samplerState->Release();
	m_samplerState = 0;
}
Пример #7
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;
    }
Пример #8
0
//
// Draw frame into backbuffer
//
DUPL_RETURN OUTPUTMANAGER::DrawFrame()
{
    HRESULT hr;

    // If window was resized, resize swapchain
    if (m_NeedsResize)
    {
        DUPL_RETURN Ret = ResizeSwapChain();
        if (Ret != DUPL_RETURN_SUCCESS)
        {
            return Ret;
        }
        m_NeedsResize = false;
    }

    // Vertices for drawing whole texture
    VERTEX Vertices[NUMVERTICES] =
    {
        {XMFLOAT3(-1.0f, -1.0f, 0), XMFLOAT2(0.0f, 1.0f)},
        {XMFLOAT3(-1.0f, 1.0f, 0), XMFLOAT2(0.0f, 0.0f)},
        {XMFLOAT3(1.0f, -1.0f, 0), XMFLOAT2(1.0f, 1.0f)},
        {XMFLOAT3(1.0f, -1.0f, 0), XMFLOAT2(1.0f, 1.0f)},
        {XMFLOAT3(-1.0f, 1.0f, 0), XMFLOAT2(0.0f, 0.0f)},
        {XMFLOAT3(1.0f, 1.0f, 0), XMFLOAT2(1.0f, 0.0f)},
    };

    D3D11_TEXTURE2D_DESC FrameDesc;
    m_SharedSurf->GetDesc(&FrameDesc);

    D3D11_SHADER_RESOURCE_VIEW_DESC ShaderDesc;
    ShaderDesc.Format = FrameDesc.Format;
    ShaderDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
    ShaderDesc.Texture2D.MostDetailedMip = FrameDesc.MipLevels - 1;
    ShaderDesc.Texture2D.MipLevels = FrameDesc.MipLevels;

    // Create new shader resource view
    ID3D11ShaderResourceView* ShaderResource = nullptr;
    hr = m_Device->CreateShaderResourceView(m_SharedSurf, &ShaderDesc, &ShaderResource);
    if (FAILED(hr))
    {
        return ProcessFailure(m_Device, L"Failed to create shader resource when drawing a frame", L"Error", hr, SystemTransitionsExpectedErrors);
    }

    // Set resources
    UINT Stride = sizeof(VERTEX);
    UINT Offset = 0;
    FLOAT blendFactor[4] = {0.f, 0.f, 0.f, 0.f};
    m_DeviceContext->OMSetBlendState(nullptr, blendFactor, 0xffffffff);
    m_DeviceContext->OMSetRenderTargets(1, &m_RTV, nullptr);
    m_DeviceContext->VSSetShader(m_VertexShader, nullptr, 0);
    m_DeviceContext->PSSetShader(m_PixelShader, nullptr, 0);
    m_DeviceContext->PSSetShaderResources(0, 1, &ShaderResource);
    m_DeviceContext->PSSetSamplers(0, 1, &m_SamplerLinear);
    m_DeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

    D3D11_BUFFER_DESC BufferDesc;
    RtlZeroMemory(&BufferDesc, sizeof(BufferDesc));
    BufferDesc.Usage = D3D11_USAGE_DEFAULT;
    BufferDesc.ByteWidth = sizeof(VERTEX) * NUMVERTICES;
    BufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
    BufferDesc.CPUAccessFlags = 0;
    D3D11_SUBRESOURCE_DATA InitData;
    RtlZeroMemory(&InitData, sizeof(InitData));
    InitData.pSysMem = Vertices;

    ID3D11Buffer* VertexBuffer = nullptr;

    // Create vertex buffer
    hr = m_Device->CreateBuffer(&BufferDesc, &InitData, &VertexBuffer);
    if (FAILED(hr))
    {
        ShaderResource->Release();
        ShaderResource = nullptr;
        return ProcessFailure(m_Device, L"Failed to create vertex buffer when drawing a frame", L"Error", hr, SystemTransitionsExpectedErrors);
    }
    m_DeviceContext->IASetVertexBuffers(0, 1, &VertexBuffer, &Stride, &Offset);

    // Draw textured quad onto render target
    m_DeviceContext->Draw(NUMVERTICES, 0);

    VertexBuffer->Release();
    VertexBuffer = nullptr;

    // Release shader resource
    ShaderResource->Release();
    ShaderResource = nullptr;

    return DUPL_RETURN_SUCCESS;
}
int _tmain(int /*argc*/, _TCHAR* /*argv[]*/)
{
    // GROUP_SIZE_X defined in kernel.hlsl must match the 
    // groupSize declared here.
    size_t const groupSize = 512;
    size_t const numGroups = 16;
    size_t const dimension = numGroups*groupSize;

    // Create a D3D11 device and immediate context. 
    // TODO: The code below uses the default video adapter, with the
    // default set of feature levels.  Please see the MSDN docs if 
    // you wish to control which adapter and feature level are used.
    D3D_FEATURE_LEVEL featureLevel;
    ID3D11Device* device = nullptr;
    ID3D11DeviceContext* context = nullptr;
    HRESULT hr = D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 
        NULL, NULL, 0, D3D11_SDK_VERSION, &device, 
        &featureLevel, &context);
    if (FAILED(hr))
    {
        printf("D3D11CreateDevice failed with return code %x\n", hr);
        return hr;
    }

    // Create system memory and fill it with our initial data.  Note that
    // these data structures aren't really necessary , it's just a demonstration
    // of how you can take existing data structures you might have and copy
    // their data to/from GPU computations.
    std::vector<float> x(dimension);
    std::vector<float> y(dimension);
    std::vector<float> z(dimension);
    float const a = 2.0f;
    for (size_t i = 0; i < dimension; ++ i)
    {
        x[i] = static_cast<float>(i);
        y[i] = 100 - static_cast<float>(i);
    }

    // Create structured buffers for the "x" and "y" vectors.
    D3D11_BUFFER_DESC inputBufferDesc;
    inputBufferDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
    // The buffers are read-only by the GPU, writeable by the CPU.
    // TODO: If you will never again upate the data in a GPU buffer,
    // you might want to look at using a D3D11_SUBRESOURCE_DATA here to
    // provide the initialization data instead of doing the mapping 
    // and copying that happens below.
    inputBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
    inputBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
    inputBufferDesc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED;
    inputBufferDesc.StructureByteStride = sizeof(float);
    inputBufferDesc.ByteWidth = sizeof(float) * dimension;
    ID3D11Buffer* xBuffer = nullptr;
    hr = device->CreateBuffer(&inputBufferDesc, NULL, &xBuffer);
    if (FAILED(hr))
    {
        printf("CreateBuffer failed for x buffer with return code %x\n", hr);
        return hr;
    }
    // We can re-use inputBufferDesc here because the layout and usage of the x
    // and y buffers is exactly the same.
    ID3D11Buffer* yBuffer = nullptr;
    hr = device->CreateBuffer(&inputBufferDesc, NULL, &yBuffer);
    if (FAILED(hr))
    {
        printf("CreateBuffer failed for x buffer with return code %x\n", hr);
        return hr;
    }

    // Create shader resource views for the "x" and "y" buffers.
    // TODO: You can optionally provide a D3D11_SHADER_RESOURCE_VIEW_DESC
    // as the second parameter if you need to use only part of the buffer
    // inside the compute shader.
    ID3D11ShaderResourceView* xSRV = nullptr;
    hr = device->CreateShaderResourceView(xBuffer, NULL, &xSRV);
    if (FAILED(hr))
    {
        printf("CreateShaderResourceView failed for x buffer with return code %x\n", hr);
        return hr;
    }

    ID3D11ShaderResourceView* ySRV = nullptr;
    hr = device->CreateShaderResourceView(yBuffer, NULL, &ySRV);
    if (FAILED(hr))
    {
        printf("CreateShaderResourceView failed for y buffer with return code %x\n", hr);
        return hr;
    }

    // Create a structured buffer for the "z" vector.  This buffer needs to be 
    // writeable by the GPU, so we can't create it with CPU read/write access.
    D3D11_BUFFER_DESC outputBufferDesc;
    outputBufferDesc.BindFlags = D3D11_BIND_UNORDERED_ACCESS 
        | D3D11_BIND_SHADER_RESOURCE;
    outputBufferDesc.Usage = D3D11_USAGE_DEFAULT;
    outputBufferDesc.CPUAccessFlags = 0;
    outputBufferDesc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED;
    outputBufferDesc.StructureByteStride = sizeof(float);
    outputBufferDesc.ByteWidth = sizeof(float) * dimension;
    ID3D11Buffer* zBuffer = nullptr;
    hr = device->CreateBuffer(&outputBufferDesc, NULL, &zBuffer);
    if (FAILED(hr))
    {
        printf("CreateBuffer failed for z buffer with return code %x\n", hr);
        return hr;
    }

    // Create an unordered access view for the "z" vector.  
    D3D11_UNORDERED_ACCESS_VIEW_DESC outputUAVDesc;
    outputUAVDesc.Buffer.FirstElement = 0;        
    outputUAVDesc.Buffer.Flags = 0;            
    outputUAVDesc.Buffer.NumElements = dimension;
    outputUAVDesc.Format = DXGI_FORMAT_UNKNOWN;    
    outputUAVDesc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;   
    ID3D11UnorderedAccessView* zBufferUAV;
    hr = device->CreateUnorderedAccessView(zBuffer, 
        &outputUAVDesc, &zBufferUAV);
    if (FAILED(hr))
    {
        printf("CreateUnorderedAccessView failed for z buffer with return code %x\n", hr);
        return hr;
    }

    // Create a staging buffer, which will be used to copy back from zBuffer.
    D3D11_BUFFER_DESC stagingBufferDesc;
    stagingBufferDesc.BindFlags = 0;
    stagingBufferDesc.Usage = D3D11_USAGE_STAGING;  
    stagingBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
    stagingBufferDesc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED;
    stagingBufferDesc.StructureByteStride = sizeof(float);
    stagingBufferDesc.ByteWidth = sizeof(float) * dimension;
    ID3D11Buffer* stagingBuffer;
    hr = device->CreateBuffer(&stagingBufferDesc, NULL, &stagingBuffer);
    if (FAILED(hr))
    {
        printf("CreateBuffer failed for staging buffer with return code %x\n", hr);
        return hr;
    }

    // Create a constant buffer (this buffer is used to pass the constant 
    // value 'a' to the kernel as cbuffer Constants).
    D3D11_BUFFER_DESC cbDesc;
    cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
    cbDesc.Usage = D3D11_USAGE_DYNAMIC;  
    cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
    cbDesc.MiscFlags = 0;
    // Even though the constant buffer only has one float, DX expects
    // ByteWidth to be a multiple of 4 floats (i.e., one 128-bit register).
    cbDesc.ByteWidth = sizeof(float)*4;
    ID3D11Buffer* constantBuffer = nullptr;
    hr = device->CreateBuffer( &cbDesc, NULL, &constantBuffer);
    if (FAILED(hr))
    {
        printf("CreateBuffer failed for constant buffer with return code %x\n", hr);
        return hr;
    }

    // Map the constant buffer and set the constant value 'a'.
    D3D11_MAPPED_SUBRESOURCE mappedResource;
    context->Map(constantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
    float* constants = reinterpret_cast<float*>(mappedResource.pData);
    constants[0] = a;
    constants = nullptr;
    context->Unmap(constantBuffer, 0);

    // Map the x buffer and copy our data into it.
    context->Map(xBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
    float* xvalues = reinterpret_cast<float*>(mappedResource.pData);
    memcpy(xvalues, &x[0], sizeof(float)*x.size());
    xvalues = nullptr;
    context->Unmap(xBuffer, 0);

    // Map the y buffer and copy our data into it.
    context->Map(yBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
    float* yvalues = reinterpret_cast<float*>(mappedResource.pData);
    memcpy(yvalues, &y[0], sizeof(float)*y.size());
    yvalues = nullptr;
    context->Unmap(yBuffer, 0);

    // Compile the compute shader into a blob.
    ID3DBlob* errorBlob = nullptr;
    ID3DBlob* shaderBlob = nullptr;
    hr = D3DX11CompileFromFile(L"kernel.hlsl", NULL, NULL, "saxpy", "cs_4_0",
        D3D10_SHADER_ENABLE_STRICTNESS, 0, NULL, &shaderBlob, &errorBlob, NULL);
    if (FAILED(hr))
    {
        // Print out the error message if there is one.
        if (errorBlob)
        {
            char const* message = (char*)errorBlob->GetBufferPointer();
            printf("kernel.hlsl failed to compile; error message:\n");
            printf("%s\n", message);
            errorBlob->Release();
        }
        return hr;
    }

    // Create a shader object from the compiled blob.
    ID3D11ComputeShader* computeShader;
    hr = device->CreateComputeShader(shaderBlob->GetBufferPointer(), 
        shaderBlob->GetBufferSize(), NULL, &computeShader);
    if (FAILED(hr))
    {
        printf("CreateComputeShader failed with return code %x\n", hr);
        return hr;
    }

    // Make the shader active.
    context->CSSetShader(computeShader, NULL, 0);

    // Attach the z buffer to the output via its unordered access view.
    UINT initCounts = 0xFFFFFFFF;
    context->CSSetUnorderedAccessViews(0, 1, &zBufferUAV, &initCounts);

    // Attach the input buffers via their shader resource views.
    context->CSSetShaderResources(0, 1, &xSRV);
    context->CSSetShaderResources(1, 1, &ySRV);

    // Attach the constant buffer
    context->CSSetConstantBuffers(0, 1, &constantBuffer);

    // Execute the shader, in 'numGroups' groups of 'groupSize' threads each.
    context->Dispatch(numGroups, 1, 1);

    // Copy the z buffer to the staging buffer so that we can 
    // retrieve the data for accesss by the CPU.
    context->CopyResource(stagingBuffer, zBuffer);

    // Map the staging buffer for reading.
    context->Map(stagingBuffer, 0, D3D11_MAP_READ, 0, &mappedResource);
    float* zData = reinterpret_cast<float*>(mappedResource.pData);
    memcpy(&z[0], zData, sizeof(float)*z.size());
    zData = nullptr;
    context->Unmap(stagingBuffer, 0);

    // Now compare the GPU results against expected values.
    bool resultOK = true;
    for (size_t i = 0; i < x.size(); ++ i)
    {
        // NOTE: This comparison assumes the GPU produces *exactly* the 
        // same result as the CPU.  In general, this will not be the case
        // with floating-point calculations.
        float const expected = a*x[i] + y[i];
        if (z[i] != expected)
        {
            printf("Unexpected result at position %lu: expected %.7e, got %.7e\n",
                i, expected, z[i]);
            resultOK = false;
        }
    }

    if (!resultOK)
    {
        printf("GPU results differed from the CPU results.\n");
        OutputDebugStringA("GPU results differed from the CPU results.\n");
        return 1;
    }

    printf("GPU output matched the CPU results.\n");
    OutputDebugStringA("GPU output matched the CPU results.\n");

    // Disconnect everything from the pipeline.
    ID3D11UnorderedAccessView* nullUAV = nullptr;
    context->CSSetUnorderedAccessViews( 0, 1, &nullUAV, &initCounts);
    ID3D11ShaderResourceView* nullSRV = nullptr;
    context->CSSetShaderResources(0, 1, &nullSRV);
    context->CSSetShaderResources(1, 1, &nullSRV);
    ID3D11Buffer* nullBuffer = nullptr;
    context->CSSetConstantBuffers(0, 1, &nullBuffer);

    // Release resources.  Again, note that none of the error checks above
    // release resources that have been allocated up to this point, so the 
    // sample doesn't clean up after itself correctly unless everything succeeds.
    computeShader->Release();
    shaderBlob->Release();
    constantBuffer->Release();
    stagingBuffer->Release();
    zBufferUAV->Release();
    zBuffer->Release();
    xSRV->Release();
    xBuffer->Release();
    ySRV->Release();
    yBuffer->Release();
    context->Release();
    device->Release();

    return 0;
}
Пример #10
0
Playable2D::~Playable2D()
{
	ID3D11ShaderResourceView* tex = m_texture.release();
	tex->Release();
}
Пример #11
0
		~Texture() {
			m_ResourceView->Release();
			m_SamplerState->Release();
		}