void D3DTexture::storeToHardware( Microsoft::WRL::ComPtr<ID3D11Device1> d3dDevice )
{
	D3D11_TEXTURE2D_DESC depthBufferDesc;
	ZeroMemory( &depthBufferDesc, sizeof( depthBufferDesc ) );

	// Set up the description of the depth buffer.
	depthBufferDesc.Width = getWidth();
	depthBufferDesc.Height = getHeight();
	depthBufferDesc.MipLevels = 1;
	depthBufferDesc.ArraySize = 1;
	depthBufferDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
//	depthBufferDesc.Format = DXGI_FORMAT_R8G8B8A8_TYPELESS;
	depthBufferDesc.SampleDesc.Count = 1;
	depthBufferDesc.SampleDesc.Quality = 0;
	depthBufferDesc.Usage = D3D11_USAGE_DEFAULT;
	depthBufferDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
	depthBufferDesc.CPUAccessFlags = 0;
	depthBufferDesc.MiscFlags = 0;
	D3D11_SUBRESOURCE_DATA data;
	data.pSysMem = getData();
	data.SysMemPitch = getWidth()*4*4;
	data.SysMemSlicePitch = 0;

	ID3D11Texture2D* tex = 0;
	// Create the texture for the depth buffer using the filled out description.
	DX::ThrowIfFailed(
		d3dDevice->CreateTexture2D(&depthBufferDesc, &data, &tex)
	);

	D3D11_SHADER_RESOURCE_VIEW_DESC SRVDesc;
	memset( &SRVDesc, 0, sizeof( SRVDesc ) );
	SRVDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
	SRVDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
	SRVDesc.Texture2D.MipLevels = 1;

	DX::ThrowIfFailed(
		d3dDevice->CreateShaderResourceView( tex, &SRVDesc, &m_pHardwareTextures[0])
	);
//		m_d3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
//		m_d3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);

}
Пример #2
0
	bool Initialize(const Microsoft::WRL::ComPtr<ID3D11Device> &device
            , const std::shared_ptr<imageutil::Image> &image)
	{
		D3D11_TEXTURE2D_DESC desc;
		desc.Width = image->Width();
		desc.Height = image->Height();
		desc.MipLevels = 1;
		desc.ArraySize = 1;
		desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
		desc.SampleDesc.Count = 1;
		desc.SampleDesc.Quality = 0;
		desc.Usage = D3D11_USAGE_DEFAULT;
		desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
		desc.CPUAccessFlags = 0;
		desc.MiscFlags = 0;

		D3D11_SUBRESOURCE_DATA initData;
		initData.pSysMem = image->Pointer();
		initData.SysMemPitch = image->Stride();
		initData.SysMemSlicePitch = image->Size();

		auto hr = device->CreateTexture2D(&desc, &initData, &m_texture);
		if (FAILED(hr)){
			return false;
		}

		D3D11_SHADER_RESOURCE_VIEW_DESC SRVDesc = {};
		SRVDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
		SRVDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
		SRVDesc.Texture2D.MipLevels = 1;

		hr = device->CreateShaderResourceView(m_texture.Get(), &SRVDesc, &m_srv);
		if (FAILED(hr))
		{
			return false;
		}

        D3D11_SAMPLER_DESC 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.MipLODBias = 0.0f;
        samplerDesc.MaxAnisotropy = 1;
        samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
        samplerDesc.BorderColor[0] = 0;
        samplerDesc.BorderColor[1] = 0;
        samplerDesc.BorderColor[2] = 0;
        samplerDesc.BorderColor[3] = 0;
        samplerDesc.MinLOD = 0;
        samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;

        // Create the texture sampler state.
        hr = device->CreateSamplerState(&samplerDesc, &m_sampler);
        if(FAILED(hr))
        {
            return false;
        }

		return true;
	}