示例#1
0
	//--------------------------------------------------------------------------------------
	//	class ShadowMapRenderTarget: public RenderTarget;
	//	用途: シャドウマップのレンダリングターゲット
	//--------------------------------------------------------------------------------------
	//構築と破棄
	ShadowMapRenderTarget::ShadowMapRenderTarget(float ShadowMapDimension) :
		pImpl(new Impl(ShadowMapDimension))
	{
		try{
			//デバイスとコンテキストインターフェイスの取得
			auto Dev = App::GetApp()->GetDeviceResources();
			auto pD3D11Device = Dev->GetD3DDevice();
			auto pSwapChain = Dev->GetSwapChain();
			auto pD3D11DeviceContext = Dev->GetD3DDeviceContext();

			//シャドウマップテクスチャの作成
			D3D11_TEXTURE2D_DESC shadowMapDesc;
			ZeroMemory(&shadowMapDesc, sizeof(D3D11_TEXTURE2D_DESC));
			shadowMapDesc.Width = static_cast<UINT>(pImpl->m_ShadowMapDimension);
			shadowMapDesc.Height = static_cast<UINT>(pImpl->m_ShadowMapDimension);
			shadowMapDesc.MipLevels = 1;
			shadowMapDesc.ArraySize = 1;
			shadowMapDesc.SampleDesc.Count = 1;
			shadowMapDesc.Usage = D3D11_USAGE_DEFAULT;
			shadowMapDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE;
			shadowMapDesc.Format = DXGI_FORMAT_R24G8_TYPELESS;

			ThrowIfFailed(
				pD3D11Device->CreateTexture2D(&shadowMapDesc, nullptr, &pImpl->m_DepthStencil),
				L"シャドウマップテクスチャの作成に失敗しました。",
				L"pD3D11Device->CreateTexture2D(&shadowMapDesc, nullptr, &m_DepthStencil)",
				L"ShadowMapRenderTarget::ShadowMapRenderTarget()"
				);

			//深度ステンシルビュー作成
			D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
			ZeroMemory(&depthStencilViewDesc, sizeof(D3D11_DEPTH_STENCIL_VIEW_DESC));
			depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
			depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
			depthStencilViewDesc.Texture2D.MipSlice = 0;

			ThrowIfFailed(
				pD3D11Device->CreateDepthStencilView(pImpl->m_DepthStencil.Get(), &depthStencilViewDesc, &pImpl->m_DepthStencilView),
				L"深度ステンシルビューの作成に失敗しました。",
				L"pD3D11Device->CreateDepthStencilView(&m_DepthStencil, &depthStencilViewDesc, &m_DepthStencilView)",
				L"ShadowMapRenderTarget::ShadowMapRenderTarget()"
				);

			//シェーダーリソースビュー作成
			D3D11_SHADER_RESOURCE_VIEW_DESC shaderResourceViewDesc;
			ZeroMemory(&shaderResourceViewDesc, sizeof(D3D11_SHADER_RESOURCE_VIEW_DESC));
			shaderResourceViewDesc.Format = DXGI_FORMAT_R24_UNORM_X8_TYPELESS;
			shaderResourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
			shaderResourceViewDesc.Texture2D.MipLevels = 1;

			ThrowIfFailed(
				pD3D11Device->CreateShaderResourceView(pImpl->m_DepthStencil.Get(), &shaderResourceViewDesc, &pImpl->m_ShaderResourceView),
				L"シェーダーリソースビューの作成に失敗しました。",
				L"pD3D11Device->CreateShaderResourceView(m_DepthStencil.Get(), &shaderResourceViewDesc, &m_ShaderResourceView)",
				L"ShadowMapRenderTarget::ShadowMapRenderTarget()"
				);


			D3D11_RASTERIZER_DESC shadowRenderStateDesc;
			ZeroMemory(&shadowRenderStateDesc, sizeof(D3D11_RASTERIZER_DESC));
			shadowRenderStateDesc.CullMode = D3D11_CULL_FRONT;
			shadowRenderStateDesc.FillMode = D3D11_FILL_SOLID;
			shadowRenderStateDesc.DepthClipEnable = true;

			ThrowIfFailed(pD3D11Device->CreateRasterizerState(&shadowRenderStateDesc,&pImpl->m_ShadowRenderState),
				L"シャドウマップのラスタライザステートの作成に失敗しました。",
				L"pD3D11Device->CreateRasterizerState(&shadowRenderStateDesc,&pImpl->m_ShadowRenderState)",
				L"ShadowMapRenderTarget::ShadowMapRenderTarget()"
				);


			//ビューポートの作成
			//シャドウレンダリングビューポート
			ZeroMemory(&pImpl->m_ViewPort, sizeof(D3D11_VIEWPORT));
			pImpl->m_ViewPort.Height = pImpl->m_ShadowMapDimension;
			pImpl->m_ViewPort.Width = pImpl->m_ShadowMapDimension;
			pImpl->m_ViewPort.MinDepth = 0.f;
			pImpl->m_ViewPort.MaxDepth = 1.f;
		}
		catch (...){
			throw;
		}
	}
示例#2
0
//-------------------------------------------------------------------------------------
_Use_decl_annotations_
HRESULT GPUCompressBC::Compress( const Image& srcImage, const Image& destImage )
{
    if ( !srcImage.pixels || !destImage.pixels )
        return E_INVALIDARG;

    if ( srcImage.width != destImage.width
         || srcImage.height != destImage.height
         || srcImage.width != m_width
         || srcImage.height != m_height
         || srcImage.format != m_srcformat
         || destImage.format != m_bcformat )
    {
        return E_UNEXPECTED;
    }

    //--- Create input texture --------------------------------------------------------
    auto pDevice = m_device.Get();
    if ( !pDevice )
        return E_POINTER;

    // We need to avoid the hardware doing additional colorspace conversion
    DXGI_FORMAT inputFormat = ( m_srcformat == DXGI_FORMAT_R8G8B8A8_UNORM_SRGB ) ? DXGI_FORMAT_R8G8B8A8_UNORM : m_srcformat;

    ScopedObject<ID3D11Texture2D> sourceTex;
    {
        D3D11_TEXTURE2D_DESC desc;
        memset( &desc, 0, sizeof(desc) );
        desc.Width = static_cast<UINT>( srcImage.width );
        desc.Height = static_cast<UINT>( srcImage.height ); 
        desc.MipLevels = 1;
        desc.ArraySize = 1;
        desc.Format = inputFormat;
        desc.SampleDesc.Count = 1;
        desc.Usage = D3D11_USAGE_DEFAULT;
        desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;

        D3D11_SUBRESOURCE_DATA initData;
        initData.pSysMem = srcImage.pixels;
        initData.SysMemPitch = static_cast<DWORD>( srcImage.rowPitch );
        initData.SysMemSlicePitch = static_cast<DWORD>( srcImage.slicePitch );

        HRESULT hr = pDevice->CreateTexture2D( &desc, &initData, sourceTex.GetAddressOf() );
        if ( FAILED(hr) )
        {
            return hr;
        }
    }

    ScopedObject<ID3D11ShaderResourceView> sourceSRV;
    {
        D3D11_SHADER_RESOURCE_VIEW_DESC desc;
        memset( &desc, 0, sizeof(desc) );
        desc.Texture2D.MipLevels = 1;
        desc.Format = inputFormat;
        desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;

        HRESULT hr = pDevice->CreateShaderResourceView( sourceTex.Get(), &desc, sourceSRV.ReleaseAndGetAddressOf() );
        if ( FAILED(hr) )
        {
            return hr;
        }
    }

    //--- Compress using DirectCompute ------------------------------------------------
    bool isbc7 = false;
    switch( m_bcformat )
    {
    case DXGI_FORMAT_BC6H_TYPELESS:
    case DXGI_FORMAT_BC6H_UF16:
    case DXGI_FORMAT_BC6H_SF16:
        break;

    case DXGI_FORMAT_BC7_TYPELESS:
    case DXGI_FORMAT_BC7_UNORM:
    case DXGI_FORMAT_BC7_UNORM_SRGB:
        isbc7 = true;
        break;

    default:
        return E_UNEXPECTED;
    }

    const UINT MAX_BLOCK_BATCH = 64;

    auto pContext = m_context.Get();
    if ( !pContext )
        return E_UNEXPECTED;

    size_t xblocks = std::max<size_t>( 1, (m_width + 3) >> 2 );
    size_t yblocks = std::max<size_t>( 1, (m_height + 3) >> 2 );

    UINT num_total_blocks = static_cast<UINT>( xblocks * yblocks );
    UINT num_blocks = num_total_blocks;
    int start_block_id = 0;
    while (num_blocks > 0)
    {
        UINT n = std::min<UINT>( num_blocks, MAX_BLOCK_BATCH );
        UINT uThreadGroupCount = n;

        {
            D3D11_MAPPED_SUBRESOURCE mapped;
            HRESULT hr = pContext->Map( m_constBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped );
            if ( FAILED(hr) )
                return hr;

            ConstantsBC6HBC7 param;
            param.tex_width = static_cast<UINT>( srcImage.width );
            param.num_block_x = static_cast<UINT>( xblocks );
            param.format = m_bcformat;
            param.mode_id = 0;
            param.start_block_id = start_block_id;
            param.num_total_blocks = num_total_blocks;
            param.alpha_weight = m_alphaWeight;
            memcpy( mapped.pData, &param, sizeof( param ) );

            pContext->Unmap( m_constBuffer.Get(), 0 );
        }

        if ( isbc7 )
        {
            //--- BC7 -----------------------------------------------------------------
            ID3D11ShaderResourceView* pSRVs[] = { sourceSRV.Get(), nullptr };
            RunComputeShader( pContext, m_BC7_tryMode456CS.Get(), pSRVs, 2, m_constBuffer.Get(),
                              m_err1UAV.Get(), std::max<UINT>(uThreadGroupCount / 4, 1) );

            for ( UINT i = 0; i < 3; ++i )
            {
                static const UINT modes[] = { 1, 3, 7 };
                {
                    D3D11_MAPPED_SUBRESOURCE mapped;
                    HRESULT hr = pContext->Map( m_constBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped );
                    if ( FAILED(hr) )
                    {
                        ResetContext( pContext );
                        return hr;
                    }

                    ConstantsBC6HBC7 param;
                    param.tex_width = static_cast<UINT>( srcImage.width );
                    param.num_block_x = static_cast<UINT>( xblocks );
                    param.format = m_bcformat;
                    param.mode_id = modes[i];
                    param.start_block_id = start_block_id;
                    param.num_total_blocks = num_total_blocks;
                    param.alpha_weight = m_alphaWeight;
                    memcpy( mapped.pData, &param, sizeof( param ) );
                    pContext->Unmap( m_constBuffer.Get(), 0 );
                }

                pSRVs[1] = (i & 1) ? m_err2SRV.Get() : m_err1SRV.Get();
                RunComputeShader( pContext, m_BC7_tryMode137CS.Get(), pSRVs, 2, m_constBuffer.Get(),
                                  (i & 1) ? m_err1UAV.Get() : m_err2UAV.Get(), uThreadGroupCount );
            }               

            for ( UINT i = 0; i < 2; ++i )
            {
                static const UINT modes[] = { 0, 2 };
                {
                    D3D11_MAPPED_SUBRESOURCE mapped;
                    HRESULT hr = pContext->Map( m_constBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped );
                    if ( FAILED(hr) )
                    {
                        ResetContext( pContext );
                        return hr;
                    }

                    ConstantsBC6HBC7 param;
                    param.tex_width = static_cast<UINT>( srcImage.width );
                    param.num_block_x = static_cast<UINT>( xblocks );
                    param.format = m_bcformat;
                    param.mode_id = modes[i];
                    param.start_block_id = start_block_id;
                    param.num_total_blocks = num_total_blocks;
                    param.alpha_weight = m_alphaWeight;
                    memcpy( mapped.pData, &param, sizeof( param ) );
                    pContext->Unmap( m_constBuffer.Get(), 0 );
                }

                pSRVs[1] = (i & 1) ? m_err1SRV.Get() : m_err2SRV.Get();
                RunComputeShader( pContext, m_BC7_tryMode02CS.Get(), pSRVs, 2, m_constBuffer.Get(),
                                  (i & 1) ? m_err2UAV.Get() : m_err1UAV.Get(), uThreadGroupCount );
            }

            pSRVs[1] = m_err2SRV.Get();
            RunComputeShader( pContext, m_BC7_encodeBlockCS.Get(), pSRVs, 2, m_constBuffer.Get(),
                              m_outputUAV.Get(), std::max<UINT>(uThreadGroupCount / 4, 1) );
        }
        else
        {
            //--- BC6H ----------------------------------------------------------------
            ID3D11ShaderResourceView* pSRVs[] = { sourceSRV.Get(), nullptr };
            RunComputeShader( pContext, m_BC6H_tryModeG10CS.Get(), pSRVs, 2, m_constBuffer.Get(),
                              m_err1UAV.Get(), std::max<UINT>(uThreadGroupCount / 4, 1) );

            for ( UINT i = 0; i < 10; ++i )
            {
                {
                    D3D11_MAPPED_SUBRESOURCE mapped;
                    HRESULT hr = pContext->Map( m_constBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped );
                    if ( FAILED(hr) )
                    {
                        ResetContext( pContext );
                        return hr;
                    }

                    ConstantsBC6HBC7 param;
                    param.tex_width = static_cast<UINT>( srcImage.width );
                    param.num_block_x = static_cast<UINT>( xblocks );
                    param.format = m_bcformat;
                    param.mode_id = i;
                    param.start_block_id = start_block_id;
                    param.num_total_blocks = num_total_blocks;
                    memcpy( mapped.pData, &param, sizeof( param ) );
                    pContext->Unmap( m_constBuffer.Get(), 0 );
                }

                pSRVs[1] = (i & 1) ? m_err2SRV.Get() : m_err1SRV.Get();
                RunComputeShader( pContext, m_BC6H_tryModeLE10CS.Get(), pSRVs, 2, m_constBuffer.Get(),
                                  (i & 1) ? m_err1UAV.Get() : m_err2UAV.Get(), std::max<UINT>(uThreadGroupCount / 2, 1) );
            }               

            pSRVs[1] = m_err1SRV.Get();
            RunComputeShader( pContext, m_BC6H_encodeBlockCS.Get(), pSRVs, 2, m_constBuffer.Get(),
                              m_outputUAV.Get(), std::max<UINT>(uThreadGroupCount / 2, 1) );
        }

        start_block_id += n;
        num_blocks -= n;
    }

    ResetContext( pContext );

    //--- Copy output texture back to CPU ---------------------------------------------

    pContext->CopyResource( m_outputCPU.Get(), m_output.Get() );

    D3D11_MAPPED_SUBRESOURCE mapped;
    HRESULT hr = pContext->Map( m_outputCPU.Get(), 0, D3D11_MAP_READ, 0, &mapped );
    if ( SUCCEEDED(hr) )
    {
        const uint8_t *pSrc = reinterpret_cast<const uint8_t *>( mapped.pData );
        uint8_t *pDest = destImage.pixels;

        size_t pitch = xblocks * sizeof( BufferBC6HBC7 );

        size_t rows = std::max<size_t>( 1, ( destImage.height + 3 ) >> 2 );

        for( size_t h = 0; h < rows; ++h )
        {
            memcpy( pDest, pSrc, destImage.rowPitch );

            pSrc += pitch;
            pDest += destImage.rowPitch;
        }

        pContext->Unmap( m_outputCPU.Get(), 0 );
    }

    return hr;
}
示例#3
0
/**
* Callback to draw things in world space.
***/
void OSVR_DirectMode::DrawWorld(void* userData, osvr::renderkit::GraphicsLibrary cLibrary, osvr::renderkit::RenderBuffer cBuffers,
	osvr::renderkit::OSVR_ViewportDescription sViewport, OSVR_PoseState pose, osvr::renderkit::OSVR_ProjectionMatrix sProjection, OSVR_TimeValue deadline)
{
	static int nEye = 0;
	static float fAspect = 1.0f;

	// Make sure our pointers are filled in correctly.  The config file selects
	// the graphics library to use, and may not match our needs.
	if (cLibrary.D3D11 == nullptr)
	{
		std::cerr << "SetupDisplay: No D3D11 GraphicsLibrary" << std::endl;
		return;
	}
	if (cBuffers.D3D11 == nullptr)
	{
		std::cerr << "SetupDisplay: No D3D11 RenderBuffer" << std::endl;
		return;
	}

	// auto pcContext = cLibrary.D3D11->context;
	auto pcDevice = cLibrary.D3D11->device;
	auto pcContext = cLibrary.D3D11->context;

	// create all bool
	bool bAllCreated = true;

	// create vertex shader
	if (!m_pcVertexShader11)
	{
		if (FAILED(Create2DVertexShader(pcDevice, &m_pcVertexShader11, &m_pcVertexLayout11)))
		{
			OutputDebugString(L"FAILED");
			bAllCreated = false;
		}
	}
	// create pixel shader... 
	if (!m_pcPixelShader11)
	{
		if (FAILED(CreatePixelShaderEffect(pcDevice, &m_pcPixelShader11, PixelShaderTechnique::FullscreenGammaCorrection)))
			bAllCreated = false;
	}
	// Create vertex buffer
	if (!m_pcVertexBuffer11)
	{
		if (FAILED(CreateFullScreenVertexBuffer(pcDevice, &m_pcVertexBuffer11)))
			bAllCreated = false;
	}
	// create constant buffer
	if (!m_pcConstantBufferDirect11)
	{
		if (FAILED(CreateMatrixConstantBuffer(pcDevice, &m_pcConstantBufferDirect11)))
			bAllCreated = false;
	}
	// sampler ?
	if (!m_pcSamplerState)
	{
		bAllCreated = false;
	}


	if ((bAllCreated) && (m_sStereoTextureViews.m_ppcTexView11[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);

		// get orthographic matrix from projection and normalize it by its width (since we use a fullscreen shader here)
		float afProjectionD3D[16];
		osvr::renderkit::OSVR_Projection_to_D3D(afProjectionD3D, sProjection);
		D3DXMATRIX sProj(afProjectionD3D);

		// due to the aspect ratio (90° horizontal, 90° vertical) of the HDK we adjust the screen by 
		// the height, not by the width... in this case we need to set a higher FOV by following formular:
		// V = 2 * arctan( tan(H / 2) * aspectratio ) - so we get V 90° and H 121°
		sProj.m[0][0] = sProj.m[0][0] * fAspect; // < incorporate game screen aspect ratio;
		sProj.m[0][1] = 0.0f;
		sProj.m[0][3] = sProj.m[0][2];
		sProj.m[0][2] = 0.0f;

		sProj.m[1][0] = 0.0f;
		sProj.m[1][1] = sProj.m[1][1];
		sProj.m[1][3] = sProj.m[1][2];
		sProj.m[1][2] = 0.0f;

		sProj.m[2][0] = 0.0f;
		sProj.m[2][1] = 0.0f;
		sProj.m[2][2] = 1.0f; // 1.0f here... fullscreen shader !
		sProj.m[2][3] = 0.0f;

		sProj.m[3][0] = 0.0f;
		sProj.m[3][1] = 0.0f;
		sProj.m[3][2] = 0.0f;
		sProj.m[3][3] = 1.0f;

		// zoom out ?
		if (m_pbZoomOut)
		{
			if (*m_pbZoomOut)
			{
				sProj.m[0][0] /= 2.0f;
				sProj.m[1][1] /= 2.0f;
			}
		}

		// Set constant buffer, first update it... scale and translate the left and right image
		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);

		// texture connected ?
		if ((m_sStereoTextureViews.m_ppcTexView11[nEye]) && (*m_sStereoTextureViews.m_ppcTexView11[nEye]))
		{
			if (m_eMethod == OSVR_DirectModeMethods::OSVR_D3D11_use_Game_Device)
			{
				// set texture, sampler state
				pcContext->PSSetShaderResources(0, 1, m_sStereoTextureViews.m_ppcTexView11[nEye]);
				pcContext->PSSetSamplers(0, 1, &m_pcSamplerState);
			}
			else
			{
				ID3D11Resource* pcResource = nullptr;
				(*m_sStereoTextureViews.m_ppcTexView11[nEye])->GetResource(&pcResource);

				if (!m_sStereoTextureCopies.m_pcTex11Copy[nEye])
				{
					// get the description and create the copy texture
					D3D11_TEXTURE2D_DESC sDesc;
					((ID3D11Texture2D*)pcResource)->GetDesc(&sDesc);
					sDesc.MiscFlags |= D3D11_RESOURCE_MISC_SHARED;
					sDesc.BindFlags |= D3D11_BIND_SHADER_RESOURCE;
					if (FAILED(((ID3D11Device*)m_pcGameDevice)->CreateTexture2D(&sDesc, NULL, (ID3D11Texture2D**)&m_sStereoTextureCopies.m_pcTex11Copy[nEye])))
					{
						OutputDebugString(L"StereoSplitterDX10 : Failed to create twin texture !");
						return;
					}

					// aspect ratio
					fAspect = (float)sDesc.Width / (float)sDesc.Height;

					// TODO !! DX9 // DX10 !!

					// get shared handle
					IDXGIResource* pcDXGIResource(NULL);
					m_sStereoTextureCopies.m_pcTex11Copy[nEye]->QueryInterface(__uuidof(IDXGIResource), (void**)&pcDXGIResource);
					HANDLE sharedHandle;
					if (pcDXGIResource)
					{
						pcDXGIResource->GetSharedHandle(&sharedHandle);
						pcDXGIResource->Release();
					}
					else OutputDebugString(L"Failed to query IDXGIResource.");

					// open the shared handle with the temporary device
					ID3D11Resource* pcResourceShared;
					pcDevice->OpenSharedResource(sharedHandle, __uuidof(ID3D11Resource), (void**)(&pcResourceShared));
					if (pcResourceShared)
					{
						pcResourceShared->QueryInterface(__uuidof(ID3D11Texture2D), (void**)(&m_sStereoFrameTextures.m_pcFrameTexture[nEye]));
						pcResourceShared->Release();
					}
					else OutputDebugString(L"Could not open shared resource.");

					// create shader resource view
					if (m_sStereoFrameTextures.m_pcFrameTexture[nEye])
					{
						D3D11_SHADER_RESOURCE_VIEW_DESC sDescSRV;
						ZeroMemory(&sDescSRV, sizeof(D3D11_SHADER_RESOURCE_VIEW_DESC));
						sDescSRV.Format = sDesc.Format;
						sDescSRV.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
						sDescSRV.Texture2D.MostDetailedMip = 0;
						sDescSRV.Texture2D.MipLevels = 1;
						if (FAILED(pcDevice->CreateShaderResourceView(m_sStereoFrameTextures.m_pcFrameTexture[nEye], &sDescSRV, &m_sSteroFrameTextureSRViews.m_pcFrameTextureSRView[nEye])))
							OutputDebugString(L"Failed to create shader resource view.");
					}
					else OutputDebugString(L"No Texture available.");
				}
				else
				{
					// copy the frame tex to shared texture
					m_pcGameDeviceContext->CopyResource(m_sStereoTextureCopies.m_pcTex11Copy[nEye], pcResource);
					if (pcResource) pcResource->Release();

					// set texture, sampler state
					pcContext->PSSetShaderResources(0, 1, &m_sSteroFrameTextureSRViews.m_pcFrameTextureSRView[nEye]);
					pcContext->PSSetSamplers(0, 1, &m_pcSamplerState);
				}
			}
		}

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

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

		// switch eye for next call
		nEye = !nEye;
	}
}
示例#4
0
//-------------------------------------------------------------------------------------
_Use_decl_annotations_
HRESULT GPUCompressBC::Prepare( size_t width, size_t height, DXGI_FORMAT format, float alphaWeight )
{
    if ( !width || !height || alphaWeight < 0.f )
        return E_INVALIDARG;

#ifdef _M_X64
    if ( (width > 0xFFFFFFFF) || (height > 0xFFFFFFFF) )
        return E_INVALIDARG;
#endif

    m_width = width;
    m_height = height;

    size_t xblocks = std::max<size_t>( 1, (width + 3) >> 2 );
    size_t yblocks = std::max<size_t>( 1, (height + 3) >> 2 );
    size_t num_blocks = xblocks * yblocks;

    switch( format )
    {
    // BC6H GPU compressor takes RGBAF32 as input
    case DXGI_FORMAT_BC6H_TYPELESS:
    case DXGI_FORMAT_BC6H_UF16:
    case DXGI_FORMAT_BC6H_SF16:
        m_srcformat = DXGI_FORMAT_R32G32B32A32_FLOAT;
        break;

    // BC7 GPU compressor takes RGBA32 as input
    case DXGI_FORMAT_BC7_TYPELESS:
    case DXGI_FORMAT_BC7_UNORM:
        m_srcformat = DXGI_FORMAT_R8G8B8A8_UNORM;
        break;

    case DXGI_FORMAT_BC7_UNORM_SRGB:
        m_srcformat = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
        break;

    default:
        m_bcformat = m_srcformat = DXGI_FORMAT_UNKNOWN;
        return HRESULT_FROM_WIN32( ERROR_NOT_SUPPORTED );
    }

    m_bcformat = format;

    auto pDevice = m_device.Get();
    if ( !pDevice )
        return E_POINTER;

    // Create structured buffers
    size_t bufferSize = num_blocks * sizeof( BufferBC6HBC7 );
    {
        D3D11_BUFFER_DESC desc;
        memset( &desc, 0, sizeof(desc) );
        desc.BindFlags = D3D11_BIND_UNORDERED_ACCESS | D3D11_BIND_SHADER_RESOURCE;
        desc.Usage = D3D11_USAGE_DEFAULT;
        desc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED;
        desc.StructureByteStride = sizeof( BufferBC6HBC7 );
        desc.ByteWidth = static_cast<UINT>( bufferSize );

        HRESULT hr = pDevice->CreateBuffer( &desc, nullptr, m_output.ReleaseAndGetAddressOf() );
        if ( FAILED(hr) )
        {
            return hr;
        }

        hr = pDevice->CreateBuffer( &desc, nullptr, m_err1.ReleaseAndGetAddressOf() );
        if ( FAILED(hr) )
        {
            return hr;
        }

        hr = pDevice->CreateBuffer( &desc, nullptr, m_err2.ReleaseAndGetAddressOf() );
        if ( FAILED(hr) )
        {
            return hr;
        }
    }

    // Create staging output buffer
    {
        D3D11_BUFFER_DESC desc;
        memset( &desc, 0, sizeof(desc) );
        desc.Usage = D3D11_USAGE_STAGING;
        desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
        desc.ByteWidth = static_cast<UINT>( bufferSize );

        HRESULT hr = pDevice->CreateBuffer( &desc, nullptr, m_outputCPU.ReleaseAndGetAddressOf() );
        if ( FAILED(hr) )
        {
            return hr;
        }
    }

    // Create constant buffer
    {
        D3D11_BUFFER_DESC desc;
        memset( &desc, 0, sizeof(desc) );
        desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
        desc.Usage = D3D11_USAGE_DYNAMIC;
        desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
        desc.ByteWidth = sizeof( ConstantsBC6HBC7 );

        HRESULT hr = pDevice->CreateBuffer( &desc, nullptr, m_constBuffer.ReleaseAndGetAddressOf() );
        if ( FAILED(hr) )
        {
            return hr;
        }
    }

    // Create shader resource views
    {
        D3D11_SHADER_RESOURCE_VIEW_DESC desc;
        memset( &desc, 0, sizeof(desc) );
        desc.Buffer.NumElements = static_cast<UINT>( num_blocks );
        desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;

        HRESULT hr = pDevice->CreateShaderResourceView( m_err1.Get(), &desc, m_err1SRV.ReleaseAndGetAddressOf() );
        if ( FAILED(hr) )
        {
            return hr;
        }

        hr = pDevice->CreateShaderResourceView( m_err2.Get(), &desc, m_err2SRV.ReleaseAndGetAddressOf() );
        if ( FAILED(hr) )
        {
            return hr;
        }
    }

    // Create unordered access views
    {
        D3D11_UNORDERED_ACCESS_VIEW_DESC desc;
        memset( &desc, 0, sizeof(desc) );
        desc.Buffer.NumElements = static_cast<UINT>( num_blocks );
        desc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;

        HRESULT hr = pDevice->CreateUnorderedAccessView( m_output.Get(), &desc, m_outputUAV.ReleaseAndGetAddressOf() );
        if ( FAILED(hr) )
        {
            return hr;
        }

        hr = pDevice->CreateUnorderedAccessView( m_err1.Get(), &desc, m_err1UAV.ReleaseAndGetAddressOf() );
        if ( FAILED(hr) )
        {
            return hr;
        }

        hr = pDevice->CreateUnorderedAccessView( m_err2.Get(), &desc, m_err2UAV.ReleaseAndGetAddressOf() );
        if ( FAILED(hr) )
        {
            return hr;
        }
    }
    
    return S_OK;
}
示例#5
0
文件: Texture.cpp 项目: Daivuk/ggj16
    Texture* Texture::createFromData(const sSize& size, const unsigned char* in_pData, bool in_generateMipmaps)
    {
        ID3D11Texture2D* pTexture = NULL;
        ID3D11ShaderResourceView* pTextureView = NULL;
        auto pRet = new Texture();

        // Manually generate mip levels
        bool allowMipMaps = true;
        UINT w2 = 1;
        UINT h2 = 1;
        while (w2 < (UINT)size.x) w2 *= 2;
        if (size.x != w2) allowMipMaps = false;
        while (h2 < (UINT)size.y) h2 *= 2;
        if (size.y != h2) allowMipMaps = false;
        unsigned char* pMipMaps = NULL;
        int mipLevels = 1;
        D3D11_SUBRESOURCE_DATA* mipsData = NULL;
        allowMipMaps = allowMipMaps && in_generateMipmaps;
        if (allowMipMaps)
        {
            UINT biggest = std::max<>(w2, h2);
            UINT w2t = w2;
            UINT h2t = h2;
            UINT totalSize = w2t * h2t * 4;
            while (!(w2t == 1 && h2t == 1))
            {
                ++mipLevels;
                w2t /= 2;
                if (w2t < 1) w2t = 1;
                h2t /= 2;
                if (h2t < 1) h2t = 1;
                totalSize += w2t * h2t * 4;
            }
            pMipMaps = new byte[totalSize];
            memcpy(pMipMaps, in_pData, size.x * size.y * 4);

            mipsData = new D3D11_SUBRESOURCE_DATA[mipLevels];

            w2t = w2;
            h2t = h2;
            totalSize = 0;
            int mipTarget = mipLevels;
            mipLevels = 0;
            byte* prev;
            byte* cur;
            while (mipLevels != mipTarget)
            {
                prev = pMipMaps + totalSize;
                mipsData[mipLevels].pSysMem = prev;
                mipsData[mipLevels].SysMemPitch = w2t * 4;
                mipsData[mipLevels].SysMemSlicePitch = 0;
                totalSize += w2t * h2t * 4;
                cur = pMipMaps + totalSize;
                w2t /= 2;
                if (w2t < 1) w2t = 1;
                h2t /= 2;
                if (h2t < 1) h2t = 1;
                ++mipLevels;
                if (mipLevels == mipTarget) break;
                int accum;

                // Generate the mips
                int multX = w2 / w2t;
                int multY = h2 / h2t;
                for (UINT y = 0; y < h2t; ++y)
                {
                    for (UINT x = 0; x < w2t; ++x)
                    {
                        for (UINT k = 0; k < 4; ++k)
                        {
                            accum = 0;
                            accum += prev[(y * multY * w2 + x * multX) * 4 + k];
                            accum += prev[(y * multY * w2 + (x + multX / 2) * multX) * 4 + k];
                            accum += prev[((y + multY / 2) * multY * w2 + x * multX) * 4 + k];
                            accum += prev[((y + multY / 2) * multY * w2 + (x + multX / 2) * multX) * 4 + k];
                            cur[(y * w2t + x) * 4 + k] = accum / 4;
                        }
                    }
                }

                w2 = w2t;
                h2 = h2t;
            }
        }

        D3D11_TEXTURE2D_DESC desc;
        desc.Width = size.x;
        desc.Height = size.y;
        desc.MipLevels = mipLevels;
        desc.ArraySize = 1;
        desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
        desc.SampleDesc.Count = 1;
        desc.SampleDesc.Quality = 0;
        desc.Usage = D3D11_USAGE_IMMUTABLE;
        desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
        desc.CPUAccessFlags = 0;
        desc.MiscFlags = 0;

        D3D11_SUBRESOURCE_DATA data;
        data.pSysMem = (pMipMaps) ? pMipMaps : in_pData;
        data.SysMemPitch = size.x * 4;
        data.SysMemSlicePitch = 0;

        auto pDevice = ORenderer->getDevice();
        auto ret = pDevice->CreateTexture2D(&desc, (mipsData) ? mipsData : &data, &pTexture);
        assert(ret == S_OK);
        ret = pDevice->CreateShaderResourceView(pTexture, NULL, &pTextureView);
        assert(ret == S_OK);

        pTexture->Release();
        if (pMipMaps) delete[] pMipMaps;
        if (mipsData) delete[] mipsData;

        pRet->m_size = size;
        pRet->m_pTextureView = pTextureView;

        return pRet;
    }