765 lines
25 KiB
C++
Raw Normal View History

//=====================================================================
// Copyright (c) 2016 Advanced Micro Devices, Inc. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files(the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions :
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
//--------------------------------------------------------------------------------------
// #define DECOMPRESS_SAVE_TO_BMP
#include "gpu_directx.h"
#include "directx_shaders\vs.h"
#include "directx_shaders\ps1d.h"
#include "directx_shaders\\ps1darray.h"
#include "directx_shaders\\ps2d.h"
#include "directx_shaders\ps2darray.h"
#include "directx_shaders\ps3d.h"
#include "directx_shaders\pscube.h"
#include "d3d11.h"
using namespace DirectX;
using namespace GPU_Decode;
#pragma comment(lib, "opengl32.lib") // Open GL used for Window Context!
#pragma comment(lib, "D3D11.lib")
#pragma pack(push,1)
struct SimpleVertex {
XMFLOAT4 Pos;
XMFLOAT4 Tex;
};
struct CBArrayControl {
float Index;
float pad[3];
};
#pragma pack(pop)
//--------------------------------------------------------------------------------------
char *GPU_DirectX::hResultErr(HRESULT hr) {
FormatMessageA(FORMAT_MESSAGE_FROM_SYSTEM,
NULL, hr,
MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT),
m_err_str,
MAX_ERR_STR,
NULL );
return(m_err_str);
}
//---------------------------------------------------------------------------------
GPU_DirectX::GPU_DirectX(CMP_DWORD Width, CMP_DWORD Height, WNDPROC callback):RenderWindow("DirectX") {
m_driverType = D3D_DRIVER_TYPE_NULL;
m_featureLevel = D3D_FEATURE_LEVEL_11_0;
m_pd3dDevice = nullptr;
m_pImmediateContext = nullptr;
m_pSwapChain = nullptr;
m_pRenderTargetView = nullptr;
m_pDepthStencil = nullptr;
m_pDepthStencilView = nullptr;
m_pVertexShader = nullptr;
m_pPixelShader = nullptr;
m_pVertexLayout = nullptr;
m_pVertexBuffer = nullptr;
m_pIndexBuffer = nullptr;
m_pCBArrayControl = nullptr;
m_pSRV = nullptr;
m_AlphaBlendState = nullptr;
m_pSamplerLinear = nullptr;
m_pResource = nullptr;
m_iCurrentIndex = 0;
m_iMaxIndex = 1;
m_iIndices = 0;
//set default width and height if is 0
if (Width <= 0)
Width = 640;
if (Height <= 0)
Height = 480;
// Allign data
m_width = ((Width + 3) / 4) * 4;
m_height = ((Height + 3) / 4) * 4;
HRESULT hr = InitWindow(Width, Height, callback);
if (FAILED(hr)) {
fprintf(stderr, "[DirectX] Failed InitWindow: %s\n",hResultErr(hr));
assert(0);
}
EnableWindowContext(m_hWnd, &m_hDC, &m_hRC);
}
GPU_DirectX::~GPU_DirectX() {
}
//--------------------------------------------------------------------------------------
HRESULT GPU_DirectX::InitDevice(const TexMetadata& mdata, CMP_FORMAT cmp_format) {
HRESULT hr = S_OK;
RECT rc;
GetClientRect(m_hWnd, &rc);
UINT width = rc.right - rc.left;
UINT height = rc.bottom - rc.top;
UINT createDeviceFlags = 0;
#if defined( DEBUG ) || defined( _DEBUG )
createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
D3D_DRIVER_TYPE driverTypes[] = {
D3D_DRIVER_TYPE_HARDWARE,
D3D_DRIVER_TYPE_WARP,
D3D_DRIVER_TYPE_REFERENCE,
};
UINT numDriverTypes = ARRAYSIZE(driverTypes);
D3D_FEATURE_LEVEL featureLevels[] = {
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
};
UINT numFeatureLevels = ARRAYSIZE(featureLevels);
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory(&sd, sizeof(sd));
sd.BufferCount = 1;
sd.BufferDesc.Width = width;
sd.BufferDesc.Height = height;
if(cmp_format == CMP_FORMAT_ARGB_16F)
sd.BufferDesc.Format = DXGI_FORMAT_R16G16B16A16_FLOAT;
else
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.OutputWindow = m_hWnd;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.Windowed = TRUE;
for (UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++) {
m_driverType = driverTypes[driverTypeIndex];
hr = D3D11CreateDeviceAndSwapChain(nullptr, m_driverType, nullptr, createDeviceFlags, featureLevels, numFeatureLevels,
D3D11_SDK_VERSION, &sd, &m_pSwapChain, &m_pd3dDevice, &m_featureLevel, &m_pImmediateContext);
if (SUCCEEDED(hr))
break;
}
if (FAILED(hr)) {
fprintf(stderr, "[DirectX] Failed D3D11CreateDeviceAndSwapChain: %s\n",hResultErr(hr));
return hr;
}
// Create a render target view
ID3D11Texture2D* pBackBuffer = nullptr;
hr = m_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
if (FAILED(hr)) {
fprintf(stderr, "[DirectX] Failed GetBuffer: %s\n",hResultErr(hr));
return hr;
}
hr = m_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &m_pRenderTargetView);
pBackBuffer->Release();
if (FAILED(hr)) {
fprintf(stderr, "[DirectX] Failed CreateRenderTargetView: %s\n",hResultErr(hr));
return hr;
}
// Create depth stencil texture
D3D11_TEXTURE2D_DESC descDepth;
ZeroMemory(&descDepth, sizeof(descDepth));
descDepth.Width = width;
descDepth.Height = 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;
hr = m_pd3dDevice->CreateTexture2D(&descDepth, nullptr, &m_pDepthStencil);
if (FAILED(hr)) {
fprintf(stderr, "[DirectX] Failed CreateTexture2D: %s\n",hResultErr(hr));
return hr;
}
// 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;
hr = m_pd3dDevice->CreateDepthStencilView(m_pDepthStencil, &descDSV, &m_pDepthStencilView);
if (FAILED(hr)) {
fprintf(stderr, "[DirectX] Failed CreateDepthStencilView: %s\n",hResultErr(hr));
return hr;
}
m_pImmediateContext->OMSetRenderTargets(1, &m_pRenderTargetView, m_pDepthStencilView);
// Setup the viewport
D3D11_VIEWPORT vp;
vp.Width = (FLOAT)width;
vp.Height = (FLOAT)height;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
m_pImmediateContext->RSSetViewports(1, &vp);
// Create the vertex shader
hr = m_pd3dDevice->CreateVertexShader(g_VS, sizeof(g_VS), nullptr, &m_pVertexShader);
if (FAILED(hr)) {
fprintf(stderr, "[DirectX] Failed CreateVertexShader: %s\n",hResultErr(hr));
return hr;
}
// Define the input layout
D3D11_INPUT_ELEMENT_DESC layout[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, sizeof(XMFLOAT4), D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
UINT numElements = ARRAYSIZE(layout);
// Create the input layout
hr = m_pd3dDevice->CreateInputLayout(layout, numElements, g_VS, sizeof(g_VS), &m_pVertexLayout);
if (FAILED(hr)) {
fprintf(stderr, "[DirectX] Failed CreateInputLayout: %s\n",hResultErr(hr));
return hr;
}
// Set the input layout
m_pImmediateContext->IASetInputLayout(m_pVertexLayout);
// Select the pixel shader
bool isCubeMap = false;
bool is1D = false;
const BYTE* pshader = nullptr;
size_t pshader_size = 0;
//------------------------------------------------
// Enable the code as needed for each new case
//------------------------------------------------
switch (mdata.dimension) {
case TEX_DIMENSION_TEXTURE1D:
if (mdata.arraySize > 1) {
pshader = g_PS_1DArray;
pshader_size = sizeof(g_PS_1DArray);
} else {
pshader = g_PS_1D;
pshader_size = sizeof(g_PS_1D);
}
is1D = true;
break;
case TEX_DIMENSION_TEXTURE2D:
if (mdata.miscFlags & TEX_MISC_TEXTURECUBE) {
pshader = g_PS_Cube;
pshader_size = sizeof(g_PS_Cube);
isCubeMap = true;
} else if (mdata.arraySize > 1) {
pshader = g_PS_2DArray;
pshader_size = sizeof(g_PS_2DArray);
} else {
pshader = g_PS_2D;
pshader_size = sizeof(g_PS_2D);
}
break;
case TEX_DIMENSION_TEXTURE3D:
pshader = g_PS_3D;
pshader_size = sizeof(g_PS_3D);
break;
default:
return E_FAIL;
}
if (!(pshader && pshader_size > 0))
fprintf(stderr, "[DirectX12] No shader available");
assert(pshader && pshader_size > 0);
// Create the pixel shader
hr = m_pd3dDevice->CreatePixelShader(pshader, pshader_size, nullptr, &m_pPixelShader);
if (FAILED(hr))
return hr;
// Create vertex buffer
UINT nverts;
D3D11_SUBRESOURCE_DATA InitData;
ZeroMemory(&InitData, sizeof(InitData));
static const SimpleVertex verticesCube[] = {
// Render cubemaps as horizontal cross
// XPOS
{ XMFLOAT4(.5f, .25f, 0.f, 1.f), XMFLOAT4(0.f, 0.f, 0.f, 0.f) },
{ XMFLOAT4(1.f, .25f, 0.f, 1.f), XMFLOAT4(1.f, 0.f, 0.f, 0.f) },
{ XMFLOAT4(.5f, -.25f, 0.f, 1.f), XMFLOAT4(0.f, 1.f, 0.f, 0.f) },
{ XMFLOAT4(1.f, -.25f, 0.f, 1.f), XMFLOAT4(1.f, 1.f, 0.f, 0.f) },
// XNEG
{ XMFLOAT4(-.5f, .25f, 0.f, 1.f), XMFLOAT4(0.f, 0.f, 1.f, 0.f) },
{ XMFLOAT4(0.f, .25f, 0.f, 1.f), XMFLOAT4(1.f, 0.f, 1.f, 0.f) },
{ XMFLOAT4(-.5f, -.25f, 0.f, 1.f), XMFLOAT4(0.f, 1.f, 1.f, 0.f) },
{ XMFLOAT4(0.f, -.25f, 0.f, 1.f), XMFLOAT4(1.f, 1.f, 1.f, 0.f) },
// YPOS
{ XMFLOAT4(-.5f, .75f, 0.f, 1.f), XMFLOAT4(0.f, 0.f, 2.f, 0.f) },
{ XMFLOAT4(0.f, .75f, 0.f, 1.f), XMFLOAT4(1.f, 0.f, 2.f, 0.f) },
{ XMFLOAT4(-.5f, .25f, 0.f, 1.f), XMFLOAT4(0.f, 1.f, 2.f, 0.f) },
{ XMFLOAT4(0.f, .25f, 0.f, 1.f), XMFLOAT4(1.f, 1.f, 2.f, 0.f) },
// YNEG
{ XMFLOAT4(-.5f, -.25f, 0.f, 1.f), XMFLOAT4(0.f, 0.f, 3.f, 0.f) },
{ XMFLOAT4(0.f, -.25f, 0.f, 1.f), XMFLOAT4(1.f, 0.f, 3.f, 0.f) },
{ XMFLOAT4(-.5f, -.75f, 0.f, 1.f), XMFLOAT4(0.f, 1.f, 3.f, 0.f) },
{ XMFLOAT4(0.f, -.75f, 0.f, 1.f), XMFLOAT4(1.f, 1.f, 3.f, 0.f) },
// ZPOS
{ XMFLOAT4(0.f, .25f, 0.f, 1.f), XMFLOAT4(0.f, 0.f, 4.f, 0.f) },
{ XMFLOAT4(.5f, .25f, 0.f, 1.f), XMFLOAT4(1.f, 0.f, 4.f, 0.f) },
{ XMFLOAT4(0.f, -.25f, 0.f, 1.f), XMFLOAT4(0.f, 1.f, 4.f, 0.f) },
{ XMFLOAT4(.5f, -.25f, 0.f, 1.f), XMFLOAT4(1.f, 1.f, 4.f, 0.f) },
// ZNEG
{ XMFLOAT4(-1.f, .25f, 0.f, 1.f), XMFLOAT4(0.f, 0.f, 5.f, 0.f) },
{ XMFLOAT4(-.5f, .25f, 0.f, 1.f), XMFLOAT4(1.f, 0.f, 5.f, 0.f) },
{ XMFLOAT4(-1.f, -.25f, 0.f, 1.f), XMFLOAT4(0.f, 1.f, 5.f, 0.f) },
{ XMFLOAT4(-.5f, -.25f, 0.f, 1.f), XMFLOAT4(1.f, 1.f, 5.f, 0.f) },
};
static const SimpleVertex vertices[] = {
{ XMFLOAT4(-1.f, 1.f, 0.f, 1.f), XMFLOAT4(0.f, 0.f, 0.f, 0.f) },
{ XMFLOAT4(1.f, 1.f, 0.f, 1.f), XMFLOAT4(1.f, 0.f, 0.f, 0.f) },
{ XMFLOAT4(-1.f, -1.f, 0.f, 1.f), XMFLOAT4(0.f, 1.f, 0.f, 0.f) },
{ XMFLOAT4(1.f, -1.f, 0.f, 1.f), XMFLOAT4(1.f, 1.f, 0.f, 0.f) },
};
static const SimpleVertex vertices1D[] = {
{ XMFLOAT4(-1.f, .05f, 0.f, 1.f), XMFLOAT4(0.f, 0.f, 0.f, 0.f) },
{ XMFLOAT4(1.f, .05f, 0.f, 1.f), XMFLOAT4(1.f, 0.f, 0.f, 0.f) },
{ XMFLOAT4(-1.f, -.05f, 0.f, 1.f), XMFLOAT4(0.f, 0.f, 0.f, 0.f) },
{ XMFLOAT4(1.f, -.05f, 0.f, 1.f), XMFLOAT4(1.f, 0.f, 0.f, 0.f) },
};
if (isCubeMap) {
nverts = _countof(verticesCube);
InitData.pSysMem = verticesCube;
} else if (is1D) {
nverts = _countof(vertices1D);
InitData.pSysMem = vertices1D;
} else {
nverts = _countof(vertices);
InitData.pSysMem = vertices;
}
D3D11_BUFFER_DESC bd;
ZeroMemory(&bd, sizeof(bd));
bd.Usage = D3D11_USAGE_DEFAULT;
bd.ByteWidth = sizeof(SimpleVertex) * nverts;
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = 0;
hr = m_pd3dDevice->CreateBuffer(&bd, &InitData, &m_pVertexBuffer);
if (FAILED(hr)) {
fprintf(stderr, "[DirectX] Failed CreateBuffer 1 : %s\n",hResultErr(hr));
return hr;
}
// Set vertex buffer
UINT stride = sizeof(SimpleVertex);
UINT offset = 0;
m_pImmediateContext->IASetVertexBuffers(0, 1, &m_pVertexBuffer, &stride, &offset);
// Create index buffer
static const WORD indicesCube[] = {
0, 1, 2,
2, 1, 3,
4, 5, 6,
6, 5, 7,
8, 9, 10,
10, 9, 11,
12, 13, 14,
14, 13, 15,
16, 17, 18,
18, 17, 19,
20, 21, 22,
22, 21, 23
};
static const WORD indices[] = {
0, 1, 2,
2, 1, 3
};
if (isCubeMap) {
m_iIndices = _countof(indicesCube);
InitData.pSysMem = indicesCube;
} else {
m_iIndices = _countof(indices);
InitData.pSysMem = indices;
}
bd.Usage = D3D11_USAGE_DEFAULT;
bd.ByteWidth = m_iIndices * sizeof(WORD);
bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
bd.CPUAccessFlags = 0;
hr = m_pd3dDevice->CreateBuffer(&bd, &InitData, &m_pIndexBuffer);
if (FAILED(hr)) {
fprintf(stderr, "[DirectX] Failed CreateBuffer 2 : %s\n",hResultErr(hr));
return hr;
}
// Set index buffer
m_pImmediateContext->IASetIndexBuffer(m_pIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
// Set primitive topology
m_pImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
// Create the constant buffers
bd.Usage = D3D11_USAGE_DEFAULT;
bd.ByteWidth = sizeof(CBArrayControl);
bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
bd.CPUAccessFlags = 0;
hr = m_pd3dDevice->CreateBuffer(&bd, nullptr, &m_pCBArrayControl);
if (FAILED(hr)) {
fprintf(stderr, "[DirectX] Failed CreateBuffer 3 : %s\n",hResultErr(hr));
return hr;
}
// Create the state objects
D3D11_SAMPLER_DESC sampDesc;
ZeroMemory(&sampDesc, sizeof(sampDesc));
sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
sampDesc.MinLOD = 0;
sampDesc.MaxLOD = D3D11_FLOAT32_MAX;
hr = m_pd3dDevice->CreateSamplerState(&sampDesc, &m_pSamplerLinear);
if (FAILED(hr))
return hr;
D3D11_BLEND_DESC dsc = {
false,
false,
{
false,
D3D11_BLEND_SRC_ALPHA,
D3D11_BLEND_INV_SRC_ALPHA,
D3D11_BLEND_OP_ADD,
D3D11_BLEND_ZERO,
D3D11_BLEND_ZERO,
D3D11_BLEND_OP_ADD,
D3D11_COLOR_WRITE_ENABLE_ALL
}
};
hr = m_pd3dDevice->CreateBlendState(&dsc, &m_AlphaBlendState);
if (FAILED(hr)) {
fprintf(stderr, "[DirectX] Failed CreateBlendState: %s\n",hResultErr(hr));
return hr;
}
return S_OK;
}
//--------------------------------------------------------------------------------------
void GPU_DirectX::Render() {
float ClearColor[4] = { 0.f, 0.f, 0.f, 1.0f }; //red,green,blue,alpha
m_pImmediateContext->ClearRenderTargetView(m_pRenderTargetView, ClearColor);
m_pImmediateContext->ClearDepthStencilView(m_pDepthStencilView, D3D11_CLEAR_DEPTH, 1.0f, 0);
float bf[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
m_pImmediateContext->OMSetBlendState(m_AlphaBlendState, bf, 0xffffffff);
CBArrayControl cb;
cb.Index = (float)m_iCurrentIndex;
m_pImmediateContext->UpdateSubresource(m_pCBArrayControl, 0, nullptr, &cb, 0, 0);
m_pImmediateContext->VSSetShader(m_pVertexShader, nullptr, 0);
m_pImmediateContext->PSSetShader(m_pPixelShader, nullptr, 0);
m_pImmediateContext->PSSetConstantBuffers(0, 1, &m_pCBArrayControl);
m_pImmediateContext->PSSetShaderResources(0, 1, &m_pSRV);
m_pImmediateContext->PSSetSamplers(0, 1, &m_pSamplerLinear);
m_pImmediateContext->DrawIndexed(m_iIndices, 0, 0);
m_pSwapChain->Present(0, 0);
}
//--------------------------------------------------------------------------------------
void GPU_DirectX::CleanupDevice() {
if (m_pImmediateContext) m_pImmediateContext->ClearState();
if (m_pSamplerLinear) m_pSamplerLinear->Release();
if (m_AlphaBlendState) m_AlphaBlendState->Release();
if (m_pSRV) m_pSRV->Release();
if (m_pVertexBuffer) m_pVertexBuffer->Release();
if (m_pIndexBuffer) m_pIndexBuffer->Release();
if (m_pCBArrayControl) m_pCBArrayControl->Release();
if (m_pVertexLayout) m_pVertexLayout->Release();
if (m_pVertexShader) m_pVertexShader->Release();
if (m_pPixelShader) m_pPixelShader->Release();
if (m_pDepthStencil) m_pDepthStencil->Release();
if (m_pDepthStencilView) m_pDepthStencilView->Release();
if (m_pRenderTargetView) m_pRenderTargetView->Release();
if (m_pSwapChain) m_pSwapChain->Release();
if (m_pImmediateContext) m_pImmediateContext->Release();
if (m_pd3dDevice) m_pd3dDevice->Release();
if (m_pResource) m_pResource->Release();
}
DXGI_FORMAT GPU_DirectX::CMP2DXGIFormat(CMP_FORMAT cmp_format) {
DXGI_FORMAT dxgi_format;
switch (cmp_format) {
// Compression formats ----------
case CMP_FORMAT_BC1:
case CMP_FORMAT_DXT1:
dxgi_format = DXGI_FORMAT_BC1_UNORM;
break;
case CMP_FORMAT_BC2:
case CMP_FORMAT_DXT3:
dxgi_format = DXGI_FORMAT_BC2_UNORM;
break;
case CMP_FORMAT_BC3:
case CMP_FORMAT_DXT5:
dxgi_format = DXGI_FORMAT_BC3_UNORM;
break;
case CMP_FORMAT_BC4:
case CMP_FORMAT_ATI1N:
dxgi_format = DXGI_FORMAT_BC4_UNORM;
break;
case CMP_FORMAT_BC4_S:
dxgi_format = DXGI_FORMAT_BC4_SNORM;
break;
case CMP_FORMAT_BC5:
case CMP_FORMAT_ATI2N:
case CMP_FORMAT_ATI2N_XY:
case CMP_FORMAT_ATI2N_DXT5:
dxgi_format = DXGI_FORMAT_BC5_UNORM;
break;
case CMP_FORMAT_BC5_S:
dxgi_format = DXGI_FORMAT_BC5_SNORM;
break;
case CMP_FORMAT_BC6H:
dxgi_format = DXGI_FORMAT_BC6H_UF16;
break;
case CMP_FORMAT_BC6H_SF:
dxgi_format = DXGI_FORMAT_BC6H_SF16;
break;
case CMP_FORMAT_BC7:
dxgi_format = DXGI_FORMAT_BC7_UNORM;
break;
// Unknown compression mapping to Direct X
case CMP_FORMAT_ASTC:
case CMP_FORMAT_ATC_RGB:
case CMP_FORMAT_ATC_RGBA_Explicit:
case CMP_FORMAT_ATC_RGBA_Interpolated:
case CMP_FORMAT_DXT5_xGBR:
case CMP_FORMAT_DXT5_RxBG:
case CMP_FORMAT_DXT5_RBxG:
case CMP_FORMAT_DXT5_xRBG:
case CMP_FORMAT_DXT5_RGxB:
case CMP_FORMAT_DXT5_xGxR:
case CMP_FORMAT_ETC_RGB:
case CMP_FORMAT_ETC2_RGB:
case CMP_FORMAT_ETC2_RGBA:
case CMP_FORMAT_ETC2_RGBA1:
#ifdef USE_APC
case CMP_FORMAT_APC:
#endif
#ifdef USE_GTC
case CMP_FORMAT_GTC:
#endif
#ifdef USE_BASIS
case CMP_FORMAT_BASIS:
#endif
// -----------------------------------
case CMP_FORMAT_Unknown:
default:
dxgi_format = DXGI_FORMAT_UNKNOWN;
break;
}
return dxgi_format;
}
//--------------------------------------------------------------------------------------
#pragma warning( suppress : 6262 )
CMP_ERROR WINAPI GPU_DirectX::Decompress(
const CMP_Texture* pSourceTexture,
CMP_Texture* pDestTexture
) {
HRESULT hr;
TexMetadata mdata;
memset(&mdata, 0, sizeof(TexMetadata));
mdata.height= m_height; // pSourceTexture->dwHeight;
mdata.width = m_width; // pSourceTexture->dwWidth;
mdata.depth = 1;
mdata.arraySize = 1;
mdata.mipLevels = 1;
mdata.dimension = TEX_DIMENSION_TEXTURE2D;
mdata.format = CMP2DXGIFormat(pSourceTexture->format);
/*** Use this for debugging DDS file loads
LPWSTR lpImageSrc = L"";
ScratchImage image;
hr = LoadFromDDSFile(lpImageSrc, DDS_FLAGS_NONE, &mdata, image);
if (FAILED(hr))
{
wchar_t buff[2048] = { 0 };
swprintf_s(buff, "Failed to load texture file\n\nFilename = %ls\nHRESULT %08X", lpImageSrc, hr);
return 0;
}
***/
if (FAILED(InitDevice(mdata, pDestTexture->format))) {
CleanupDevice();
return CMP_ERR_UNABLE_TO_INIT_DECOMPRESSLIB;
}
if (mdata.dimension == TEX_DIMENSION_TEXTURE3D) {
wchar_t buff[2048] = { 0 };
swprintf_s(buff, L"Arrays of volume textures are not supported\n\nArray size %Iu", mdata.arraySize);
return CMP_ERR_GENERIC;
} else {
m_iMaxIndex = static_cast<UINT>(mdata.arraySize);
}
switch (mdata.format) {
case DXGI_FORMAT_BC6H_TYPELESS:
case DXGI_FORMAT_BC6H_UF16:
case DXGI_FORMAT_BC6H_SF16:
case DXGI_FORMAT_BC7_TYPELESS:
case DXGI_FORMAT_BC7_UNORM:
case DXGI_FORMAT_BC7_UNORM_SRGB:
if (m_featureLevel < D3D_FEATURE_LEVEL_11_0) {
wchar_t buff[2048] = { 0 };
swprintf_s(buff, L"BC6H/BC7 requires DirectX 11 hardware\n\nDXGI Format %d\nFeature Level %d",
pSourceTexture->format, m_featureLevel);
return CMP_ERR_GENERIC;
}
break;
default: {
UINT flags = 0;
hr = m_pd3dDevice->CheckFormatSupport(mdata.format, &flags);
if (FAILED(hr) || !(flags & (D3D11_FORMAT_SUPPORT_TEXTURE1D | D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURE3D))) {
wchar_t buff[2048] = { 0 };
swprintf_s(buff, L"Format not supported by DirectX hardware\n\nDXGI Format %d\nFeature Level %d\nHRESULT = %08X", mdata.format, m_featureLevel, hr);
return CMP_ERR_GENERIC;
}
}
break;
}
// Special case to make sure Texture cubes remain arrays
mdata.miscFlags &= ~TEX_MISC_TEXTURECUBE;
Image srcImage;
// Set size to 4 pixel boundaries
// Should check format is compressed for none compressed cases
// where 4 pixel bound is not required.
srcImage.width = m_width; // pSourceTexture->dwWidth;//((pSourceTexture->dwWidth + 3) / 4) * 4;
srcImage.height = m_height;// pSourceTexture->dwHeight;//((pSourceTexture->dwHeight + 3) / 4) * 4;
srcImage.format = mdata.format;
srcImage.pixels = pSourceTexture->pData;
ComputePitch(mdata.format, srcImage.width, srcImage.height, srcImage.rowPitch, srcImage.slicePitch, CP_FLAGS_NONE);
hr = CreateShaderResourceView(m_pd3dDevice, &srcImage, 1, mdata, &m_pSRV);
if (FAILED(hr)) {
return CMP_ERR_GENERIC;
}
#ifdef SHOW_WINDOW
// Activate the window: Use for debugging!
ShowWindow(m_hWnd, SW_SHOW);
#endif
// Wait in Main message loop, until render is complete!!
// then exit
MSG msg = { 0 };
while (WM_QUIT != msg.message) {
if (PeekMessage(&msg, nullptr, 0, 0, PM_REMOVE)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
} else {
Render();
break;
}
}
m_pRenderTargetView->GetResource(&m_pResource);
ScratchImage sratchimage;
CaptureTexture(m_pd3dDevice, m_pImmediateContext,m_pResource, sratchimage);
size_t pxsize = sratchimage.GetPixelsSize();
// Check the size matches our output
if (pxsize >= pDestTexture->dwDataSize) {
//pDestTexture->dwWidth = m_width;
//pDestTexture->dwHeight = m_height;
uint8_t *pxdata = sratchimage.GetPixels();
memcpy(pDestTexture->pData, pxdata, pDestTexture->dwDataSize);
// handle special cases
// adjust destination format as described by the captured buffers meta data
TexMetadata mdata = sratchimage.GetMetadata();
if (pDestTexture->format == CMP_FORMAT_RGBA_8888_S)
{
// switch data type as captured data is not snorm
// This case should be handled properly, code is needed to setup snorm captures
if (mdata.format == DXGI_FORMAT_R8G8B8A8_UNORM)
pDestTexture->format = CMP_FORMAT_ARGB_8888;
}
}
CleanupDevice();
return CMP_OK; // msg.wParam;
}