93 lines
3.2 KiB
C++

//=====================================================================
// 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.
//
/// \file GPU_DirectX.h
//
//=====================================================================
#ifndef H_GPU_DIRECTX
#define H_GPU_DIRECTX
#include <gpu_decodebase.h>
#include <directxtex.h>
#include <dxgiformat.h>
#include <d3d11.h>
#include <directxmath.h>
#include <windows.h>
#include <stdio.h>
namespace GPU_Decode {
#define MAX_ERR_STR 128
class GPU_DirectX : public RenderWindow {
public:
GPU_DirectX(CMP_DWORD Width, CMP_DWORD Height, WNDPROC callback);
~GPU_DirectX();
virtual CMP_ERROR WINAPI Decompress(
const CMP_Texture* pSourceTexture,
CMP_Texture* pDestTexture
);
private:
D3D_DRIVER_TYPE m_driverType;
D3D_FEATURE_LEVEL m_featureLevel;
ID3D11Device* m_pd3dDevice;
ID3D11DeviceContext* m_pImmediateContext;
IDXGISwapChain* m_pSwapChain;
ID3D11RenderTargetView* m_pRenderTargetView;
ID3D11Texture2D* m_pDepthStencil;
ID3D11DepthStencilView* m_pDepthStencilView;
ID3D11VertexShader* m_pVertexShader;
ID3D11PixelShader* m_pPixelShader;
ID3D11InputLayout* m_pVertexLayout;
ID3D11Buffer* m_pVertexBuffer;
ID3D11Buffer* m_pIndexBuffer;
ID3D11Buffer* m_pCBArrayControl;
ID3D11ShaderResourceView* m_pSRV;
ID3D11BlendState* m_AlphaBlendState;
ID3D11SamplerState* m_pSamplerLinear;
UINT m_iCurrentIndex;
UINT m_iMaxIndex;
UINT m_iIndices;
ID3D11Resource* m_pResource;
uint32_t m_width;
uint32_t m_height;
char m_err_str[MAX_ERR_STR];
char *hResultErr(HRESULT hr);
HRESULT InitDevice(const DirectX::TexMetadata& mdata, CMP_FORMAT cmp_format);
DXGI_FORMAT CMP2DXGIFormat(CMP_FORMAT cmp_format);
int CaptureAnImage(HWND hWnd, CMP_Texture* pDestTexture);
void Render();
void CleanupDevice();
};
}
#endif