93 lines
3.2 KiB
C++
93 lines
3.2 KiB
C++
//=====================================================================
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// Copyright (c) 2016 Advanced Micro Devices, Inc. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files(the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions :
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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/// \file GPU_DirectX.h
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//
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//=====================================================================
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#ifndef H_GPU_DIRECTX
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#define H_GPU_DIRECTX
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#include <gpu_decodebase.h>
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#include <directxtex.h>
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#include <dxgiformat.h>
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#include <d3d11.h>
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#include <directxmath.h>
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#include <windows.h>
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#include <stdio.h>
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namespace GPU_Decode {
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#define MAX_ERR_STR 128
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class GPU_DirectX : public RenderWindow {
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public:
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GPU_DirectX(CMP_DWORD Width, CMP_DWORD Height, WNDPROC callback);
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~GPU_DirectX();
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virtual CMP_ERROR WINAPI Decompress(
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const CMP_Texture* pSourceTexture,
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CMP_Texture* pDestTexture
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);
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private:
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D3D_DRIVER_TYPE m_driverType;
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D3D_FEATURE_LEVEL m_featureLevel;
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ID3D11Device* m_pd3dDevice;
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ID3D11DeviceContext* m_pImmediateContext;
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IDXGISwapChain* m_pSwapChain;
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ID3D11RenderTargetView* m_pRenderTargetView;
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ID3D11Texture2D* m_pDepthStencil;
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ID3D11DepthStencilView* m_pDepthStencilView;
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ID3D11VertexShader* m_pVertexShader;
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ID3D11PixelShader* m_pPixelShader;
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ID3D11InputLayout* m_pVertexLayout;
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ID3D11Buffer* m_pVertexBuffer;
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ID3D11Buffer* m_pIndexBuffer;
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ID3D11Buffer* m_pCBArrayControl;
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ID3D11ShaderResourceView* m_pSRV;
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ID3D11BlendState* m_AlphaBlendState;
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ID3D11SamplerState* m_pSamplerLinear;
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UINT m_iCurrentIndex;
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UINT m_iMaxIndex;
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UINT m_iIndices;
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ID3D11Resource* m_pResource;
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uint32_t m_width;
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uint32_t m_height;
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char m_err_str[MAX_ERR_STR];
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char *hResultErr(HRESULT hr);
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HRESULT InitDevice(const DirectX::TexMetadata& mdata, CMP_FORMAT cmp_format);
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DXGI_FORMAT CMP2DXGIFormat(CMP_FORMAT cmp_format);
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int CaptureAnImage(HWND hWnd, CMP_Texture* pDestTexture);
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void Render();
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void CleanupDevice();
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};
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}
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#endif
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