#include "DX12Textur.h" #include "d3dx12.h" #include "Bild.h" #include "DX12CommandQueue.h" using namespace Framework; DX12Textur::DX12Textur( ID3D12Device* device, DX12CopyCommandQueue* copy, DX12DirectCommandQueue* direct ) : Textur(), buffer( 0 ), intermediate( 0 ), device( device ), copy( copy ), direct( direct ), shaderResource( 0 ) {} DX12Textur::~DX12Textur() { #ifdef WIN32 if( buffer ) buffer->Release(); if( intermediate ) intermediate->Release(); #endif } // Aktualisiert die Textur. Die Pixel des aktuellen Bildes werden in den Graphikspeicher kopiert bool DX12Textur::updateTextur() { if( !bild ) return 0; #ifdef WIN32 if( !buffer ) { D3D12_RESOURCE_DESC description; ZeroMemory( &description, sizeof( D3D12_RESOURCE_DESC ) ); description.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; description.Height = bild->getHeight(); description.Width = bild->getBreite(); description.DepthOrArraySize = 1; description.MipLevels = 1; description.Format = DXGI_FORMAT_B8G8R8A8_UNORM; description.SampleDesc.Count = 1; description.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; description.Flags = D3D12_RESOURCE_FLAG_NONE; D3D12_HEAP_PROPERTIES hprop; hprop.Type = D3D12_HEAP_TYPE_DEFAULT; hprop.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; hprop.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; hprop.CreationNodeMask = 1; hprop.VisibleNodeMask = 1; device->CreateCommittedResource( &hprop, D3D12_HEAP_FLAG_NONE, &description, D3D12_RESOURCE_STATE_COPY_DEST, 0, __uuidof(ID3D12Resource), (void**)&buffer ); const UINT64 uploadBufferSize = GetRequiredIntermediateSize( buffer, 0, 1 ); D3D12_RESOURCE_DESC iDescription; iDescription.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; iDescription.Alignment = 0; iDescription.Width = uploadBufferSize; iDescription.Height = 1; iDescription.DepthOrArraySize = 1; iDescription.MipLevels = 1; iDescription.Format = DXGI_FORMAT_UNKNOWN; iDescription.SampleDesc.Count = 1; iDescription.SampleDesc.Quality = 0; iDescription.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; iDescription.Flags = D3D12_RESOURCE_FLAG_NONE; hprop.Type = D3D12_HEAP_TYPE_UPLOAD; device->CreateCommittedResource( &hprop, D3D12_HEAP_FLAG_NONE, &iDescription, D3D12_RESOURCE_STATE_GENERIC_READ, 0, __uuidof(ID3D12Resource), (void**)&intermediate ); shaderResource = 0; } if( bild ) { if( shaderResource ) { D3D12_RESOURCE_BARRIER barrier; barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; barrier.Transition.pResource = buffer; barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE; barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_DEST; barrier.Transition.Subresource = 0; barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; direct->getCommandList()->ResourceBarrier( 1, &barrier ); shaderResource = 0; } D3D12_SUBRESOURCE_DATA textureData = {}; textureData.pData = bild->getBuffer(); textureData.RowPitch = bild->getBreite() * sizeof( int ); textureData.SlicePitch = textureData.RowPitch * bild->getHeight(); UpdateSubresources( direct->getCommandList(), buffer, intermediate, 0, 0, 1, &textureData ); D3D12_RESOURCE_BARRIER barrier; barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; barrier.Transition.pResource = buffer; barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST; barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE; barrier.Transition.Subresource = 0; barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; direct->getCommandList()->ResourceBarrier( 1, &barrier ); shaderResource = 1; } #endif return 1; } // Gibt true zurük, wenn updateTextur aufgerufen werden muss bool DX12Textur::brauchtUpdate() const { return bild && !buffer; } // Gibt die DX12 Resource zurück ID3D12Resource* DX12Textur::getResource() { return buffer; }