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- #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;
- }
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