147 lines
5.5 KiB
Rust
147 lines
5.5 KiB
Rust
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use librashader_common::Size;
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use windows::Win32::Graphics::Direct3D11::{ID3D11Device, ID3D11SamplerState, ID3D11ShaderResourceView, ID3D11Texture2D, D3D11_BIND_RENDER_TARGET, D3D11_BIND_SHADER_RESOURCE, D3D11_CPU_ACCESS_FLAG, D3D11_CPU_ACCESS_WRITE, D3D11_FORMAT_SUPPORT_RENDER_TARGET, D3D11_FORMAT_SUPPORT_SHADER_SAMPLE, D3D11_FORMAT_SUPPORT_TEXTURE2D, D3D11_RESOURCE_MISC_GENERATE_MIPS, D3D11_TEXTURE2D_DESC, D3D11_USAGE_DYNAMIC, D3D11_SHADER_RESOURCE_VIEW_DESC, D3D11_SHADER_RESOURCE_VIEW_DESC_0, D3D11_TEX2D_SRV, D3D11_BIND_FLAG, D3D11_RESOURCE_MISC_FLAG, D3D11_USAGE_STAGING, ID3D11DeviceContext, D3D11_SUBRESOURCE_DATA, D3D11_MAP_WRITE, D3D11_BOX};
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use windows::Win32::Graphics::Direct3D::D3D_SRV_DIMENSION_TEXTURE2D;
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use windows::Win32::Graphics::Dxgi::Common::DXGI_SAMPLE_DESC;
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use librashader_common::image::Image;
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use crate::util::d3d11_get_closest_format;
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use crate::util::Result;
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#[derive(Debug, Clone)]
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pub struct ExternalTexture {
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pub srv: ID3D11ShaderResourceView,
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pub size: Size<u32>, // pub image: GlImage,
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}
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#[derive(Debug, Clone)]
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pub struct OwnedTexture {
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pub handle: ID3D11Texture2D,
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// pub staging: ID3D11Texture2D,
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pub srv: ID3D11ShaderResourceView,
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pub desc: D3D11_TEXTURE2D_DESC,
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pub size: Size<u32>, // pub image: GlImage,
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// pub filter: FilterMode,
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// pub mip_filter: FilterMode,
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// pub wrap_mode: WrapMode,
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}
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impl OwnedTexture {
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pub fn new(device: &ID3D11Device, source: &Image, desc: D3D11_TEXTURE2D_DESC) -> Result<OwnedTexture> {
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let mut desc = D3D11_TEXTURE2D_DESC {
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Width: source.size.width,
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Height: source.size.height,
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// todo: set this to 0
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MipLevels: if (desc.MiscFlags & D3D11_RESOURCE_MISC_GENERATE_MIPS).0 != 0 {
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0
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} else {
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1
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},
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ArraySize: 1,
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SampleDesc: DXGI_SAMPLE_DESC {
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Count: 1,
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Quality: 0,
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},
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CPUAccessFlags: if desc.Usage == D3D11_USAGE_DYNAMIC {
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D3D11_CPU_ACCESS_WRITE
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} else {
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D3D11_CPU_ACCESS_FLAG(0)
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},
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..desc
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};
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desc.BindFlags |= D3D11_BIND_SHADER_RESOURCE;
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// determine number of mipmaps required
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if (desc.MiscFlags & D3D11_RESOURCE_MISC_GENERATE_MIPS).0 != 0 {
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let mut width = desc.Width >> 5;
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let mut height = desc.Height >> 5;
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desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
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while width != 0 && height != 0 {
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width >>= 1;
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height >>= 1;
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desc.MipLevels += 1;
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}
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}
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// determine if format is supported.
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// bruh why does D3D11_FORMAT_SUPPORT not implement bitor???
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let mut format_support =
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D3D11_FORMAT_SUPPORT_TEXTURE2D.0 | D3D11_FORMAT_SUPPORT_SHADER_SAMPLE.0;
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if (desc.BindFlags & D3D11_BIND_RENDER_TARGET).0 != 0 {
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format_support |= D3D11_FORMAT_SUPPORT_RENDER_TARGET.0;
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}
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eprintln!("s {:?}, p {:?}, l {:?}", source.size, source.pitch, source.bytes.len());
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eprintln!("{:#?}", desc);
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// let data = Some(&D3D11_SUBRESOURCE_DATA {
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// pSysMem: source.bytes.as_ptr().cast(),
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// SysMemPitch: source.pitch as u32,
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// SysMemSlicePitch: 0
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// });
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unsafe {
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let handle = device.CreateTexture2D(&desc, None).unwrap();
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let srv = device.CreateShaderResourceView(&handle, Some(&D3D11_SHADER_RESOURCE_VIEW_DESC {
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Format: desc.Format,
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ViewDimension: D3D_SRV_DIMENSION_TEXTURE2D,
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Anonymous: D3D11_SHADER_RESOURCE_VIEW_DESC_0 {
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Texture2D: D3D11_TEX2D_SRV {
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MostDetailedMip: 0,
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MipLevels: u32::MAX
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}
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},
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}))?;
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let mut context = None;
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device.GetImmediateContext(&mut context);
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// todo: make this fallible
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let context = context.unwrap();
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// need a staging texture to defer mipmap generation
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let staging = device.CreateTexture2D(&D3D11_TEXTURE2D_DESC {
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MipLevels: 1,
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BindFlags: D3D11_BIND_FLAG(0),
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MiscFlags: D3D11_RESOURCE_MISC_FLAG(0),
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Usage: D3D11_USAGE_STAGING,
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CPUAccessFlags: D3D11_CPU_ACCESS_WRITE,
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..desc
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}, Some(&D3D11_SUBRESOURCE_DATA {
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pSysMem: source.bytes.as_ptr().cast(),
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SysMemPitch: source.pitch as u32,
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SysMemSlicePitch: 0
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}))?;
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// todo: do format conversion (leverage image crate..? is this necessary tbh)...
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context.CopySubresourceRegion(&handle, 0, 0, 0, 0,
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&staging, 0, Some(&D3D11_BOX {
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left: 0,
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top: 0,
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front: 0,
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right: source.size.width,
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bottom: source.size.height,
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back: 1,
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}));
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if (desc.MiscFlags & D3D11_RESOURCE_MISC_GENERATE_MIPS).0 != 0 {
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context.GenerateMips(&srv)
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}
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// let mut subresource = context.Map(staging, 0, D3D11_MAP_WRITE, 0)?;
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// staging.Upd
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Ok(OwnedTexture {
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handle,
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// staging,
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srv,
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desc,
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size: source.size,
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})
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}
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}
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}
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