librashader/librashader-runtime-dx11/src/util.rs

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use windows::Win32::Graphics::Direct3D11::{D3D11_BIND_RENDER_TARGET, D3D11_BIND_SHADER_RESOURCE, 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, ID3D11Device, ID3D11SamplerState, ID3D11ShaderResourceView, ID3D11Texture2D};
use windows::Win32::Graphics::Dxgi::Common::DXGI_SAMPLE_DESC;
use librashader_common::{FilterMode, Size, WrapMode};
#[derive(Debug, Clone)]
pub struct Texture {
pub handle: ID3D11Texture2D,
pub staging: ID3D11Texture2D,
pub srv: ID3D11ShaderResourceView,
pub sampler: ID3D11SamplerState,
pub desc: D3D11_TEXTURE2D_DESC,
pub size: Size<u32>
// pub image: GlImage,
// pub filter: FilterMode,
// pub mip_filter: FilterMode,
// pub wrap_mode: WrapMode,
}
impl Texture {
pub fn new(device: &ID3D11Device, size: Size<u32>, desc: D3D11_TEXTURE2D_DESC) -> Texture {
let mut desc = D3D11_TEXTURE2D_DESC {
Width: size.width,
Height: size.height,
MipLevels: 1,
ArraySize: 1,
SampleDesc: DXGI_SAMPLE_DESC {
Count: 1,
Quality: 0
},
CPUAccessFlags: if desc.Usage == D3D11_USAGE_DYNAMIC {
D3D11_CPU_ACCESS_WRITE
} else {
0
},
..desc
};
desc.BindFlags |= D3D11_BIND_SHADER_RESOURCE;
// determine number of mipmaps required
if desc.MiscFlags & D3D11_RESOURCE_MISC_GENERATE_MIPS {
let mut width = desc.Width >> 5;
let mut height = desc.Height >> 5;
desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
while width != 0 && height != 0 {
width >>= 1;
height >>= 1;
desc.MipLevels += 1;
}
}
// determine if format is supported.
let mut format_support = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
if desc.BindFlags |= D3D11_BIND_RENDER_TARGET {
format_support |= D3D11_FORMAT_SUPPORT_RENDER_TARGET;
}
// todo: actually check format support
// d3d11_common: 83
todo!();
}
}