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TextureSet.cpp
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#include "D3D12FrameWork/TextureSet.h"
namespace D3D12FrameWork{
bool
TextureSet::InitFromRegisterDescWithRange(
std::unordered_map<std::string, ShaderRegisterDescs::TextureBindDesc>const& _texMap,
std::vector<ShaderRegisterDescs::RegisterDesc> const& _regDesc,
UINT _rangeStart,
UINT _rangeNum,
class D3DDevice* _pDev) {
if (_pDev == nullptr) {
return false;
}
//レジスタの順番と名前&arrayIdxの対応を覚えておく
std::vector<std::pair<std::string_view, size_t>> regNames; regNames.resize(_rangeNum);
for (auto const& tReg : _regDesc) {
for (int i = 0; i < tReg.BindCount; i++) {
regNames[tReg.BindPoint - _rangeStart + i] = std::make_pair(std::string_view(tReg.Name), i);
}
}
m_textureViews.resize(_rangeNum);
for (auto i = 0; i < _rangeNum; i++) {
if (regNames[i].first.empty()) {
//データが存在しない
m_textureViews[i] = nullptr;
continue;
}
//textureとそのビューを作る
auto texName = std::string(regNames[i].first.data());
m_textureMap[texName].pTexture.reset(
new Texture()
);
if (!m_textureMap[texName].ViewSet.SRV.Init(
_pDev
)) {
assert(false);
return false;
}
m_textureViews[i] = &m_textureMap[texName].ViewSet;
}
//UpdateDescriptorHeap();
return true;
}
bool
TextureSet::CreateResource(D3DDevice* _pdev, CommandList* _pcmdList,
std::string_view _regName, DirectX::ScratchImage const* image,
bool isRenderTarget) {
auto const regName = std::string(_regName.data());
if (!m_textureMap.count(regName)) return false;
m_textureMap[regName].pTexture.reset(new Texture());
if (!m_textureMap[regName].pTexture->InitFromDXImage(_pdev, _pcmdList, image)) {
assert(false);
return false;
}
//rtとして使わないならこれでok
if (!m_textureMap[regName].ViewSet.SRV.UpdateView(_pdev, m_textureMap[regName].pTexture.get())) {
assert(false);
return false;
}
//UpdateDescriptorHeap();
if (isRenderTarget == false) return true;
//なければつくりませう
if (m_textureMap[regName].ViewSet.pRTV == nullptr) {
m_textureMap[regName].ViewSet.pRTV.reset(new RenderTargetView());
m_textureMap[regName].ViewSet.pRTV->Init(_pdev);
}
if (!m_textureMap[regName].ViewSet.pRTV->UpdateView(
_pdev, m_textureMap[regName].pTexture.get())) {
assert(false);
return false;
}
return true;
}
bool
TextureSet::CreateResource(D3DDevice* _pdev, std::string_view _regName,
TextureDesc const& desc,
bool isRenderTarget) {
auto const regName = std::string(_regName.data());
if (!m_textureMap.count(regName)) return false;
m_textureMap[regName].pTexture.reset(new Texture());
if (!m_textureMap[regName].pTexture->Init(_pdev, desc)) {
assert(false);
return false;
}
if (!m_textureMap[regName].ViewSet.SRV.UpdateView(_pdev, m_textureMap[regName].pTexture.get())) {
assert(false);
return false;
}
//UpdateDescriptorHeap();
//rtとして使わないならこれでok
if (isRenderTarget == false) return false;
//なければつくりませう
if (m_textureMap[regName].ViewSet.pRTV == nullptr) {
m_textureMap[regName].ViewSet.pRTV.reset(new RenderTargetView());
m_textureMap[regName].ViewSet.pRTV->Init(_pdev);
}
if (!m_textureMap[regName].ViewSet.pRTV->UpdateView(
_pdev, m_textureMap[regName].pTexture.get())) {
assert(false);
return false;
}
return true;
}
bool
TextureSet::CreateStructuredBuffer(D3DDevice* _pdev, CommandList* _pcmdList,
std::string_view _regName,
uint8_t const* _data,
size_t const _sizeType, UINT const _numElements) {
auto const regName = std::string(_regName.data());
if (!m_textureMap.count(regName)) return false;
m_textureMap[regName].pTexture.reset(new Texture());
//初期化の必要があるか
auto tex = m_textureMap[regName].pTexture.get();
auto texDesc = tex->GetTextureDesc();
auto preSize = texDesc.width * texDesc.height;
auto nowSize = _sizeType * _numElements;
if (preSize != nowSize &&
!m_textureMap[regName].pTexture->InitStructuredBuffer(_pdev, nowSize)) {
assert(false);
return false;
}
if (!m_textureMap[regName].pTexture->UploadAndCopyStructuredResource(
_pdev, _pcmdList, _data, nowSize)) {
assert(false);
return false;
}
if (!m_textureMap[regName].ViewSet.SRV.UpdateStructuredBufferView(
_pdev, m_textureMap[regName].pTexture.get(),_sizeType, _numElements)) {
assert(false);
return false;
}
return true;
}
}