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TextureView.cpp
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#include "D3D12FrameWork/TextureView.h"
#include "D3D12FrameWork/Texture.h"
#include "D3D12FrameWork/D3DDevice.h"
#include <cassert>
namespace D3D12FrameWork {
RenderTargetView::RenderTargetView()
:m_descInfo()
{}
RenderTargetView::~RenderTargetView() {
Term();
}
bool RenderTargetView::Init(
D3DDevice* _pDev,
Texture* _pTexture,
uint32_t _mipSlice
) {
if (!_pDev) {
assert(false);
return false;
}
m_descInfo = _pDev->GetRTVHeaps()->Allocate();
if (_pTexture != nullptr) {
return UpdateView(
_pDev, _pTexture, _mipSlice
);
}
return true;
}
bool RenderTargetView::UpdateView(
D3DDevice* _pDev,
Texture* _pTexture,
uint32_t _mipSlice) {
auto texDesc = _pTexture->GetTextureDesc();
D3D12_RENDER_TARGET_VIEW_DESC vdesc = {};
vdesc.Format = texDesc.format;
if (texDesc.dimension == TextureDimension::Texture1D) {
vdesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE1D;
vdesc.Texture1D.MipSlice = _mipSlice;
}
else if (texDesc.dimension == TextureDimension::Texture2D) {
vdesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
vdesc.Texture2D.MipSlice = _mipSlice;
vdesc.Texture2D.PlaneSlice = 0;
}
else if (texDesc.dimension == TextureDimension::Texture3D) {
//vdesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE3D;
//vdesc.Texture3D.MipSlice = _mipSlice;
//vdesc.Texture3D.FirstWSlice=
// vdesc.Texture3D.WSize=//よくわからないので後で実装
assert(false);
}
_pDev->GetDev()->CreateRenderTargetView(
_pTexture->GetResource(),
&vdesc,
m_descInfo.m_CpuHandle
);
return true;
}
void RenderTargetView::Term() {
m_descInfo.Free();
}
//----------------------------------------
ShaderResourceView* ShaderResourceView::m_pNullView = nullptr;
ShaderResourceView::ShaderResourceView()
:m_descInfo()
{}
ShaderResourceView::~ShaderResourceView() {
Term();
}
bool ShaderResourceView::Init(
D3DDevice* _pDev,
Texture* _pTexture,
uint32_t _mostDetailedMipL
) {
if (!_pDev) {
assert(false);
return false;
}
m_descInfo = _pDev->GetCbvSrvUavHeap()->Allocate();
if (_pTexture != nullptr) {
return UpdateView(
_pDev, _pTexture, _mostDetailedMipL
);
}
return true;
}
bool ShaderResourceView::UpdateView(
D3DDevice* _pDev,
Texture* _pTexture,
UINT _mostDetailedMipL) {
auto texDesc = _pTexture->GetTextureDesc();
D3D12_SHADER_RESOURCE_VIEW_DESC vdesc = {};
vdesc.Format = texDesc.format;
if (texDesc.dimension == TextureDimension::Texture1D) {
vdesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE1D;
vdesc.Texture1D.MipLevels = texDesc.miplevels;
vdesc.Texture1D.MostDetailedMip = _mostDetailedMipL;
vdesc.Texture1D.ResourceMinLODClamp = 0;
}
else if (texDesc.dimension == TextureDimension::Texture2D) {
vdesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
vdesc.Texture2D.MipLevels= texDesc.miplevels;
vdesc.Texture2D.MostDetailedMip = _mostDetailedMipL;
vdesc.Texture2D.ResourceMinLODClamp = 0;
vdesc.Texture2D.PlaneSlice = 0;
}
else if (texDesc.dimension == TextureDimension::Texture3D) {
//vdesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE3D;
//vdesc.Texture3D.MipSlice = _mipSlice;
//vdesc.Texture3D.FirstWSlice=
// vdesc.Texture3D.WSize=//よくわからないので後で実装
assert(false);
}
vdesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
_pDev->GetDev()->CreateShaderResourceView(
_pTexture->GetResource(),
&vdesc,
m_descInfo.m_CpuHandle
);
return true;
}
bool
ShaderResourceView::UpdateStructuredBufferView(
D3DDevice* _pDev,
Texture* _pTexture,
size_t _sizeElement,
UINT _numElements,
UINT _startIndex
) {
auto texDesc = _pTexture->GetTextureDesc();
D3D12_SHADER_RESOURCE_VIEW_DESC vdesc = {};
vdesc.Format = texDesc.format;
assert(texDesc.dimension == TextureDimension::STRUCTURED);
vdesc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
vdesc.Buffer.FirstElement = _startIndex;
vdesc.Buffer.NumElements = _numElements;
vdesc.Buffer.StructureByteStride = _sizeElement;
vdesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
_pDev->GetDev()->CreateShaderResourceView(
_pTexture->GetResource(),
&vdesc,
m_descInfo.m_CpuHandle
);
return true;
}
void ShaderResourceView::Term() {
m_descInfo.Free();
}
}