Xbox-GDK-Samples/Kits/DirectXTex/BCDirectCompute.h

71 строка
2.9 KiB
C++

//-------------------------------------------------------------------------------------
// BCDirectCompute.h
//
// Direct3D 11 Compute Shader BC Compressor
//
// Copyright (c) Microsoft Corporation.
// Licensed under the MIT License.
//-------------------------------------------------------------------------------------
#pragma once
namespace DirectX
{
class GPUCompressBC
{
public:
GPUCompressBC() noexcept;
GPUCompressBC(GPUCompressBC&&) = default;
GPUCompressBC& operator= (GPUCompressBC&&) = default;
GPUCompressBC(GPUCompressBC const&) = delete;
GPUCompressBC& operator= (GPUCompressBC const&) = delete;
HRESULT Initialize(_In_ ID3D11Device* pDevice);
HRESULT Prepare(size_t width, size_t height, uint32_t flags, DXGI_FORMAT format, float alphaWeight);
HRESULT Compress(const Image& srcImage, const Image& destImage);
DXGI_FORMAT GetSourceFormat() const noexcept { return m_srcformat; }
private:
DXGI_FORMAT m_bcformat;
DXGI_FORMAT m_srcformat;
float m_alphaWeight;
bool m_bc7_mode02;
bool m_bc7_mode137;
size_t m_width;
size_t m_height;
Microsoft::WRL::ComPtr<ID3D11Device> m_device;
Microsoft::WRL::ComPtr<ID3D11DeviceContext> m_context;
Microsoft::WRL::ComPtr<ID3D11Buffer> m_err1;
Microsoft::WRL::ComPtr<ID3D11UnorderedAccessView> m_err1UAV;
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_err1SRV;
Microsoft::WRL::ComPtr<ID3D11Buffer> m_err2;
Microsoft::WRL::ComPtr<ID3D11UnorderedAccessView> m_err2UAV;
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_err2SRV;
Microsoft::WRL::ComPtr<ID3D11Buffer> m_output;
Microsoft::WRL::ComPtr<ID3D11Buffer> m_outputCPU;
Microsoft::WRL::ComPtr<ID3D11UnorderedAccessView> m_outputUAV;
Microsoft::WRL::ComPtr<ID3D11Buffer> m_constBuffer;
// Compute shader library
Microsoft::WRL::ComPtr<ID3D11ComputeShader> m_BC6H_tryModeG10CS;
Microsoft::WRL::ComPtr<ID3D11ComputeShader> m_BC6H_tryModeLE10CS;
Microsoft::WRL::ComPtr<ID3D11ComputeShader> m_BC6H_encodeBlockCS;
Microsoft::WRL::ComPtr<ID3D11ComputeShader> m_BC7_tryMode456CS;
Microsoft::WRL::ComPtr<ID3D11ComputeShader> m_BC7_tryMode137CS;
Microsoft::WRL::ComPtr<ID3D11ComputeShader> m_BC7_tryMode02CS;
Microsoft::WRL::ComPtr<ID3D11ComputeShader> m_BC7_encodeBlockCS;
};
} // namespace