looking-glass/host/TextureConverter.h

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/*
Looking Glass - KVM FrameRelay (KVMFR) Client
Copyright (C) 2017 Geoffrey McRae <geoff@hostfission.com>
https://looking-glass.hostfission.com
This program is free software; you can redistribute it and/or modify it under
the terms of the GNU General Public License as published by the Free Software
Foundation; either version 2 of the License, or (at your option) any later
version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with
this program; if not, write to the Free Software Foundation, Inc., 59 Temple
Place, Suite 330, Boston, MA 02111-1307 USA
*/
#pragma once
#include "Com.h"
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#include "common\KVMFR.h"
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#include <DirectXMath.h>
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#include <vector>
typedef std::vector<ID3D11Texture2DPtr> TextureList;
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class TextureConverter
{
public:
TextureConverter();
~TextureConverter();
bool Initialize(
ID3D11DeviceContextPtr deviceContext,
ID3D11DevicePtr device,
const unsigned int width,
const unsigned int height,
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FrameType format
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);
void DeInitialize();
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bool Convert(ID3D11Texture2DPtr texture, TextureList & output);
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private:
struct VS_INPUT
{
DirectX::XMFLOAT3 pos;
DirectX::XMFLOAT2 tex;
};
bool IntializeBuffers();
ID3D11DeviceContextPtr m_deviceContext;
ID3D11DevicePtr m_device;
unsigned int m_width, m_height;
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FrameType m_format;
DXGI_FORMAT m_texFormats [3];
unsigned int m_scaleFormats [3];
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ID3D11Texture2DPtr m_targetTexture[3];
ID3D11RenderTargetViewPtr m_renderView [3];
ID3D11ShaderResourceViewPtr m_shaderView [3];
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ID3D11InputLayoutPtr m_layout;
ID3D11VertexShaderPtr m_vertexShader;
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ID3D11PixelShaderPtr m_psCopy;
ID3D11PixelShaderPtr m_psConversion;
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ID3D11SamplerStatePtr m_samplerState;
ID3D11BufferPtr m_vertexBuffer;
unsigned int m_vertexCount;
ID3D11BufferPtr m_indexBuffer;
unsigned int m_indexCount;
};