looking-glass/host/TextureConverter.h

81 lines
2.2 KiB
C
Raw Normal View History

2018-07-27 16:27:36 +00:00
/*
Looking Glass - KVM FrameRelay (KVMFR) Client
2019-02-22 11:16:14 +00:00
Copyright (C) 2017-2019 Geoffrey McRae <geoff@hostfission.com>
2018-07-27 16:27:36 +00:00
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"
2018-07-27 20:15:55 +00:00
#include "common\KVMFR.h"
2018-07-27 16:27:36 +00:00
#include <DirectXMath.h>
2018-07-27 20:15:55 +00:00
#include <vector>
typedef std::vector<ID3D11Texture2DPtr> TextureList;
2018-07-27 16:27:36 +00:00
class TextureConverter
{
public:
TextureConverter();
~TextureConverter();
bool Initialize(
ID3D11DeviceContextPtr deviceContext,
ID3D11DevicePtr device,
const unsigned int width,
const unsigned int height,
2018-07-27 20:15:55 +00:00
FrameType format
2018-07-27 16:27:36 +00:00
);
void DeInitialize();
2018-07-27 20:15:55 +00:00
bool Convert(ID3D11Texture2DPtr texture, TextureList & output);
2018-07-27 16:27:36 +00:00
private:
struct VS_INPUT
{
DirectX::XMFLOAT3 pos;
DirectX::XMFLOAT2 tex;
};
bool IntializeBuffers();
ID3D11DeviceContextPtr m_deviceContext;
ID3D11DevicePtr m_device;
unsigned int m_width, m_height;
2018-07-27 20:15:55 +00:00
FrameType m_format;
DXGI_FORMAT m_texFormats [3];
unsigned int m_scaleFormats [3];
2018-07-27 20:15:55 +00:00
ID3D11Texture2DPtr m_targetTexture[3];
ID3D11RenderTargetViewPtr m_renderView [3];
ID3D11ShaderResourceViewPtr m_shaderView [3];
2018-07-27 16:27:36 +00:00
ID3D11InputLayoutPtr m_layout;
ID3D11VertexShaderPtr m_vertexShader;
2018-07-27 20:15:55 +00:00
ID3D11PixelShaderPtr m_psCopy;
ID3D11PixelShaderPtr m_psConversion;
2018-07-27 16:27:36 +00:00
ID3D11SamplerStatePtr m_samplerState;
ID3D11BufferPtr m_vertexBuffer;
unsigned int m_vertexCount;
ID3D11BufferPtr m_indexBuffer;
unsigned int m_indexCount;
};