Como inicializar uma textura de um arquivo
Você pode usar a API do Componente de Imagem do Windows para inicializar uma textura de um arquivo. Para carregar uma textura, você deve criar uma textura e uma exibição de textura. Este tópico mostra como usar o WIC (Componente de Imagem do Windows) para criar a textura e a exibição separadamente.
Observação
Este tópico é útil para imagens que você cria como texturas 2D simples. Para recursos mais complexos, use DDS. Para obter um pipeline de processamento de textura, gravador e leitor de arquivo DDS completo, consulte DirectXTex e DirectXTK.
No final deste tópico, você encontrará o código de exemplo completo. O tópico descreve as partes do código de exemplo que criam a textura e a exibição.
Para inicializar uma textura e exibição separadamente.
Chame CoCreateInstance para criar a interface de fábrica de imagens (IWICImagingFactory).
Chame o método IWICImagingFactory::CreateDecoderFromFilename para criar um objeto IWICBitmapDecoder de um nome de arquivo de imagem.
Chame o método IWICBitmapDecoder::GetFrame para recuperar a interface IWICBitmapFrameDecode para o quadro da imagem.
Chame o método IWICBitmapSource::GetPixelFormat (a interface IWICBitmapFrameDecode herda de IWICBitmapSource) para obter o formato de pixel da imagem.
Converta o formato de pixel em um tipo de DXGI_FORMAT de acordo com esta tabela:
Formato de pixel WIC DXGI_FORMAT equivalente GUID_WICPixelFormat128bppRGBAFloat DXGI_FORMAT_R32G32B32A32_FLOAT GUID_WICPixelFormat64bppRGBAHalf DXGI_FORMAT_R16G16B16A16_FLOAT GUID_WICPixelFormat64bppRGBA DXGI_FORMAT_R16G16B16A16_UNORM GUID_WICPixelFormat32bppRGBA DXGI_FORMAT_R8G8B8A8_UNORM GUID_WICPixelFormat32bppBGRA DXGI_FORMAT_B8G8R8A8_UNORM (DXGI 1.1) GUID_WICPixelFormat32bppBGR DXGI_FORMAT_B8G8R8X8_UNORM (DXGI 1.1) GUID_WICPixelFormat32bppRGBA1010102XR DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM (DXGI 1.1) GUID_WICPixelFormat32bppRGBA1010102 DXGI_FORMAT_R10G10B10A2_UNORM GUID_WICPixelFormat32bppRGBE DXGI_FORMAT_R9G9B9E5_SHAREDEXP GUID_WICPixelFormat16bppBGRA5551 DXGI_FORMAT_B5G5R5A1_UNORM (DXGI 1.2) GUID_WICPixelFormat16bppBGR565 DXGI_FORMAT_B5G6R5_UNORM (DXGI 1.2) GUID_WICPixelFormat32bppGrayFloat DXGI_FORMAT_R32_FLOAT* GUID_WICPixelFormat16bppGrayHalf DXGI_FORMAT_R16_FLOAT* GUID_WICPixelFormat16bppGray DXGI_FORMAT_R16_UNORM* GUID_WICPixelFormat8bppGray DXGI_FORMAT_R8_UNORM* GUID_WICPixelFormat8bppAlpha DXGI_FORMAT_A8_UNORM GUID_WICPixelFormat96bppRGBFloat (WIC Windows 8) DXGI_FORMAT_R32G32B32_FLOAT * Os formatos DXGI de canal único são todos de canal vermelho, portanto, você precisa de swizzles de sombreador HLSL, como .rrr, para renderizá-los como escala de cinza.
Chame o método IWICBitmapSource::CopyPixels para copiar os pixels de imagem em um buffer. Use o tipo de DXGI_FORMAT e o buffer para inicializar o recurso de textura 2D e o objeto shader-resource-view.
Chame o método ID3D11Device::CreateTexture2D para inicializar o recurso de textura 2D. Nessa chamada, passe o endereço de um ponteiro de interface ID3D11Texture2D .
// Create texture D3D11_TEXTURE2D_DESC desc; desc.Width = width; desc.Height = height; desc.MipLevels = 1; desc.ArraySize = 1; desc.Format = format; desc.SampleDesc.Count = 1; desc.SampleDesc.Quality = 0; desc.Usage = D3D11_USAGE_DEFAULT; desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; desc.CPUAccessFlags = 0; desc.MiscFlags = 0; D3D11_SUBRESOURCE_DATA initData; initData.pSysMem = temp.get(); initData.SysMemPitch = static_cast<UINT>( rowPitch ); initData.SysMemSlicePitch = static_cast<UINT>( imageSize ); ID3D11Texture2D* tex = nullptr; hr = d3dDevice->CreateTexture2D( &desc, &initData, &tex );
Chame o método ID3D11Device::CreateShaderResourceView para inicializar um objeto shader-resource-view. Passe uma descrição null shader-resource-view (para obter uma exibição com parâmetros padrão) ou uma descrição não NULL shader-resource-view (para obter uma exibição com parâmetros não padrão). Se necessário, determine o tipo de textura chamando ID3D11Resource::GetType e o formato de textura chamando ID3D11ShaderResourceView::GetDesc.
if ( SUCCEEDED(hr) && tex != 0 ) { if (textureView != 0) { D3D11_SHADER_RESOURCE_VIEW_DESC SRVDesc; memset( &SRVDesc, 0, sizeof( SRVDesc ) ); SRVDesc.Format = format; SRVDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; SRVDesc.Texture2D.MipLevels = 1; hr = d3dDevice->CreateShaderResourceView( tex, &SRVDesc, textureView ); if ( FAILED(hr) ) { tex->Release(); return hr; } } }
O código de exemplo anterior pressupõe que a variável d3dDevice é um objeto ID3D11Device que foi inicializado anteriormente.
Aqui está o cabeçalho que você pode incluir em seu aplicativo. O cabeçalho declara as funções CreateWICTextureFromFile e CreateWICTextureFromMemory que você pode chamar em seu aplicativo para criar uma textura de um arquivo e da memória.
//--------------------------------------------------------------------------------------
// File: WICTextureLoader.h
//
// Function for loading a WIC image and creating a Direct3D 11 runtime texture for it
// (auto-generating mipmaps if possible)
//
// Note: Assumes application has already called CoInitializeEx
//
// Warning: CreateWICTexture* functions are not thread-safe if given a d3dContext instance for
// auto-gen mipmap support.
//
// Note these functions are useful for images created as simple 2D textures. For
// more complex resources, DDSTextureLoader is an excellent light-weight runtime loader.
// For a full-featured DDS file reader, writer, and texture processing pipeline see
// the 'Texconv' sample and the 'DirectXTex' library.
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// https://go.microsoft.com/fwlink/?LinkId=248926
// https://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#ifdef _MSC_VER
#pragma once
#endif
#include <d3d11.h>
#pragma warning(push)
#pragma warning(disable : 4005)
#include <stdint.h>
#pragma warning(pop)
HRESULT CreateWICTextureFromMemory( _In_ ID3D11Device* d3dDevice,
_In_opt_ ID3D11DeviceContext* d3dContext,
_In_bytecount_(wicDataSize) const uint8_t* wicData,
_In_ size_t wicDataSize,
_Out_opt_ ID3D11Resource** texture,
_Out_opt_ ID3D11ShaderResourceView** textureView,
_In_ size_t maxsize = 0
);
HRESULT CreateWICTextureFromFile( _In_ ID3D11Device* d3dDevice,
_In_opt_ ID3D11DeviceContext* d3dContext,
_In_z_ const wchar_t* szFileName,
_Out_opt_ ID3D11Resource** texture,
_Out_opt_ ID3D11ShaderResourceView** textureView,
_In_ size_t maxsize = 0
);
Aqui está a fonte completa que você pode usar em seu aplicativo. A origem implementa as funções CreateWICTextureFromFile e CreateWICTextureFromMemory .
//--------------------------------------------------------------------------------------
// File: WICTextureLoader.cpp
//
// Function for loading a WIC image and creating a Direct3D 11 runtime texture for it
// (auto-generating mipmaps if possible)
//
// Note: Assumes application has already called CoInitializeEx
//
// Warning: CreateWICTexture* functions are not thread-safe if given a d3dContext instance for
// auto-gen mipmap support.
//
// Note these functions are useful for images created as simple 2D textures. For
// more complex resources, DDSTextureLoader is an excellent light-weight runtime loader.
// For a full-featured DDS file reader, writer, and texture processing pipeline see
// the 'Texconv' sample and the 'DirectXTex' library.
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// https://go.microsoft.com/fwlink/?LinkId=248926
// https://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
// We could load multi-frame images (TIFF/GIF) into a texture array.
// For now, we just load the first frame (note: DirectXTex supports multi-frame images)
#include <dxgiformat.h>
#include <assert.h>
#pragma warning(push)
#pragma warning(disable : 4005)
#include <wincodec.h>
#pragma warning(pop)
#include <memory>
#include "WICTextureLoader.h"
#if (_WIN32_WINNT >= 0x0602 /*_WIN32_WINNT_WIN8*/) && !defined(DXGI_1_2_FORMATS)
#define DXGI_1_2_FORMATS
#endif
//---------------------------------------------------------------------------------
template<class T> class ScopedObject
{
public:
explicit ScopedObject( T *p = 0 ) : _pointer(p) {}
~ScopedObject()
{
if ( _pointer )
{
_pointer->Release();
_pointer = nullptr;
}
}
bool IsNull() const { return (!_pointer); }
T& operator*() { return *_pointer; }
T* operator->() { return _pointer; }
T** operator&() { return &_pointer; }
void Reset(T *p = 0) { if ( _pointer ) { _pointer->Release(); } _pointer = p; }
T* Get() const { return _pointer; }
private:
ScopedObject(const ScopedObject&);
ScopedObject& operator=(const ScopedObject&);
T* _pointer;
};
//-------------------------------------------------------------------------------------
// WIC Pixel Format Translation Data
//-------------------------------------------------------------------------------------
struct WICTranslate
{
GUID wic;
DXGI_FORMAT format;
};
static WICTranslate g_WICFormats[] =
{
{ GUID_WICPixelFormat128bppRGBAFloat, DXGI_FORMAT_R32G32B32A32_FLOAT },
{ GUID_WICPixelFormat64bppRGBAHalf, DXGI_FORMAT_R16G16B16A16_FLOAT },
{ GUID_WICPixelFormat64bppRGBA, DXGI_FORMAT_R16G16B16A16_UNORM },
{ GUID_WICPixelFormat32bppRGBA, DXGI_FORMAT_R8G8B8A8_UNORM },
{ GUID_WICPixelFormat32bppBGRA, DXGI_FORMAT_B8G8R8A8_UNORM }, // DXGI 1.1
{ GUID_WICPixelFormat32bppBGR, DXGI_FORMAT_B8G8R8X8_UNORM }, // DXGI 1.1
{ GUID_WICPixelFormat32bppRGBA1010102XR, DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM }, // DXGI 1.1
{ GUID_WICPixelFormat32bppRGBA1010102, DXGI_FORMAT_R10G10B10A2_UNORM },
{ GUID_WICPixelFormat32bppRGBE, DXGI_FORMAT_R9G9B9E5_SHAREDEXP },
#ifdef DXGI_1_2_FORMATS
{ GUID_WICPixelFormat16bppBGRA5551, DXGI_FORMAT_B5G5R5A1_UNORM },
{ GUID_WICPixelFormat16bppBGR565, DXGI_FORMAT_B5G6R5_UNORM },
#endif // DXGI_1_2_FORMATS
{ GUID_WICPixelFormat32bppGrayFloat, DXGI_FORMAT_R32_FLOAT },
{ GUID_WICPixelFormat16bppGrayHalf, DXGI_FORMAT_R16_FLOAT },
{ GUID_WICPixelFormat16bppGray, DXGI_FORMAT_R16_UNORM },
{ GUID_WICPixelFormat8bppGray, DXGI_FORMAT_R8_UNORM },
{ GUID_WICPixelFormat8bppAlpha, DXGI_FORMAT_A8_UNORM },
#if (_WIN32_WINNT >= 0x0602 /*_WIN32_WINNT_WIN8*/)
{ GUID_WICPixelFormat96bppRGBFloat, DXGI_FORMAT_R32G32B32_FLOAT },
#endif
};
//-------------------------------------------------------------------------------------
// WIC Pixel Format nearest conversion table
//-------------------------------------------------------------------------------------
struct WICConvert
{
GUID source;
GUID target;
};
static WICConvert g_WICConvert[] =
{
// Note target GUID in this conversion table must be one of those directly supported formats (above).
{ GUID_WICPixelFormatBlackWhite, GUID_WICPixelFormat8bppGray }, // DXGI_FORMAT_R8_UNORM
{ GUID_WICPixelFormat1bppIndexed, GUID_WICPixelFormat32bppRGBA }, // DXGI_FORMAT_R8G8B8A8_UNORM
{ GUID_WICPixelFormat2bppIndexed, GUID_WICPixelFormat32bppRGBA }, // DXGI_FORMAT_R8G8B8A8_UNORM
{ GUID_WICPixelFormat4bppIndexed, GUID_WICPixelFormat32bppRGBA }, // DXGI_FORMAT_R8G8B8A8_UNORM
{ GUID_WICPixelFormat8bppIndexed, GUID_WICPixelFormat32bppRGBA }, // DXGI_FORMAT_R8G8B8A8_UNORM
{ GUID_WICPixelFormat2bppGray, GUID_WICPixelFormat8bppGray }, // DXGI_FORMAT_R8_UNORM
{ GUID_WICPixelFormat4bppGray, GUID_WICPixelFormat8bppGray }, // DXGI_FORMAT_R8_UNORM
{ GUID_WICPixelFormat16bppGrayFixedPoint, GUID_WICPixelFormat16bppGrayHalf }, // DXGI_FORMAT_R16_FLOAT
{ GUID_WICPixelFormat32bppGrayFixedPoint, GUID_WICPixelFormat32bppGrayFloat }, // DXGI_FORMAT_R32_FLOAT
#ifdef DXGI_1_2_FORMATS
{ GUID_WICPixelFormat16bppBGR555, GUID_WICPixelFormat16bppBGRA5551 }, // DXGI_FORMAT_B5G5R5A1_UNORM
#else
{ GUID_WICPixelFormat16bppBGR555, GUID_WICPixelFormat32bppRGBA }, // DXGI_FORMAT_R8G8B8A8_UNORM
{ GUID_WICPixelFormat16bppBGRA5551, GUID_WICPixelFormat32bppRGBA }, // DXGI_FORMAT_R8G8B8A8_UNORM
{ GUID_WICPixelFormat16bppBGR565, GUID_WICPixelFormat32bppRGBA }, // DXGI_FORMAT_R8G8B8A8_UNORM
#endif // DXGI_1_2_FORMATS
{ GUID_WICPixelFormat32bppBGR101010, GUID_WICPixelFormat32bppRGBA1010102 }, // DXGI_FORMAT_R10G10B10A2_UNORM
{ GUID_WICPixelFormat24bppBGR, GUID_WICPixelFormat32bppRGBA }, // DXGI_FORMAT_R8G8B8A8_UNORM
{ GUID_WICPixelFormat24bppRGB, GUID_WICPixelFormat32bppRGBA }, // DXGI_FORMAT_R8G8B8A8_UNORM
{ GUID_WICPixelFormat32bppPBGRA, GUID_WICPixelFormat32bppRGBA }, // DXGI_FORMAT_R8G8B8A8_UNORM
{ GUID_WICPixelFormat32bppPRGBA, GUID_WICPixelFormat32bppRGBA }, // DXGI_FORMAT_R8G8B8A8_UNORM
{ GUID_WICPixelFormat48bppRGB, GUID_WICPixelFormat64bppRGBA }, // DXGI_FORMAT_R16G16B16A16_UNORM
{ GUID_WICPixelFormat48bppBGR, GUID_WICPixelFormat64bppRGBA }, // DXGI_FORMAT_R16G16B16A16_UNORM
{ GUID_WICPixelFormat64bppBGRA, GUID_WICPixelFormat64bppRGBA }, // DXGI_FORMAT_R16G16B16A16_UNORM
{ GUID_WICPixelFormat64bppPRGBA, GUID_WICPixelFormat64bppRGBA }, // DXGI_FORMAT_R16G16B16A16_UNORM
{ GUID_WICPixelFormat64bppPBGRA, GUID_WICPixelFormat64bppRGBA }, // DXGI_FORMAT_R16G16B16A16_UNORM
{ GUID_WICPixelFormat48bppRGBFixedPoint, GUID_WICPixelFormat64bppRGBAHalf }, // DXGI_FORMAT_R16G16B16A16_FLOAT
{ GUID_WICPixelFormat48bppBGRFixedPoint, GUID_WICPixelFormat64bppRGBAHalf }, // DXGI_FORMAT_R16G16B16A16_FLOAT
{ GUID_WICPixelFormat64bppRGBAFixedPoint, GUID_WICPixelFormat64bppRGBAHalf }, // DXGI_FORMAT_R16G16B16A16_FLOAT
{ GUID_WICPixelFormat64bppBGRAFixedPoint, GUID_WICPixelFormat64bppRGBAHalf }, // DXGI_FORMAT_R16G16B16A16_FLOAT
{ GUID_WICPixelFormat64bppRGBFixedPoint, GUID_WICPixelFormat64bppRGBAHalf }, // DXGI_FORMAT_R16G16B16A16_FLOAT
{ GUID_WICPixelFormat64bppRGBHalf, GUID_WICPixelFormat64bppRGBAHalf }, // DXGI_FORMAT_R16G16B16A16_FLOAT
{ GUID_WICPixelFormat48bppRGBHalf, GUID_WICPixelFormat64bppRGBAHalf }, // DXGI_FORMAT_R16G16B16A16_FLOAT
{ GUID_WICPixelFormat96bppRGBFixedPoint, GUID_WICPixelFormat128bppRGBAFloat }, // DXGI_FORMAT_R32G32B32A32_FLOAT
{ GUID_WICPixelFormat128bppPRGBAFloat, GUID_WICPixelFormat128bppRGBAFloat }, // DXGI_FORMAT_R32G32B32A32_FLOAT
{ GUID_WICPixelFormat128bppRGBFloat, GUID_WICPixelFormat128bppRGBAFloat }, // DXGI_FORMAT_R32G32B32A32_FLOAT
{ GUID_WICPixelFormat128bppRGBAFixedPoint, GUID_WICPixelFormat128bppRGBAFloat }, // DXGI_FORMAT_R32G32B32A32_FLOAT
{ GUID_WICPixelFormat128bppRGBFixedPoint, GUID_WICPixelFormat128bppRGBAFloat }, // DXGI_FORMAT_R32G32B32A32_FLOAT
{ GUID_WICPixelFormat32bppCMYK, GUID_WICPixelFormat32bppRGBA }, // DXGI_FORMAT_R8G8B8A8_UNORM
{ GUID_WICPixelFormat64bppCMYK, GUID_WICPixelFormat64bppRGBA }, // DXGI_FORMAT_R16G16B16A16_UNORM
{ GUID_WICPixelFormat40bppCMYKAlpha, GUID_WICPixelFormat64bppRGBA }, // DXGI_FORMAT_R16G16B16A16_UNORM
{ GUID_WICPixelFormat80bppCMYKAlpha, GUID_WICPixelFormat64bppRGBA }, // DXGI_FORMAT_R16G16B16A16_UNORM
#if (_WIN32_WINNT >= 0x0602 /*_WIN32_WINNT_WIN8*/)
{ GUID_WICPixelFormat32bppRGB, GUID_WICPixelFormat32bppRGBA }, // DXGI_FORMAT_R8G8B8A8_UNORM
{ GUID_WICPixelFormat64bppRGB, GUID_WICPixelFormat64bppRGBA }, // DXGI_FORMAT_R16G16B16A16_UNORM
{ GUID_WICPixelFormat64bppPRGBAHalf, GUID_WICPixelFormat64bppRGBAHalf }, // DXGI_FORMAT_R16G16B16A16_FLOAT
#endif
// We don't support n-channel formats
};
//--------------------------------------------------------------------------------------
static IWICImagingFactory* _GetWIC()
{
static IWICImagingFactory* s_Factory = nullptr;
if ( s_Factory )
return s_Factory;
HRESULT hr = CoCreateInstance(
CLSID_WICImagingFactory,
nullptr,
CLSCTX_INPROC_SERVER,
__uuidof(IWICImagingFactory),
(LPVOID*)&s_Factory
);
if ( FAILED(hr) )
{
s_Factory = nullptr;
return nullptr;
}
return s_Factory;
}
//---------------------------------------------------------------------------------
static DXGI_FORMAT _WICToDXGI( const GUID& guid )
{
for( size_t i=0; i < _countof(g_WICFormats); ++i )
{
if ( memcmp( &g_WICFormats[i].wic, &guid, sizeof(GUID) ) == 0 )
return g_WICFormats[i].format;
}
return DXGI_FORMAT_UNKNOWN;
}
//---------------------------------------------------------------------------------
static size_t _WICBitsPerPixel( REFGUID targetGuid )
{
IWICImagingFactory* pWIC = _GetWIC();
if ( !pWIC )
return 0;
ScopedObject<IWICComponentInfo> cinfo;
if ( FAILED( pWIC->CreateComponentInfo( targetGuid, &cinfo ) ) )
return 0;
WICComponentType type;
if ( FAILED( cinfo->GetComponentType( &type ) ) )
return 0;
if ( type != WICPixelFormat )
return 0;
ScopedObject<IWICPixelFormatInfo> pfinfo;
if ( FAILED( cinfo->QueryInterface( __uuidof(IWICPixelFormatInfo), reinterpret_cast<void**>( &pfinfo ) ) ) )
return 0;
UINT bpp;
if ( FAILED( pfinfo->GetBitsPerPixel( &bpp ) ) )
return 0;
return bpp;
}
//---------------------------------------------------------------------------------
static HRESULT CreateTextureFromWIC( _In_ ID3D11Device* d3dDevice,
_In_opt_ ID3D11DeviceContext* d3dContext,
_In_ IWICBitmapFrameDecode *frame,
_Out_opt_ ID3D11Resource** texture,
_Out_opt_ ID3D11ShaderResourceView** textureView,
_In_ size_t maxsize )
{
UINT width, height;
HRESULT hr = frame->GetSize( &width, &height );
if ( FAILED(hr) )
return hr;
assert( width > 0 && height > 0 );
if ( !maxsize )
{
// This is a bit conservative because the hardware could support larger textures than
// the Feature Level defined minimums, but doing it this way is much easier and more
// performant for WIC than the 'fail and retry' model used by DDSTextureLoader
switch( d3dDevice->GetFeatureLevel() )
{
case D3D_FEATURE_LEVEL_9_1:
case D3D_FEATURE_LEVEL_9_2:
maxsize = 2048 /*D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION*/;
break;
case D3D_FEATURE_LEVEL_9_3:
maxsize = 4096 /*D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION*/;
break;
case D3D_FEATURE_LEVEL_10_0:
case D3D_FEATURE_LEVEL_10_1:
maxsize = 8192 /*D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION*/;
break;
default:
maxsize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
break;
}
}
assert( maxsize > 0 );
UINT twidth, theight;
if ( width > maxsize || height > maxsize )
{
float ar = static_cast<float>(height) / static_cast<float>(width);
if ( width > height )
{
twidth = static_cast<UINT>( maxsize );
theight = static_cast<UINT>( static_cast<float>(maxsize) * ar );
}
else
{
theight = static_cast<UINT>( maxsize );
twidth = static_cast<UINT>( static_cast<float>(maxsize) / ar );
}
assert( twidth <= maxsize && theight <= maxsize );
}
else
{
twidth = width;
theight = height;
}
// Determine format
WICPixelFormatGUID pixelFormat;
hr = frame->GetPixelFormat( &pixelFormat );
if ( FAILED(hr) )
return hr;
WICPixelFormatGUID convertGUID;
memcpy( &convertGUID, &pixelFormat, sizeof(WICPixelFormatGUID) );
size_t bpp = 0;
DXGI_FORMAT format = _WICToDXGI( pixelFormat );
if ( format == DXGI_FORMAT_UNKNOWN )
{
for( size_t i=0; i < _countof(g_WICConvert); ++i )
{
if ( memcmp( &g_WICConvert[i].source, &pixelFormat, sizeof(WICPixelFormatGUID) ) == 0 )
{
memcpy( &convertGUID, &g_WICConvert[i].target, sizeof(WICPixelFormatGUID) );
format = _WICToDXGI( g_WICConvert[i].target );
assert( format != DXGI_FORMAT_UNKNOWN );
bpp = _WICBitsPerPixel( convertGUID );
break;
}
}
if ( format == DXGI_FORMAT_UNKNOWN )
return HRESULT_FROM_WIN32( ERROR_NOT_SUPPORTED );
}
else
{
bpp = _WICBitsPerPixel( pixelFormat );
}
if ( !bpp )
return E_FAIL;
// Verify our target format is supported by the current device
// (handles WDDM 1.0 or WDDM 1.1 device driver cases as well as DirectX 11.0 Runtime without 16bpp format support)
UINT support = 0;
hr = d3dDevice->CheckFormatSupport( format, &support );
if ( FAILED(hr) || !(support & D3D11_FORMAT_SUPPORT_TEXTURE2D) )
{
// Fallback to RGBA 32-bit format which is supported by all devices
memcpy( &convertGUID, &GUID_WICPixelFormat32bppRGBA, sizeof(WICPixelFormatGUID) );
format = DXGI_FORMAT_R8G8B8A8_UNORM;
bpp = 32;
}
// Allocate temporary memory for image
size_t rowPitch = ( twidth * bpp + 7 ) / 8;
size_t imageSize = rowPitch * theight;
std::unique_ptr<uint8_t[]> temp( new uint8_t[ imageSize ] );
// Load image data
if ( memcmp( &convertGUID, &pixelFormat, sizeof(GUID) ) == 0
&& twidth == width
&& theight == height )
{
// No format conversion or resize needed
hr = frame->CopyPixels( 0, static_cast<UINT>( rowPitch ), static_cast<UINT>( imageSize ), temp.get() );
if ( FAILED(hr) )
return hr;
}
else if ( twidth != width || theight != height )
{
// Resize
IWICImagingFactory* pWIC = _GetWIC();
if ( !pWIC )
return E_NOINTERFACE;
ScopedObject<IWICBitmapScaler> scaler;
hr = pWIC->CreateBitmapScaler( &scaler );
if ( FAILED(hr) )
return hr;
hr = scaler->Initialize( frame, twidth, theight, WICBitmapInterpolationModeFant );
if ( FAILED(hr) )
return hr;
WICPixelFormatGUID pfScaler;
hr = scaler->GetPixelFormat( &pfScaler );
if ( FAILED(hr) )
return hr;
if ( memcmp( &convertGUID, &pfScaler, sizeof(GUID) ) == 0 )
{
// No format conversion needed
hr = scaler->CopyPixels( 0, static_cast<UINT>( rowPitch ), static_cast<UINT>( imageSize ), temp.get() );
if ( FAILED(hr) )
return hr;
}
else
{
ScopedObject<IWICFormatConverter> FC;
hr = pWIC->CreateFormatConverter( &FC );
if ( FAILED(hr) )
return hr;
hr = FC->Initialize( scaler.Get(), convertGUID, WICBitmapDitherTypeErrorDiffusion, 0, 0, WICBitmapPaletteTypeCustom );
if ( FAILED(hr) )
return hr;
hr = FC->CopyPixels( 0, static_cast<UINT>( rowPitch ), static_cast<UINT>( imageSize ), temp.get() );
if ( FAILED(hr) )
return hr;
}
}
else
{
// Format conversion but no resize
IWICImagingFactory* pWIC = _GetWIC();
if ( !pWIC )
return E_NOINTERFACE;
ScopedObject<IWICFormatConverter> FC;
hr = pWIC->CreateFormatConverter( &FC );
if ( FAILED(hr) )
return hr;
hr = FC->Initialize( frame, convertGUID, WICBitmapDitherTypeErrorDiffusion, 0, 0, WICBitmapPaletteTypeCustom );
if ( FAILED(hr) )
return hr;
hr = FC->CopyPixels( 0, static_cast<UINT>( rowPitch ), static_cast<UINT>( imageSize ), temp.get() );
if ( FAILED(hr) )
return hr;
}
// See if format is supported for auto-gen mipmaps (varies by feature level)
bool autogen = false;
if ( d3dContext != 0 && textureView != 0 ) // Must have context and shader-view to auto generate mipmaps
{
UINT fmtSupport = 0;
hr = d3dDevice->CheckFormatSupport( format, &fmtSupport );
if ( SUCCEEDED(hr) && ( fmtSupport & D3D11_FORMAT_SUPPORT_MIP_AUTOGEN ) )
{
autogen = true;
}
}
// Create texture
D3D11_TEXTURE2D_DESC desc;
desc.Width = twidth;
desc.Height = theight;
desc.MipLevels = (autogen) ? 0 : 1;
desc.ArraySize = 1;
desc.Format = format;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = (autogen) ? (D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET) : (D3D11_BIND_SHADER_RESOURCE);
desc.CPUAccessFlags = 0;
desc.MiscFlags = (autogen) ? D3D11_RESOURCE_MISC_GENERATE_MIPS : 0;
D3D11_SUBRESOURCE_DATA initData;
initData.pSysMem = temp.get();
initData.SysMemPitch = static_cast<UINT>( rowPitch );
initData.SysMemSlicePitch = static_cast<UINT>( imageSize );
ID3D11Texture2D* tex = nullptr;
hr = d3dDevice->CreateTexture2D( &desc, (autogen) ? nullptr : &initData, &tex );
if ( SUCCEEDED(hr) && tex != 0 )
{
if (textureView != 0)
{
D3D11_SHADER_RESOURCE_VIEW_DESC SRVDesc;
memset( &SRVDesc, 0, sizeof( SRVDesc ) );
SRVDesc.Format = format;
SRVDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
SRVDesc.Texture2D.MipLevels = (autogen) ? -1 : 1;
hr = d3dDevice->CreateShaderResourceView( tex, &SRVDesc, textureView );
if ( FAILED(hr) )
{
tex->Release();
return hr;
}
if ( autogen )
{
assert( d3dContext != 0 );
d3dContext->UpdateSubresource( tex, 0, nullptr, temp.get(), static_cast<UINT>(rowPitch), static_cast<UINT>(imageSize) );
d3dContext->GenerateMips( *textureView );
}
}
if (texture != 0)
{
*texture = tex;
}
else
{
#if defined(_DEBUG) || defined(PROFILE)
tex->SetPrivateData( WKPDID_D3DDebugObjectName,
sizeof("WICTextureLoader")-1,
"WICTextureLoader"
);
#endif
tex->Release();
}
}
return hr;
}
//--------------------------------------------------------------------------------------
HRESULT CreateWICTextureFromMemory( _In_ ID3D11Device* d3dDevice,
_In_opt_ ID3D11DeviceContext* d3dContext,
_In_bytecount_(wicDataSize) const uint8_t* wicData,
_In_ size_t wicDataSize,
_Out_opt_ ID3D11Resource** texture,
_Out_opt_ ID3D11ShaderResourceView** textureView,
_In_ size_t maxsize
)
{
if (!d3dDevice || !wicData || (!texture && !textureView))
{
return E_INVALIDARG;
}
if ( !wicDataSize )
{
return E_FAIL;
}
#ifdef _M_AMD64
if ( wicDataSize > 0xFFFFFFFF )
return HRESULT_FROM_WIN32( ERROR_FILE_TOO_LARGE );
#endif
IWICImagingFactory* pWIC = _GetWIC();
if ( !pWIC )
return E_NOINTERFACE;
// Create input stream for memory
ScopedObject<IWICStream> stream;
HRESULT hr = pWIC->CreateStream( &stream );
if ( FAILED(hr) )
return hr;
hr = stream->InitializeFromMemory( const_cast<uint8_t*>( wicData ), static_cast<DWORD>( wicDataSize ) );
if ( FAILED(hr) )
return hr;
// Initialize WIC
ScopedObject<IWICBitmapDecoder> decoder;
hr = pWIC->CreateDecoderFromStream( stream.Get(), 0, WICDecodeMetadataCacheOnDemand, &decoder );
if ( FAILED(hr) )
return hr;
ScopedObject<IWICBitmapFrameDecode> frame;
hr = decoder->GetFrame( 0, &frame );
if ( FAILED(hr) )
return hr;
hr = CreateTextureFromWIC( d3dDevice, d3dContext, frame.Get(), texture, textureView, maxsize );
if ( FAILED(hr))
return hr;
#if defined(_DEBUG) || defined(PROFILE)
if (texture != 0 && *texture != 0)
{
(*texture)->SetPrivateData( WKPDID_D3DDebugObjectName,
sizeof("WICTextureLoader")-1,
"WICTextureLoader"
);
}
if (textureView != 0 && *textureView != 0)
{
(*textureView)->SetPrivateData( WKPDID_D3DDebugObjectName,
sizeof("WICTextureLoader")-1,
"WICTextureLoader"
);
}
#endif
return hr;
}
//--------------------------------------------------------------------------------------
HRESULT CreateWICTextureFromFile( _In_ ID3D11Device* d3dDevice,
_In_opt_ ID3D11DeviceContext* d3dContext,
_In_z_ const wchar_t* fileName,
_Out_opt_ ID3D11Resource** texture,
_Out_opt_ ID3D11ShaderResourceView** textureView,
_In_ size_t maxsize )
{
if (!d3dDevice || !fileName || (!texture && !textureView))
{
return E_INVALIDARG;
}
IWICImagingFactory* pWIC = _GetWIC();
if ( !pWIC )
return E_NOINTERFACE;
// Initialize WIC
ScopedObject<IWICBitmapDecoder> decoder;
HRESULT hr = pWIC->CreateDecoderFromFilename( fileName, 0, GENERIC_READ, WICDecodeMetadataCacheOnDemand, &decoder );
if ( FAILED(hr) )
return hr;
ScopedObject<IWICBitmapFrameDecode> frame;
hr = decoder->GetFrame( 0, &frame );
if ( FAILED(hr) )
return hr;
hr = CreateTextureFromWIC( d3dDevice, d3dContext, frame.Get(), texture, textureView, maxsize );
if ( FAILED(hr))
return hr;
#if defined(_DEBUG) || defined(PROFILE)
if (texture != 0 || textureView != 0)
{
CHAR strFileA[MAX_PATH];
WideCharToMultiByte( CP_ACP,
WC_NO_BEST_FIT_CHARS,
fileName,
-1,
strFileA,
MAX_PATH,
nullptr,
FALSE
);
const CHAR* pstrName = strrchr( strFileA, '\\' );
if (!pstrName)
{
pstrName = strFileA;
}
else
{
pstrName++;
}
if (texture != 0 && *texture != 0)
{
(*texture)->SetPrivateData( WKPDID_D3DDebugObjectName,
static_cast<UINT>( strnlen_s(pstrName, MAX_PATH) ),
pstrName
);
}
if (textureView != 0 && *textureView != 0 )
{
(*textureView)->SetPrivateData( WKPDID_D3DDebugObjectName,
static_cast<UINT>( strnlen_s(pstrName, MAX_PATH) ),
pstrName
);
}
}
#endif
return hr;
}
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