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@@ -1,482 +0,0 @@
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-#include "RenderInterfaceDirectX10.h"
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-#include <RmlUi/Core.h>
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-
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-#include "D3D10Effect.h"
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-
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-//RmlUiD3D10 Texture, this contains the actual texture and the resource view
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-//for sending it to the effect
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-struct RmlUiD3D10Texture
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-{
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- ID3D10ShaderResourceView * textureView;
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- ID3D10Texture2D * texture2D;
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-};
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-
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-// This structure is created for each set of geometry that RmlUi compiles. It stores the vertex and index buffers and
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-// the texture associated with the geometry, if one was specified.
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-struct RmlUiD310DCompiledGeometry
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-{
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- //Vertex Buffer
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- ID3D10Buffer * vertices;
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- DWORD num_vertices;
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-
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- //Index buffer
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- ID3D10Buffer * indices;
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- DWORD num_primitives;
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- //Texture
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- RmlUiD3D10Texture * texture;
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-};
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-
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-// The internal format of the vertex we use for rendering RmlUi geometry. We could optimise space by having a second
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-// untextured vertex for use when rendering coloured borders and backgrounds.
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-struct RmlUiD3D10Vertex
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-{
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- FLOAT x, y, z;
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- D3DXCOLOR colour;
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- FLOAT u, v;
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-};
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-
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-//The layout of the vertices
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-const D3D10_INPUT_ELEMENT_DESC layout[] =
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-{
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- { "POSITION",0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
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- { "COLOR",0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0},
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- {"TEXCOORD",0,DXGI_FORMAT_R32G32_FLOAT,0,28,D3D10_INPUT_PER_VERTEX_DATA,0},
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-};
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-
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-//The constructor of the render
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-RenderInterfaceDirectX10::RenderInterfaceDirectX10(void)
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-{
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- m_rmlui_context = nullptr;
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- m_pD3D10Device = nullptr;
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-
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- m_pEffect = nullptr;
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- m_pTechnique = nullptr;
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- m_pVertexLayout = nullptr;
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-
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- m_pSwapChain = nullptr;
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- m_pRenderTargetView = nullptr;
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-
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- m_pProjectionMatrixVariable = nullptr;
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- m_pWorldMatrixVariable = nullptr;
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- m_pDiffuseTextureVariable = nullptr;
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-
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- m_pScissorTestDisable = nullptr;
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- m_pScissorTestEnable = nullptr;
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-}
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-
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-//Loads the effect from memory and retrieves initial variables from the effect
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-void RenderInterfaceDirectX10::setupEffect()
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-{
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- //The pass we are going to use
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- ID3D10EffectPass *pass=nullptr;
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- DWORD dwShaderFlags = 0;
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- #if defined( DEBUG ) || defined( _DEBUG )
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- // Set the D3D10_SHADER_DEBUG flag to embed debug information in the shaders.
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- // Setting this flag improves the shader debugging experience, but still allows
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- // the shaders to be optimized and to run exactly the way they will run in
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- // the release configuration of this program. - BMD
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- dwShaderFlags |= D3D10_SHADER_DEBUG;
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-
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- #endif
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- //Create our effect from Memory
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- if (FAILED(D3DX10CreateEffectFromMemory((void*)pEffectData,strlen(pEffectData),"DefaultEffect",nullptr,nullptr,"fx_4_0",dwShaderFlags,0,m_pD3D10Device,nullptr,nullptr,&m_pEffect,nullptr,nullptr)))
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- {
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- //Log error
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- Rml::Core::Log::Message(Rml::Core::Log::LT_ERROR, "Can't create default effect for rendering, graphics card may not support Shader Model 4");
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-
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- }
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-
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- //Number of elements in the layout - BMD
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- UINT numElements = sizeof(layout)/sizeof(D3D10_INPUT_ELEMENT_DESC);
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- //Get the pass description so we can get some info about the input signature of the vertices
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- D3D10_PASS_DESC passDesc;
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- m_pTechnique=m_pEffect->GetTechniqueByName("Render");
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- pass=m_pTechnique->GetPassByName("P0");
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- pass->GetDesc(&passDesc);
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- //create input layout, to allow us to map our vertex structure to the one held in the effect
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- if (FAILED(m_pD3D10Device->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &m_pVertexLayout)))
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- {
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- Rml::Core::Log::Message(Rml::Core::Log::LT_ERROR, "Unable to create input layout");
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- }
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- //grab effect variables
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- m_pWorldMatrixVariable=m_pEffect->GetVariableByName("matWorld")->AsMatrix();
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- m_pProjectionMatrixVariable=m_pEffect->GetVariableByName("matProjection")->AsMatrix();
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-
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- //grab texture variable
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- m_pDiffuseTextureVariable=m_pEffect->GetVariableByName("diffuseMap")->AsShaderResource();
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-}
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-
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-RenderInterfaceDirectX10::~RenderInterfaceDirectX10()
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-{
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- if (m_pVertexLayout)
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- {
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- m_pVertexLayout->Release();
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- m_pVertexLayout = nullptr;
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- }
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- if (m_pEffect)
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- {
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- m_pEffect->Release();
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- m_pEffect = nullptr;
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- }
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- if (m_pScissorTestDisable){
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- m_pScissorTestDisable->Release();
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- m_pScissorTestDisable = nullptr;
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- }
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- if (m_pScissorTestEnable){
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- m_pScissorTestEnable->Release();
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- m_pScissorTestEnable = nullptr;
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- }
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-}
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-
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-// Called by RmlUi when it wants to render geometry that it does not wish to optimise.
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-void RenderInterfaceDirectX10::RenderGeometry(Rml::Core::Vertex* vertices, int num_vertices, int* indices, int num_indices, const Rml::Core::TextureHandle texture, const Rml::Core::Vector2f& translation)
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-{
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- // @TODO We've chosen to not support non-compiled geometry in the DirectX renderer. If you wanted to render non-compiled
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- // geometry, for example for very small sections of geometry, you could use DrawIndexedPrimitiveUP or write to a
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- // dynamic vertex buffer which is flushed when either the texture changes or compiled geometry is drawn.
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-
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- /// @TODO, HACK, just use the compiled geometry framework for now, this is inefficient but better than absolutely nothing
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- /// for the time being
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- Rml::Core::CompiledGeometryHandle geom = this->CompileGeometry(vertices, num_vertices, indices, num_indices, texture);
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- this->RenderCompiledGeometry(geom, translation);
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- this->ReleaseCompiledGeometry(geom);
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-}
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-
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-// Called by RmlUi when it wants to compile geometry it believes will be static for the forseeable future.
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-Rml::Core::CompiledGeometryHandle RenderInterfaceDirectX10::CompileGeometry(Rml::Core::Vertex* vertices, int num_vertices, int* indices, int num_indices, Rml::Core::TextureHandle texture)
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-{
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- //Create instance of geometry
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- RmlUiD310DCompiledGeometry * geometry =new RmlUiD310DCompiledGeometry();
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-
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- //Vertex Buffer description
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- D3D10_BUFFER_DESC bd;
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- bd.Usage = D3D10_USAGE_DEFAULT;
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- //Set the size of the buffer
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- bd.ByteWidth = sizeof(RmlUiD3D10Vertex) * num_vertices;
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- //This is a vertex buffer
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- bd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
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- bd.CPUAccessFlags = 0;
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- bd.MiscFlags = 0;
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-
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- //copy vertices into buffer
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- RmlUiD3D10Vertex * pD3D10Vertices=new RmlUiD3D10Vertex[num_vertices];
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- for (int i=0;i<num_vertices;++i)
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- {
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- pD3D10Vertices[i].x = vertices[i].position.x;
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- pD3D10Vertices[i].y = vertices[i].position.y;
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- pD3D10Vertices[i].z = 0;
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-
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- pD3D10Vertices[i].colour=D3DXCOLOR((float)(vertices[i].colour.red/255), (float)(vertices[i].colour.green/255), (float)(vertices[i].colour.blue/255),
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- (float)(vertices[i].colour.alpha/255));
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-
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- pD3D10Vertices[i].u = vertices[i].tex_coord[0];
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- pD3D10Vertices[i].v = vertices[i].tex_coord[1];
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- }
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- D3D10_SUBRESOURCE_DATA InitData;
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- InitData.pSysMem = pD3D10Vertices;
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-
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- //Create VB
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- if (FAILED(m_pD3D10Device->CreateBuffer(
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- &bd,
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- &InitData,
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- &geometry->vertices))){
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- Rml::Core::Log::Message(Rml::Core::Log::LT_ERROR, "Undable to create vertex buffer for geometry");
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- return false;
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- }
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-
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- delete pD3D10Vertices;
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-
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- //Index buffer desc
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- bd.Usage = D3D10_USAGE_DEFAULT;
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- bd.ByteWidth = sizeof( UINT ) * num_indices;
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- bd.BindFlags = D3D10_BIND_INDEX_BUFFER;
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- bd.CPUAccessFlags = 0;
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- bd.MiscFlags = 0;
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-
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- //Index values
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- InitData.pSysMem = indices;
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- //Fill and create buffer
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- if (FAILED(m_pD3D10Device->CreateBuffer(
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- &bd,
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- &InitData,
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- &geometry->indices))){
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- Rml::Core::Log::Message(Rml::Core::Log::LT_ERROR, "Undable to create index buffer for geometry");
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- return false;
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- }
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-
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- //save some info in the instance of the structure
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- geometry->num_vertices = (DWORD) num_vertices;
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- geometry->num_primitives = (DWORD) num_indices / 3;
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-
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- geometry->texture = texture == nullptr ? nullptr : (RmlUiD3D10Texture *) texture;
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-
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- return (Rml::Core::CompiledGeometryHandle)geometry;
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-}
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-
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-// Called by RmlUi when it wants to render application-compiled geometry.
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-void RenderInterfaceDirectX10::RenderCompiledGeometry(Rml::Core::CompiledGeometryHandle geometry, const Rml::Core::Vector2f& translation)
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-{
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- //Cast to D3D10 geometry
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- RmlUiD310DCompiledGeometry* d3d10_geometry = (RmlUiD310DCompiledGeometry*) geometry;
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-
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- //if we have a texture then send it, notice we are sending the view(Shader resource) to the
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- //effect
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- if (d3d10_geometry->texture)
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- m_pDiffuseTextureVariable->SetResource(d3d10_geometry->texture->textureView);
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- else
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- m_pDiffuseTextureVariable->SetResource(nullptr);
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-
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- //build and send the world matrix
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- D3DXMatrixTranslation(&m_matWorld, translation.x, translation.y, 0);
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- m_pWorldMatrixVariable->SetMatrix((float*)m_matWorld);
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- //Set the layout of the vertices that are held in the VB
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- m_pD3D10Device->IASetInputLayout(m_pVertexLayout);
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- //Get the stride(size) of the a vertex, we need this to tell the pipeline the size of one vertex
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- UINT stride = sizeof(RmlUiD3D10Vertex);
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- //The offset from start of the buffer to where our vertices are located
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- UINT offset = 0;
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- //Set the VB we are using
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- m_pD3D10Device->IASetVertexBuffers(
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- 0,
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- 1,
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- &d3d10_geometry->vertices,
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- &stride,
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- &offset );
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- //Set the IB we are using
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- m_pD3D10Device->IASetIndexBuffer(d3d10_geometry->indices,DXGI_FORMAT_R32_UINT,0);
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-
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-
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- D3D10_TECHNIQUE_DESC techDesc;
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- m_pTechnique->GetDesc( &techDesc );
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- //Loop through the passes in the technique
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- for( UINT p = 0; p < techDesc.Passes; ++p )
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- {
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- //Get a pass at current index and apply it
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- m_pTechnique->GetPassByIndex( p )->Apply( 0 );
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- //We are drawing trangle lists
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- m_pD3D10Device->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST );
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-
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- //Draw call
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- m_pD3D10Device->DrawIndexed(d3d10_geometry->num_primitives*3,0,0);
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- }
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-}
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-
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-// Called by RmlUi when it wants to release application-compiled geometry.
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-void RenderInterfaceDirectX10::ReleaseCompiledGeometry(Rml::Core::CompiledGeometryHandle geometry)
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-{
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- //Clean up after ourselves
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- RmlUiD310DCompiledGeometry* d3d10_geometry=(RmlUiD310DCompiledGeometry*)geometry;
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-
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- if (d3d10_geometry->vertices){
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- d3d10_geometry->vertices->Release();
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- d3d10_geometry->vertices = nullptr;
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- }
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- if (d3d10_geometry->indices){
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- d3d10_geometry->indices->Release();
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- d3d10_geometry->indices = nullptr;
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- }
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-
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- delete d3d10_geometry;
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-}
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-
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-// Called by RmlUi when it wants to enable or disable scissoring to clip content.
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-void RenderInterfaceDirectX10::EnableScissorRegion(bool enable)
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-{
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- //Is the scissor test enabled?
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- enable ? m_pD3D10Device->RSSetState(m_pScissorTestEnable) : m_pD3D10Device->RSSetState(m_pScissorTestDisable);
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-}
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-
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-// Called by RmlUi when it wants to change the scissor region.
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-void RenderInterfaceDirectX10::SetScissorRegion(int x, int y, int width, int height)
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-{
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- //The scissor rect
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- D3D10_RECT rect;
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- rect.left=x;
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- rect.right=x+width;
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- rect.top=y;
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- rect.bottom=y+height;
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-
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- m_pD3D10Device->RSSetScissorRects(1,&rect);
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-}
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-
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-// Set to byte packing, or the compiler will expand our struct, which means it won't read correctly from file
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-#pragma pack(1)
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-struct TGAHeader
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-{
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- char idLength;
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- char colourMapType;
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- char dataType;
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- short int colourMapOrigin;
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- short int colourMapLength;
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- char colourMapDepth;
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- short int xOrigin;
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- short int yOrigin;
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- short int width;
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- short int height;
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- char bitsPerPixel;
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- char imageDescriptor;
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-};
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-// Restore packing
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-#pragma pack()
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-
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-// Called by RmlUi when a texture is required by the library.
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-bool RenderInterfaceDirectX10::LoadTexture(Rml::Core::TextureHandle& texture_handle, Rml::Core::Vector2i& texture_dimensions, const Rml::Core::String& source)
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-{
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- Rml::Core::FileInterface* file_interface = Rml::Core::GetFileInterface();
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- Rml::Core::FileHandle file_handle = file_interface->Open(source);
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- if (!file_handle)
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- return false;
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-
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- file_interface->Seek(file_handle, 0, SEEK_END);
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- size_t buffer_size = file_interface->Tell(file_handle);
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- file_interface->Seek(file_handle, 0, SEEK_SET);
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-
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- char* buffer = new char[buffer_size];
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- file_interface->Read(buffer, buffer_size, file_handle);
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- file_interface->Close(file_handle);
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-
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- TGAHeader header;
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- memcpy(&header, buffer, sizeof(TGAHeader));
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-
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- int color_mode = header.bitsPerPixel / 8;
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- int image_size = header.width * header.height * 4; // We always make 32bit textures
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-
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- if (header.dataType != 2)
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- {
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- Rml::Core::Log::Message(Rml::Core::Log::LT_ERROR, "Only 24/32bit uncompressed TGAs are supported.");
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- return false;
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- }
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-
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- // Ensure we have at least 3 colors
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- if (color_mode < 3)
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- {
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- Rml::Core::Log::Message(Rml::Core::Log::LT_ERROR, "Only 24 and 32bit textures are supported");
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- return false;
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- }
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-
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- const char* image_src = buffer + sizeof(TGAHeader);
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- unsigned char* image_dest = new unsigned char[image_size];
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-
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- // Targa is BGR, swap to RGB and flip Y axis
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- for (long y = 0; y < header.height; y++)
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- {
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- long read_index = y * header.width * color_mode;
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- long write_index = ((header.imageDescriptor & 32) != 0) ? read_index : (header.height - y - 1) * header.width * color_mode;
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- for (long x = 0; x < header.width; x++)
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- {
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- image_dest[write_index] = image_src[read_index+2];
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- image_dest[write_index+1] = image_src[read_index+1];
|
|
|
- image_dest[write_index+2] = image_src[read_index];
|
|
|
- if (color_mode == 4)
|
|
|
- image_dest[write_index+3] = image_src[read_index+3];
|
|
|
- else
|
|
|
- image_dest[write_index+3] = 255;
|
|
|
-
|
|
|
- write_index += 4;
|
|
|
- read_index += color_mode;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- texture_dimensions.x = header.width;
|
|
|
- texture_dimensions.y = header.height;
|
|
|
-
|
|
|
- bool success = GenerateTexture(texture_handle, image_dest, texture_dimensions);
|
|
|
-
|
|
|
- delete [] image_dest;
|
|
|
- delete [] buffer;
|
|
|
-
|
|
|
- return success;
|
|
|
-}
|
|
|
-
|
|
|
-// Called by RmlUi when a texture is required to be built from an internally-generated sequence of pixels.
|
|
|
-bool RenderInterfaceDirectX10::GenerateTexture(Rml::Core::TextureHandle& texture_handle, const byte* source, const Rml::Core::Vector2i& source_dimensions)
|
|
|
-{
|
|
|
- //Create the instance of our texture
|
|
|
- RmlUiD3D10Texture * pTexture=new RmlUiD3D10Texture();
|
|
|
-
|
|
|
- //Texture description
|
|
|
- D3D10_TEXTURE2D_DESC textureDesc;
|
|
|
- //Width and height of the texture
|
|
|
- textureDesc.Width=source_dimensions.x;
|
|
|
- textureDesc.Height=source_dimensions.y;
|
|
|
- //Mip levels
|
|
|
- textureDesc.MipLevels=1;
|
|
|
- textureDesc.ArraySize = 1;
|
|
|
- //the format of the texture
|
|
|
- textureDesc.Format=DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
|
- //The access and usage of the texture
|
|
|
- textureDesc.CPUAccessFlags=D3D10_CPU_ACCESS_WRITE;
|
|
|
- textureDesc.Usage=D3D10_USAGE_DYNAMIC;
|
|
|
- //Our are we going to bind this texture to the pipeline
|
|
|
- textureDesc.BindFlags= D3D10_BIND_SHADER_RESOURCE;
|
|
|
- textureDesc.MiscFlags=0;
|
|
|
- textureDesc.SampleDesc.Count=1;
|
|
|
- textureDesc.SampleDesc.Quality=0;
|
|
|
-
|
|
|
- //create our texture
|
|
|
- if (FAILED(m_pD3D10Device->CreateTexture2D(&textureDesc,nullptr,&pTexture->texture2D))){
|
|
|
- Rml::Core::Log::Message(Rml::Core::Log::LT_ERROR, "Unable to create texture");
|
|
|
- return false;
|
|
|
- }
|
|
|
-
|
|
|
- //now lets fill it
|
|
|
- D3D10_MAPPED_TEXTURE2D mappedTex;
|
|
|
- pTexture->texture2D->Map(D3D10CalcSubresource(0,0,1),D3D10_MAP_WRITE_DISCARD,0,&mappedTex);
|
|
|
- for (int y = 0; y < source_dimensions.y; ++y)
|
|
|
- {
|
|
|
- for (int x = 0; x < source_dimensions.x; ++x)
|
|
|
- {
|
|
|
- const byte* source_pixel = source + (source_dimensions.x * 4 * y) + (x * 4);
|
|
|
- byte* destination_pixel = ((byte*) mappedTex.pData) + mappedTex.RowPitch * y + x * 4;
|
|
|
- destination_pixel[0] = source_pixel[0];
|
|
|
- destination_pixel[1] = source_pixel[1];
|
|
|
- destination_pixel[2] = source_pixel[2];
|
|
|
- destination_pixel[3] = source_pixel[3];
|
|
|
- }
|
|
|
- }
|
|
|
- pTexture->texture2D->Unmap(D3D10CalcSubresource(0,0,1));
|
|
|
-
|
|
|
- //Create the shader resoure view for our texture, we need this
|
|
|
- //to send the texture to the effect
|
|
|
- D3D10_SHADER_RESOURCE_VIEW_DESC srvDesc;
|
|
|
- srvDesc.Format=textureDesc.Format;
|
|
|
- srvDesc.ViewDimension=D3D10_SRV_DIMENSION_TEXTURE2D;
|
|
|
- srvDesc.Texture2D.MipLevels=textureDesc.MipLevels;
|
|
|
- srvDesc.Texture2D.MostDetailedMip=0;
|
|
|
- if (FAILED(m_pD3D10Device->CreateShaderResourceView(pTexture->texture2D, &srvDesc, &pTexture->textureView))){
|
|
|
- Rml::Core::Log::Message(Rml::Core::Log::LT_ERROR, "Unable to create texture view");
|
|
|
- return false;
|
|
|
- }
|
|
|
-
|
|
|
- texture_handle = (Rml::Core::TextureHandle)pTexture;
|
|
|
- return true;
|
|
|
-}
|
|
|
-
|
|
|
-// Called by RmlUi when a loaded texture is no longer required.
|
|
|
-void RenderInterfaceDirectX10::ReleaseTexture(Rml::Core::TextureHandle texture_handle)
|
|
|
-{
|
|
|
- //clean up after ourselves
|
|
|
- RmlUiD3D10Texture * pTexture = (RmlUiD3D10Texture*)texture_handle;
|
|
|
- if (pTexture->texture2D){
|
|
|
- pTexture->texture2D->Release();
|
|
|
- pTexture->texture2D = nullptr;
|
|
|
- }
|
|
|
- if (pTexture->textureView){
|
|
|
- pTexture->textureView->Release();
|
|
|
- pTexture->textureView = nullptr;
|
|
|
- }
|
|
|
- delete pTexture;
|
|
|
-}
|
|
|
-
|
|
|
-// Returns the native horizontal texel offset for the renderer.
|
|
|
-float RenderInterfaceDirectX10::GetHorizontalTexelOffset()
|
|
|
-{
|
|
|
- return 0.0f;
|
|
|
-}
|
|
|
-
|
|
|
-// Returns the native vertical texel offset for the renderer.
|
|
|
-float RenderInterfaceDirectX10::GetVerticalTexelOffset()
|
|
|
-{
|
|
|
- return 0.0f;
|
|
|
-}
|
|
|
-
|