mirror of
https://github.com/ncblakely/GiantsTools
synced 2024-11-25 07:35:36 +01:00
394 lines
11 KiB
C++
394 lines
11 KiB
C++
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//--------------------------------------------------------------------------------------
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// File: BufferHelpers.cpp
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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// Licensed under the MIT License.
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//
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// http://go.microsoft.com/fwlink/?LinkId=248929
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//--------------------------------------------------------------------------------------
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#include "pch.h"
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#include "BufferHelpers.h"
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#include "PlatformHelpers.h"
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using namespace DirectX;
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using Microsoft::WRL::ComPtr;
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//--------------------------------------------------------------------------------------
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_Use_decl_annotations_
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HRESULT DirectX::CreateStaticBuffer(
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ID3D11Device* device,
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const void* ptr,
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size_t count,
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size_t stride,
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unsigned int bindFlags,
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ID3D11Buffer** pBuffer) noexcept
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{
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if (!pBuffer)
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return E_INVALIDARG;
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*pBuffer = nullptr;
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if (!device || !ptr || !count || !stride)
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return E_INVALIDARG;
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uint64_t sizeInbytes = uint64_t(count) * uint64_t(stride);
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static constexpr uint64_t c_maxBytes = D3D11_REQ_RESOURCE_SIZE_IN_MEGABYTES_EXPRESSION_A_TERM * 1024u * 1024u;
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static_assert(c_maxBytes <= UINT32_MAX, "Exceeded integer limits");
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if (sizeInbytes > c_maxBytes)
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{
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DebugTrace("ERROR: Resource size too large for DirectX 11 (size %llu)\n", sizeInbytes);
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return HRESULT_FROM_WIN32(ERROR_NOT_SUPPORTED);
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}
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D3D11_BUFFER_DESC bufferDesc = {};
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bufferDesc.ByteWidth = static_cast<UINT>(sizeInbytes);
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bufferDesc.BindFlags = bindFlags;
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bufferDesc.Usage = D3D11_USAGE_DEFAULT;
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D3D11_SUBRESOURCE_DATA initData = { ptr, 0, 0 };
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return device->CreateBuffer(&bufferDesc, &initData, pBuffer);
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}
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//--------------------------------------------------------------------------------------
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_Use_decl_annotations_
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HRESULT DirectX::CreateTextureFromMemory(
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ID3D11Device* device,
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size_t width,
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DXGI_FORMAT format,
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const D3D11_SUBRESOURCE_DATA& initData,
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ID3D11Texture1D** texture,
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ID3D11ShaderResourceView** textureView,
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unsigned int bindFlags) noexcept
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{
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if (texture)
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{
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*texture = nullptr;
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}
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if (textureView)
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{
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*textureView = nullptr;
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}
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if (!device || !width || !initData.pSysMem)
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return E_INVALIDARG;
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if (!texture && !textureView)
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return E_INVALIDARG;
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static_assert(D3D11_REQ_TEXTURE1D_U_DIMENSION <= UINT32_MAX, "Exceeded integer limits");
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if (width > D3D11_REQ_TEXTURE1D_U_DIMENSION)
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{
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DebugTrace("ERROR: Resource dimensions too large for DirectX 11 (1D: size %zu)\n", width);
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return HRESULT_FROM_WIN32(ERROR_NOT_SUPPORTED);
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}
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D3D11_TEXTURE1D_DESC desc = {};
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desc.Width = static_cast<UINT>(width);
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desc.MipLevels = desc.ArraySize = 1;
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desc.Format = format;
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desc.Usage = D3D11_USAGE_DEFAULT;
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desc.BindFlags = bindFlags;
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ComPtr<ID3D11Texture1D> tex;
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HRESULT hr = device->CreateTexture1D(&desc, &initData, tex.GetAddressOf());
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if (SUCCEEDED(hr))
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{
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if (textureView)
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{
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hr = device->CreateShaderResourceView(tex.Get(), nullptr, textureView);
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if (FAILED(hr))
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return hr;
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}
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if (texture)
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{
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*texture = tex.Detach();
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}
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}
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return hr;
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}
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_Use_decl_annotations_
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HRESULT DirectX::CreateTextureFromMemory(
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ID3D11Device* device,
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size_t width,
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size_t height,
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DXGI_FORMAT format,
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const D3D11_SUBRESOURCE_DATA& initData,
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ID3D11Texture2D** texture,
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ID3D11ShaderResourceView** textureView,
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unsigned int bindFlags) noexcept
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{
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if (texture)
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{
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*texture = nullptr;
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}
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if (textureView)
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{
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*textureView = nullptr;
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}
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if (!device || !width || !height
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|| !initData.pSysMem || !initData.SysMemPitch)
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return E_INVALIDARG;
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if (!texture && !textureView)
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return E_INVALIDARG;
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static_assert(D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION <= UINT32_MAX, "Exceeded integer limits");
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if ((width > D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION)
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{
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DebugTrace("ERROR: Resource dimensions too large for DirectX 11 (2D: size %zu by %zu)\n", width, height);
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return HRESULT_FROM_WIN32(ERROR_NOT_SUPPORTED);
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}
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D3D11_TEXTURE2D_DESC desc = {};
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desc.Width = static_cast<UINT>(width);
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desc.Height = static_cast<UINT>(height);
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desc.MipLevels = desc.ArraySize = 1;
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desc.Format = format;
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desc.SampleDesc.Count = 1;
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desc.Usage = D3D11_USAGE_DEFAULT;
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desc.BindFlags = bindFlags;
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ComPtr<ID3D11Texture2D> tex;
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HRESULT hr = device->CreateTexture2D(&desc, &initData, tex.GetAddressOf());
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if (SUCCEEDED(hr))
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{
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if (textureView)
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{
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hr = device->CreateShaderResourceView(tex.Get(), nullptr, textureView);
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if (FAILED(hr))
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return hr;
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}
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if (texture)
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{
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*texture = tex.Detach();
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}
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}
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return hr;
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}
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_Use_decl_annotations_
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HRESULT DirectX::CreateTextureFromMemory(
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#if defined(_XBOX_ONE) && defined(_TITLE)
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_In_ ID3D11DeviceX* device,
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_In_ ID3D11DeviceContextX* d3dContext,
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#else
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_In_ ID3D11Device* device,
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_In_ ID3D11DeviceContext* d3dContext,
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#endif
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size_t width,
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size_t height,
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DXGI_FORMAT format,
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const D3D11_SUBRESOURCE_DATA& initData,
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ID3D11Texture2D** texture,
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ID3D11ShaderResourceView** textureView) noexcept
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{
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if (texture)
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{
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*texture = nullptr;
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}
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if (textureView)
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{
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*textureView = nullptr;
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}
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if (!device || !d3dContext || !width || !height
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|| !initData.pSysMem || !initData.SysMemPitch)
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return E_INVALIDARG;
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if (!texture && !textureView)
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return E_INVALIDARG;
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static_assert(D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION <= UINT32_MAX, "Exceeded integer limits");
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if ((width > D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION)
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{
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DebugTrace("ERROR: Resource dimensions too large for DirectX 11 (2D: size %zu by %zu)\n", width, height);
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return HRESULT_FROM_WIN32(ERROR_NOT_SUPPORTED);
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}
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D3D11_TEXTURE2D_DESC desc = {};
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desc.Width = static_cast<UINT>(width);
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desc.Height = static_cast<UINT>(height);
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desc.ArraySize = 1;
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desc.Format = format;
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desc.SampleDesc.Count = 1;
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desc.Usage = D3D11_USAGE_DEFAULT;
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desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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UINT fmtSupport = 0;
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if (SUCCEEDED(device->CheckFormatSupport(format, &fmtSupport)) && (fmtSupport & D3D11_FORMAT_SUPPORT_MIP_AUTOGEN))
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{
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desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
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desc.MiscFlags |= D3D11_RESOURCE_MISC_GENERATE_MIPS;
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}
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else
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{
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// Autogen not supported.
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desc.MipLevels = 1;
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}
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ComPtr<ID3D11Texture2D> tex;
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HRESULT hr = device->CreateTexture2D(&desc, nullptr, tex.GetAddressOf());
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if (SUCCEEDED(hr))
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{
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ComPtr<ID3D11ShaderResourceView> srv;
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hr = device->CreateShaderResourceView(tex.Get(), nullptr, srv.GetAddressOf());
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if (FAILED(hr))
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return hr;
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if (desc.MipLevels != 1)
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{
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#if defined(_XBOX_ONE) && defined(_TITLE)
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ComPtr<ID3D11Texture2D> staging;
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desc.MipLevels = 1;
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desc.Usage = D3D11_USAGE_STAGING;
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desc.BindFlags = desc.MiscFlags = 0;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
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hr = device->CreateTexture2D(&desc, &initData, staging.GetAddressOf());
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if (FAILED(hr))
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return hr;
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d3dContext->CopySubresourceRegion(tex.Get(), 0, 0, 0, 0, staging.Get(), 0, nullptr);
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UINT64 copyFence = d3dContext->InsertFence(0);
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while (device->IsFencePending(copyFence)) { SwitchToThread(); }
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#else
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d3dContext->UpdateSubresource(tex.Get(), 0, nullptr, initData.pSysMem, initData.SysMemPitch, 0);
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#endif
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d3dContext->GenerateMips(srv.Get());
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}
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if (texture)
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{
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*texture = tex.Detach();
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}
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if (textureView)
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{
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*textureView = srv.Detach();
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}
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}
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return hr;
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}
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_Use_decl_annotations_
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HRESULT DirectX::CreateTextureFromMemory(
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ID3D11Device* device,
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size_t width, size_t height, size_t depth,
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DXGI_FORMAT format,
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const D3D11_SUBRESOURCE_DATA& initData,
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ID3D11Texture3D** texture,
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ID3D11ShaderResourceView** textureView,
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unsigned int bindFlags) noexcept
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{
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if (texture)
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{
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*texture = nullptr;
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}
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if (textureView)
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{
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*textureView = nullptr;
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}
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if (!device || !width || !height || !depth
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|| !initData.pSysMem || !initData.SysMemPitch || !initData.SysMemSlicePitch)
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return E_INVALIDARG;
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if (!texture && !textureView)
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return E_INVALIDARG;
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static_assert(D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION <= UINT32_MAX, "Exceeded integer limits");
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if ((width > D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION)
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|| (height > D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION)
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|| (depth > D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION))
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{
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DebugTrace("ERROR: Resource dimensions too large for DirectX 11 (3D: size %zu by %zu by %zu)\n", width, height, depth);
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return HRESULT_FROM_WIN32(ERROR_NOT_SUPPORTED);
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}
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D3D11_TEXTURE3D_DESC desc = {};
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desc.Width = static_cast<UINT>(width);
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desc.Height = static_cast<UINT>(height);
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desc.Depth = static_cast<UINT>(depth);
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desc.MipLevels = 1;
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desc.Format = format;
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desc.Usage = D3D11_USAGE_DEFAULT;
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desc.BindFlags = bindFlags;
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ComPtr<ID3D11Texture3D> tex;
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HRESULT hr = device->CreateTexture3D(&desc, &initData, tex.GetAddressOf());
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if (SUCCEEDED(hr))
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{
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if (textureView)
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{
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hr = device->CreateShaderResourceView(tex.Get(), nullptr, textureView);
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if (FAILED(hr))
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return hr;
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}
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if (texture)
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{
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*texture = tex.Detach();
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}
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}
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return hr;
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}
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//--------------------------------------------------------------------------------------
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_Use_decl_annotations_
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void Internal::ConstantBufferBase::CreateBuffer(
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ID3D11Device* device,
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size_t bytes,
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ID3D11Buffer** pBuffer)
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{
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if (!pBuffer)
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throw std::invalid_argument("ConstantBuffer");
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*pBuffer = nullptr;
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D3D11_BUFFER_DESC desc = {};
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desc.ByteWidth = static_cast<UINT>(bytes);
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desc.Usage = D3D11_USAGE_DEFAULT;
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desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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#if defined(_XBOX_ONE) && defined(_TITLE)
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Microsoft::WRL::ComPtr<ID3D11DeviceX> deviceX;
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ThrowIfFailed(device->QueryInterface(IID_GRAPHICS_PPV_ARGS(deviceX.GetAddressOf())));
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ThrowIfFailed(deviceX->CreatePlacementBuffer(&desc, nullptr, pBuffer));
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#else
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desc.Usage = D3D11_USAGE_DYNAMIC;
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ThrowIfFailed(
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device->CreateBuffer(&desc, nullptr, pBuffer)
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);
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#endif
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assert(pBuffer != nullptr && *pBuffer != nullptr);
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_Analysis_assume_(pBuffer != nullptr && *pBuffer != nullptr);
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}
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