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Resizer.cpp
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#include "Resizer.h"
#include "screengrab.h"
#include "utilities.h"
#include <wincodec.h>
#include <atlbase.h>
using namespace DirectX;
Resizer::Resizer() :
m_Device(nullptr),
m_DeviceContext(nullptr),
m_SamplerLinear(nullptr),
m_BlendState(nullptr),
m_VertexShader(nullptr),
m_PixelShader(nullptr),
m_InputLayout(nullptr)
{
}
Resizer::~Resizer()
{
CleanRefs();
}
HRESULT Resizer::Initialize(ID3D11DeviceContext* ImmediateContext, ID3D11Device* Device)
{
m_Device = Device;
m_DeviceContext = ImmediateContext;
HRESULT hr;
// Create the sample state
D3D11_SAMPLER_DESC SampDesc;
RtlZeroMemory(&SampDesc, sizeof(SampDesc));
SampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
SampDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
SampDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
SampDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
SampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
SampDesc.MinLOD = 0;
SampDesc.MaxLOD = D3D11_FLOAT32_MAX;
hr = m_Device->CreateSamplerState(&SampDesc, &m_SamplerLinear);
RETURN_ON_BAD_HR(hr);
// Create the blend state
D3D11_BLEND_DESC BlendStateDesc;
BlendStateDesc.AlphaToCoverageEnable = FALSE;
BlendStateDesc.IndependentBlendEnable = FALSE;
BlendStateDesc.RenderTarget[0].BlendEnable = TRUE;
BlendStateDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
BlendStateDesc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
BlendStateDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
BlendStateDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
BlendStateDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
BlendStateDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
BlendStateDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
hr = m_Device->CreateBlendState(&BlendStateDesc, &m_BlendState);
RETURN_ON_BAD_HR(hr);
// Initialize shaders
hr = InitShaders();
RETURN_ON_BAD_HR(hr);
return S_OK;
}
HRESULT Resizer::Resize(ID3D11Texture2D* orgTexture, ID3D11Texture2D** pResizedTexture, UINT targetWidth, UINT targetHeight, double viewPortRatio_width, double viewPortRatio_height)
{
HRESULT hr;
// Create shader resource from texture of the original frame
D3D11_TEXTURE2D_DESC desktopDesc = {};
orgTexture->GetDesc(&desktopDesc);
D3D11_SHADER_RESOURCE_VIEW_DESC SDesc = {};
SDesc.Format = desktopDesc.Format;
SDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
SDesc.Texture2D.MostDetailedMip = desktopDesc.MipLevels - 1;
SDesc.Texture2D.MipLevels = desktopDesc.MipLevels;
ID3D11ShaderResourceView* srcSRV;
hr = m_Device->CreateShaderResourceView(orgTexture, &SDesc, &srcSRV);
if (FAILED(hr))
{
_com_error err(hr);
ERROR(L"Failed to create shader resource from original frame's texture: %ls", err.ErrorMessage());
return hr;
}
// Create target texture
CComPtr<ID3D11Texture2D> pResizedFrame = nullptr;
D3D11_TEXTURE2D_DESC targetDesc;
InitializeDesc(targetWidth, targetHeight, &targetDesc);
hr = m_Device->CreateTexture2D(&targetDesc, nullptr, &pResizedFrame);
RETURN_ON_BAD_HR(hr);
*pResizedTexture = pResizedFrame;
(*pResizedTexture)->AddRef();
// Make new render target view
ID3D11RenderTargetView* RTV;
hr = m_Device->CreateRenderTargetView(pResizedFrame, nullptr, &RTV);
RETURN_ON_BAD_HR(hr);
m_DeviceContext->OMSetRenderTargets(1, &RTV, nullptr);
// Save current view port so we can restore later
D3D11_VIEWPORT VP;
UINT numViewports = 1;
m_DeviceContext->RSGetViewports(&numViewports, &VP);
// Set view port
FLOAT viewportWidth = static_cast<FLOAT>(targetWidth * viewPortRatio_width);
FLOAT viewportHeight = static_cast<FLOAT>(targetHeight * viewPortRatio_height);
SetViewPort(viewportWidth, viewportHeight);
// Vertices for drawing whole texture
VERTEX Vertices[] =
{
{XMFLOAT3(-1.0f, -1.0f, 0), XMFLOAT2(0.0f, 1.0f)},
{XMFLOAT3(-1.0f, 1.0f, 0), XMFLOAT2(0.0f, 0.0f)},
{XMFLOAT3(1.0f, -1.0f, 0), XMFLOAT2(1.0f, 1.0f)},
{XMFLOAT3(1.0f, 1.0f, 0), XMFLOAT2(1.0f, 0.0f)},
};
// Set resources
UINT Stride = sizeof(VERTEX);
UINT Offset = 0;
FLOAT blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
m_DeviceContext->OMSetBlendState(nullptr, blendFactor, 0xffffffff);
m_DeviceContext->OMSetRenderTargets(1, &RTV, nullptr);
m_DeviceContext->VSSetShader(m_VertexShader, nullptr, 0);
m_DeviceContext->PSSetShader(m_PixelShader, nullptr, 0);
m_DeviceContext->PSSetShaderResources(0, 1, &srcSRV);
m_DeviceContext->PSSetSamplers(0, 1, &m_SamplerLinear);
m_DeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); // For 4 vertices
D3D11_BUFFER_DESC BufferDesc;
RtlZeroMemory(&BufferDesc, sizeof(BufferDesc));
BufferDesc.Usage = D3D11_USAGE_DEFAULT;
BufferDesc.ByteWidth = sizeof(VERTEX) * _countof(Vertices);
BufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
BufferDesc.CPUAccessFlags = 0;
D3D11_SUBRESOURCE_DATA InitData;
RtlZeroMemory(&InitData, sizeof(InitData));
InitData.pSysMem = Vertices;
ID3D11Buffer* VertexBuffer = nullptr;
// Create vertex buffer
hr = m_Device->CreateBuffer(&BufferDesc, &InitData, &VertexBuffer);
if (FAILED(hr))
{
srcSRV->Release();
srcSRV = nullptr;
return S_FALSE;
}
m_DeviceContext->IASetVertexBuffers(0, 1, &VertexBuffer, &Stride, &Offset);
// Draw textured quad onto render target
m_DeviceContext->Draw(_countof(Vertices), 0);
// Restore view port
m_DeviceContext->RSSetViewports(1, &VP);
// Clean up
VertexBuffer->Release();
VertexBuffer = nullptr;
srcSRV->Release();
srcSRV = nullptr;
RTV->Release();
RTV = nullptr;
return S_OK;
}
HRESULT Resizer::InitializeDesc(_In_ UINT width, _In_ UINT height, _Out_ D3D11_TEXTURE2D_DESC* pTargetDesc)
{
// Create shared texture for the target view
RtlZeroMemory(pTargetDesc, sizeof(D3D11_TEXTURE2D_DESC));
pTargetDesc->Width = width;
pTargetDesc->Height = height;
pTargetDesc->MipLevels = 1;
pTargetDesc->ArraySize = 1;
pTargetDesc->Format = DXGI_FORMAT_B8G8R8A8_UNORM;
pTargetDesc->SampleDesc.Count = 1;
pTargetDesc->Usage = D3D11_USAGE_DEFAULT;
pTargetDesc->BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
pTargetDesc->CPUAccessFlags = 0;
pTargetDesc->MiscFlags = 0;
return S_OK;
}
void Resizer::SetViewPort(FLOAT width, FLOAT height)
{
D3D11_VIEWPORT VP;
VP.Width = width;
VP.Height = height;
VP.MinDepth = 0.0f;
VP.MaxDepth = 1.0f;
VP.TopLeftX = 0;
VP.TopLeftY = 0;
m_DeviceContext->RSSetViewports(1, &VP);
}
//
// Initialize shaders for drawing to screen
//
HRESULT Resizer::InitShaders()
{
HRESULT hr;
UINT Size = ARRAYSIZE(g_VS);
hr = m_Device->CreateVertexShader(g_VS, Size, nullptr, &m_VertexShader);
RETURN_ON_BAD_HR(hr);
D3D11_INPUT_ELEMENT_DESC Layout[] =
{
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0}
};
UINT NumElements = ARRAYSIZE(Layout);
hr = m_Device->CreateInputLayout(Layout, NumElements, g_VS, Size, &m_InputLayout);
RETURN_ON_BAD_HR(hr);
m_DeviceContext->IASetInputLayout(m_InputLayout);
Size = ARRAYSIZE(g_PS);
hr = m_Device->CreatePixelShader(g_PS, Size, nullptr, &m_PixelShader);
RETURN_ON_BAD_HR(hr);
return S_OK;
}
//
// Releases all references
//
void Resizer::CleanRefs()
{
if (m_VertexShader)
{
m_VertexShader->Release();
m_VertexShader = nullptr;
}
if (m_PixelShader)
{
m_PixelShader->Release();
m_PixelShader = nullptr;
}
if (m_InputLayout)
{
m_InputLayout->Release();
m_InputLayout = nullptr;
}
if (m_SamplerLinear)
{
m_SamplerLinear->Release();
m_SamplerLinear = nullptr;
}
if (m_BlendState)
{
m_BlendState->Release();
m_BlendState = nullptr;
}
}