|
|
|
|
10
|
DKAtomicNumber32 runningRenderThread;
|
10
|
DKAtomicNumber32 runningRenderThread;
|
11
|
|
11
|
|
12
|
public:
|
12
|
public:
|
13
|
- DKObject<DKTexture> LoadTexture2D(DKGraphicsDevice* device, DKData* data)
|
|
|
|
|
13
|
+ DKObject<DKTexture> LoadTexture2D(DKCommandQueue* queue, DKData* data)
|
14
|
{
|
14
|
{
|
15
|
DKObject<DKImage> image = DKImage::Create(data);
|
15
|
DKObject<DKImage> image = DKImage::Create(data);
|
16
|
if (image)
|
16
|
if (image)
|
17
|
{
|
17
|
{
|
|
|
18
|
+ DKGraphicsDevice* device = queue->Device();
|
18
|
DKTextureDescriptor texDesc = {};
|
19
|
DKTextureDescriptor texDesc = {};
|
19
|
texDesc.textureType = DKTexture::Type2D;
|
20
|
texDesc.textureType = DKTexture::Type2D;
|
20
|
texDesc.pixelFormat = DKPixelFormat::RGBA8Unorm;
|
21
|
texDesc.pixelFormat = DKPixelFormat::RGBA8Unorm;
|
|
|
|
|
28
|
DKObject<DKTexture> tex = device->CreateTexture(texDesc);
|
29
|
DKObject<DKTexture> tex = device->CreateTexture(texDesc);
|
29
|
if (tex)
|
30
|
if (tex)
|
30
|
{
|
31
|
{
|
|
|
32
|
+ size_t bytesPerPixel = image->BytesPerPixel();
|
|
|
33
|
+ uint32_t width = image->Width();
|
|
|
34
|
+ uint32_t height = image->Height();
|
|
|
35
|
+
|
|
|
36
|
+ size_t bufferLength = bytesPerPixel * width * height;
|
|
|
37
|
+ DKObject<DKGpuBuffer> stagingBuffer = device->CreateBuffer(bufferLength, DKGpuBuffer::StorageModeShared, DKCpuCacheModeReadWrite);
|
|
|
38
|
+
|
|
|
39
|
+ memcpy(stagingBuffer->Contents(), image->Contents(), bufferLength);
|
|
|
40
|
+ stagingBuffer->Flush();
|
|
|
41
|
+
|
|
|
42
|
+ DKObject<DKCommandBuffer> cb = queue->CreateCommandBuffer();
|
|
|
43
|
+ DKObject<DKCopyCommandEncoder> encoder = cb->CreateCopyCommandEncoder();
|
|
|
44
|
+ encoder->CopyFromBufferToTexture(stagingBuffer,
|
|
|
45
|
+ { 0, uint32_t(bytesPerPixel * width), height },
|
|
|
46
|
+ tex,
|
|
|
47
|
+ { 0,0, 0,0,0 },
|
|
|
48
|
+ { width,height,1 });
|
|
|
49
|
+ encoder->EndEncoding();
|
|
|
50
|
+ cb->Commit();
|
|
|
51
|
+
|
31
|
DKLog("Texture created!");
|
52
|
DKLog("Texture created!");
|
32
|
}
|
53
|
}
|
33
|
}
|
54
|
}
|
|
|
|
|
41
|
DKShader fragShader(fragData);
|
62
|
DKShader fragShader(fragData);
|
42
|
|
63
|
|
43
|
DKObject<DKGraphicsDevice> device = DKGraphicsDevice::SharedInstance();
|
64
|
DKObject<DKGraphicsDevice> device = DKGraphicsDevice::SharedInstance();
|
|
|
65
|
+ DKObject<DKCommandQueue> queue = device->CreateCommandQueue(DKCommandQueue::Graphics);
|
44
|
|
66
|
|
45
|
// create texture
|
67
|
// create texture
|
46
|
- DKObject<DKTexture> texture = LoadTexture2D(device, resourcePool.LoadResourceData("textures/deathstar3.png"));
|
|
|
|
|
68
|
+ DKObject<DKTexture> texture = LoadTexture2D(queue, resourcePool.LoadResourceData("textures/deathstar3.png"));
|
47
|
|
69
|
|
48
|
DKObject<DKShaderModule> vertShaderModule = device->CreateShaderModule(&vertShader);
|
70
|
DKObject<DKShaderModule> vertShaderModule = device->CreateShaderModule(&vertShader);
|
49
|
DKObject<DKShaderModule> fragShaderModule = device->CreateShaderModule(&fragShader);
|
71
|
DKObject<DKShaderModule> fragShaderModule = device->CreateShaderModule(&fragShader);
|
|
|
|
|
51
|
DKObject<DKShaderFunction> vertShaderFunction = vertShaderModule->CreateFunction(vertShaderModule->FunctionNames().Value(0));
|
73
|
DKObject<DKShaderFunction> vertShaderFunction = vertShaderModule->CreateFunction(vertShaderModule->FunctionNames().Value(0));
|
52
|
DKObject<DKShaderFunction> fragShaderFunction = fragShaderModule->CreateFunction(fragShaderModule->FunctionNames().Value(0));
|
74
|
DKObject<DKShaderFunction> fragShaderFunction = fragShaderModule->CreateFunction(fragShaderModule->FunctionNames().Value(0));
|
53
|
|
75
|
|
54
|
- DKObject<DKCommandQueue> queue = device->CreateCommandQueue(DKCommandQueue::Graphics);
|
|
|
55
|
DKObject<DKSwapChain> swapChain = queue->CreateSwapChain(window);
|
76
|
DKObject<DKSwapChain> swapChain = queue->CreateSwapChain(window);
|
56
|
|
77
|
|
57
|
DKLog("VertexFunction.VertexAttributes: %d", vertShaderFunction->StageInputAttributes().Count());
|
78
|
DKLog("VertexFunction.VertexAttributes: %d", vertShaderFunction->StageInputAttributes().Count());
|