mirror of https://github.com/opencv/opencv.git
Open Source Computer Vision Library
https://opencv.org/
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
138 lines
4.1 KiB
138 lines
4.1 KiB
#include <windows.h> |
|
#include <d3d10.h> |
|
#pragma comment (lib, "d3d10.lib") |
|
|
|
#define USE_D3D10 |
|
#define WINDOW_NAME "OpenCV Direct3D 10 Sample" |
|
|
|
IDXGISwapChain *swapchain = NULL; |
|
ID3D10Device *dev = NULL; |
|
ID3D10Texture2D *pBackBufferTexture = NULL; |
|
ID3D10Texture2D *pCPUWriteTexture = NULL; |
|
ID3D10Texture2D *pInputTexture = NULL; |
|
ID3D10RenderTargetView *backbuffer = NULL; |
|
|
|
#include "d3d_base.inl.hpp" |
|
|
|
bool initDirect3D() |
|
{ |
|
DXGI_SWAP_CHAIN_DESC scd; |
|
|
|
ZeroMemory(&scd, sizeof(DXGI_SWAP_CHAIN_DESC)); |
|
|
|
scd.BufferCount = 1; // one back buffer |
|
scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // use 32-bit color |
|
scd.BufferDesc.Width = WIDTH; // set the back buffer width |
|
scd.BufferDesc.Height = HEIGHT; // set the back buffer height |
|
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; // how swap chain is to be used |
|
scd.OutputWindow = hWnd; // the window to be used |
|
scd.SampleDesc.Count = 1; // how many multisamples |
|
scd.Windowed = TRUE; // windowed/full-screen mode |
|
scd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; |
|
scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; // allow full-screen switching |
|
|
|
if (FAILED(D3D10CreateDeviceAndSwapChain( |
|
NULL, |
|
D3D10_DRIVER_TYPE_HARDWARE, |
|
NULL, |
|
0, |
|
D3D10_SDK_VERSION, |
|
&scd, |
|
&swapchain, |
|
&dev))) |
|
{ |
|
return false; |
|
} |
|
|
|
if (FAILED(swapchain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*)&pBackBufferTexture))) |
|
{ |
|
return false; |
|
} |
|
|
|
if (FAILED(dev->CreateRenderTargetView(pBackBufferTexture, NULL, &backbuffer))) |
|
{ |
|
return false; |
|
} |
|
|
|
dev->OMSetRenderTargets(1, &backbuffer, NULL); |
|
|
|
D3D10_VIEWPORT viewport; |
|
ZeroMemory(&viewport, sizeof(D3D10_VIEWPORT)); |
|
viewport.Width = WIDTH; |
|
viewport.Height = HEIGHT; |
|
viewport.MinDepth = 0.0f; |
|
viewport.MaxDepth = 0.0f; |
|
dev->RSSetViewports(1, &viewport); |
|
|
|
return true; |
|
} |
|
|
|
bool initDirect3DTextures() |
|
{ |
|
{ // Create texture for demo 0 |
|
D3D10_TEXTURE2D_DESC desc = { 0 }; |
|
desc.Width = WIDTH; |
|
desc.Height = HEIGHT; |
|
desc.MipLevels = desc.ArraySize = 1; |
|
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
|
desc.SampleDesc.Count = 1; |
|
desc.BindFlags = D3D10_BIND_SHADER_RESOURCE; |
|
desc.Usage = D3D10_USAGE_DYNAMIC; |
|
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; |
|
if (FAILED(dev->CreateTexture2D(&desc, NULL, &pCPUWriteTexture))) |
|
{ |
|
std::cerr << "Can't create texture for CPU write sample" << std::endl; |
|
return false; |
|
} |
|
} |
|
|
|
{ // Create Read-only texture |
|
cv::Mat inputMat = getInputTexture(); |
|
|
|
D3D10_TEXTURE2D_DESC desc = { 0 }; |
|
desc.Width = inputMat.size().width; |
|
desc.Height = inputMat.size().height; |
|
desc.MipLevels = desc.ArraySize = 1; |
|
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
|
desc.SampleDesc.Count = 1; |
|
desc.BindFlags = D3D10_BIND_SHADER_RESOURCE; |
|
desc.Usage = D3D10_USAGE_IMMUTABLE; |
|
desc.CPUAccessFlags = cv::ocl::useOpenCL() ? 0 : D3D10_CPU_ACCESS_READ; |
|
|
|
D3D10_SUBRESOURCE_DATA srInitData; |
|
srInitData.pSysMem = inputMat.ptr(); |
|
srInitData.SysMemPitch = (UINT)inputMat.step[0]; |
|
|
|
if (FAILED(dev->CreateTexture2D(&desc, &srInitData, &pInputTexture))) |
|
{ |
|
std::cerr << "Can't create texture with input image" << std::endl; |
|
return false; |
|
} |
|
} |
|
|
|
return true; |
|
} |
|
|
|
void cleanUp(void) |
|
{ |
|
if (swapchain) swapchain->SetFullscreenState(FALSE, NULL); // switch to windowed mode |
|
|
|
SAFE_RELEASE(swapchain); |
|
SAFE_RELEASE(pCPUWriteTexture); |
|
SAFE_RELEASE(pInputTexture); |
|
SAFE_RELEASE(pBackBufferTexture); |
|
SAFE_RELEASE(backbuffer); |
|
SAFE_RELEASE(dev); |
|
} |
|
|
|
|
|
void render(void) |
|
{ |
|
// check to make sure you have a valid Direct3D device |
|
CV_Assert(dev); |
|
|
|
renderToD3DObject(); |
|
|
|
// switch the back buffer and the front buffer |
|
swapchain->Present(0, 0); |
|
}
|
|
|