mirror of
https://github.com/opencv/opencv.git
synced 2024-11-26 12:10:49 +08:00
8a4a1bb018
1. someMatrix.data -> someMatrix.prt() 2. someMatrix.data + someMatrix.step * lineIndex -> someMatrix.ptr( lineIndex ) 3. (SomeType*) someMatrix.data -> someMatrix.ptr<SomeType>() 4. someMatrix.data -> !someMatrix.empty() ( or !someMatrix.data -> someMatrix.empty() ) in logical expressions
139 lines
4.1 KiB
C++
139 lines
4.1 KiB
C++
#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);
|
|
}
|