| 27 | } |
| 28 | |
| 29 | void PostProcessorBase::Initialize(ID3D11Device* device) |
| 30 | { |
| 31 | this->device = device; |
| 32 | |
| 33 | // Create resources for the full-screen quad |
| 34 | |
| 35 | // Load the shaders |
| 36 | std::wstring quadPath = SampleFrameworkDir() + L"Shaders\\Quad.hlsl"; |
| 37 | quadVS = CompileVSFromFile(device, quadPath.c_str(), "QuadVS"); |
| 38 | |
| 39 | // Create the input layout |
| 40 | D3D11_INPUT_ELEMENT_DESC layout[] = |
| 41 | { |
| 42 | { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
| 43 | { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
| 44 | }; |
| 45 | |
| 46 | DXCall(device->CreateInputLayout(layout, 2, quadVS->ByteCode->GetBufferPointer(), |
| 47 | quadVS->ByteCode->GetBufferSize(), &quadInputLayout)); |
| 48 | |
| 49 | // Create and initialize the vertex and index buffers |
| 50 | QuadVertex verts[4] = |
| 51 | { |
| 52 | { XMFLOAT4(1, 1, 1, 1), XMFLOAT2(1, 0) }, |
| 53 | { XMFLOAT4(1, -1, 1, 1), XMFLOAT2(1, 1) }, |
| 54 | { XMFLOAT4(-1, -1, 1, 1), XMFLOAT2(0, 1) }, |
| 55 | { XMFLOAT4(-1, 1, 1, 1), XMFLOAT2(0, 0) } |
| 56 | }; |
| 57 | |
| 58 | D3D11_BUFFER_DESC desc; |
| 59 | desc.Usage = D3D11_USAGE_IMMUTABLE; |
| 60 | desc.ByteWidth = sizeof(verts); |
| 61 | desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; |
| 62 | desc.CPUAccessFlags = 0; |
| 63 | desc.MiscFlags = 0; |
| 64 | D3D11_SUBRESOURCE_DATA initData; |
| 65 | initData.pSysMem = verts; |
| 66 | initData.SysMemPitch = 0; |
| 67 | initData.SysMemSlicePitch = 0; |
| 68 | DXCall(device->CreateBuffer(&desc, &initData, &quadVB)); |
| 69 | |
| 70 | unsigned short indices[6] = { 0, 1, 2, 2, 3, 0 }; |
| 71 | |
| 72 | desc.Usage = D3D11_USAGE_IMMUTABLE; |
| 73 | desc.ByteWidth = sizeof(indices); |
| 74 | desc.BindFlags = D3D11_BIND_INDEX_BUFFER; |
| 75 | desc.CPUAccessFlags = 0; |
| 76 | initData.pSysMem = indices; |
| 77 | DXCall(device->CreateBuffer(&desc, &initData, &quadIB)); |
| 78 | |
| 79 | // Create the constant buffer |
| 80 | desc.Usage = D3D11_USAGE_DYNAMIC; |
| 81 | desc.ByteWidth = CBSize(sizeof(PSConstants)); |
| 82 | desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; |
| 83 | desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; |
| 84 | DXCall(device->CreateBuffer(&desc, nullptr, &psConstants)); |
| 85 | |
| 86 | // Create a depth-stencil state |
nothing calls this directly
no test coverage detected