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https://github.com/gnif/LookingGlass.git
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[host] added format converter class
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73
host/TextureConverter.h
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73
host/TextureConverter.h
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/*
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Looking Glass - KVM FrameRelay (KVMFR) Client
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Copyright (C) 2017 Geoffrey McRae <geoff@hostfission.com>
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https://looking-glass.hostfission.com
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This program is free software; you can redistribute it and/or modify it under
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the terms of the GNU General Public License as published by the Free Software
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Foundation; either version 2 of the License, or (at your option) any later
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version.
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This program is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
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PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along with
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this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#pragma once
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#include "Com.h"
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#include <DirectXMath.h>
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class TextureConverter
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{
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public:
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TextureConverter();
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~TextureConverter();
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bool Initialize(
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ID3D11DeviceContextPtr deviceContext,
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ID3D11DevicePtr device,
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const unsigned int width,
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const unsigned int height,
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DXGI_FORMAT format
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);
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void DeInitialize();
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bool Convert(ID3D11Texture2DPtr &texture);
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private:
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struct VS_INPUT
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{
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DirectX::XMFLOAT3 pos;
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DirectX::XMFLOAT2 tex;
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};
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bool IntializeBuffers();
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ID3D11DeviceContextPtr m_deviceContext;
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ID3D11DevicePtr m_device;
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unsigned int m_width, m_height;
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DXGI_FORMAT m_format;
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ID3D11Texture2DPtr m_targetTexture;
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ID3D11Texture2DPtr m_depthTexture;
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ID3D11DepthStencilViewPtr m_depthView;
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ID3D11RenderTargetViewPtr m_renderView;
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ID3D11ShaderResourceViewPtr m_shaderView;
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ID3D11InputLayoutPtr m_layout;
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ID3D11VertexShaderPtr m_vertexShader;
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ID3D11PixelShaderPtr m_pixelShader;
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ID3D11SamplerStatePtr m_samplerState;
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ID3D11BufferPtr m_vertexBuffer;
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unsigned int m_vertexCount;
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ID3D11BufferPtr m_indexBuffer;
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unsigned int m_indexCount;
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};
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