/* Looking Glass - KVM FrameRelay (KVMFR) Client Copyright (C) 2017 Geoffrey McRae https://looking-glass.hostfission.com This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #pragma once #include "Com.h" #include "common\KVMFR.h" #include #include typedef std::vector TextureList; class TextureConverter { public: TextureConverter(); ~TextureConverter(); bool Initialize( ID3D11DeviceContextPtr deviceContext, ID3D11DevicePtr device, const unsigned int width, const unsigned int height, FrameType format ); void DeInitialize(); bool Convert(ID3D11Texture2DPtr texture, TextureList & output); private: struct VS_INPUT { DirectX::XMFLOAT3 pos; DirectX::XMFLOAT2 tex; }; bool IntializeBuffers(); ID3D11DeviceContextPtr m_deviceContext; ID3D11DevicePtr m_device; unsigned int m_width, m_height; FrameType m_format; DXGI_FORMAT m_texFormats [3]; unsigned int m_scaleFormats [3]; ID3D11Texture2DPtr m_targetTexture[3]; ID3D11RenderTargetViewPtr m_renderView [3]; ID3D11ShaderResourceViewPtr m_shaderView [3]; ID3D11InputLayoutPtr m_layout; ID3D11VertexShaderPtr m_vertexShader; ID3D11PixelShaderPtr m_psCopy; ID3D11PixelShaderPtr m_psConversion; ID3D11SamplerStatePtr m_samplerState; ID3D11BufferPtr m_vertexBuffer; unsigned int m_vertexCount; ID3D11BufferPtr m_indexBuffer; unsigned int m_indexCount; };