1 #include "..\include\raMain.h" 19 LPCSTR ShaderFileName,
22 UINT numElements) :
raCSRessource(dx, ShaderFileName, FunctionName)
31 D3D11_TEXTURE1D_DESC texDesc;
33 texDesc.MipLevels = 1;
34 texDesc.Format = DXGI_FORMAT_R32_FLOAT;
35 texDesc.Usage = D3D11_USAGE_DEFAULT;
36 texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
37 texDesc.CPUAccessFlags = 0;
38 texDesc.MiscFlags = 0;
39 texDesc.ArraySize = 1;
41 D3D11_SUBRESOURCE_DATA InitData;
42 InitData.pSysMem = (
float*)
m_pData;
43 InitData.SysMemPitch =
sizeof(float);
44 InitData.SysMemSlicePitch =
sizeof(float);
46 HRESULT hr =
m_dx->
GetDevice()->CreateTexture1D(&texDesc, &InitData,
54 D3D11_SHADER_RESOURCE_VIEW_DESC viewDesc;
55 memset(&viewDesc, 0,
sizeof(viewDesc));
56 viewDesc.Format = texDesc.Format;
57 viewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE1D;
58 viewDesc.Texture2D.MipLevels = texDesc.MipLevels;
60 hr =
m_dx->
GetDevice()->CreateShaderResourceView(m_pResource, &viewDesc,
61 (ID3D11ShaderResourceView **)&
m_pView);
77 UINT ThreadGroupCountY,
78 UINT ThreadGroupCountZ)
80 ID3D11ShaderResourceView* aViews[1] = { (ID3D11ShaderResourceView*)
m_pView };
85 ID3D11ShaderResourceView* ppViewNULL[1] = { NULL };
ID3D11DeviceContext * GetImmediateContext(void)
void RAPI RERROR_DX11(raString x, HRESULT h)
ID3D11Device * GetDevice(void)
virtual bool RunCS(UINT ThreadGroupCountX, UINT ThreadGroupCountY, UINT ThreadGroupCountZ)
raCSRessource(raDirectX *dx, LPCSTR ShaderFileName, LPCSTR FunctionName)
ID3D11Buffer D3D11_BUFFER_DESC void * pData
raCSRessourceTexture1D(raDirectX *dx, LPCSTR ShaderFileName, LPCSTR FunctionName, const raFloat *pData, UINT numElements)
virtual ~raCSRessource(void)
ID3D11Resource * m_pResource
virtual bool RunCS(UINT ThreadGroupCountX, UINT ThreadGroupCountY, UINT ThreadGroupCountZ)