//------------------------------------------------------------------------------------- // BCDirectCompute.h // // Direct3D 11 Compute Shader BC Compressor // // Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. //------------------------------------------------------------------------------------- #pragma once namespace DirectX { class GPUCompressBC { public: GPUCompressBC() noexcept; HRESULT Initialize(_In_ ID3D11Device* pDevice); HRESULT Prepare(size_t width, size_t height, DWORD flags, DXGI_FORMAT format, float alphaWeight); HRESULT Compress(const Image& srcImage, const Image& destImage); DXGI_FORMAT GetSourceFormat() const { return m_srcformat; } private: DXGI_FORMAT m_bcformat; DXGI_FORMAT m_srcformat; float m_alphaWeight; bool m_bc7_mode02; bool m_bc7_mode137; size_t m_width; size_t m_height; Microsoft::WRL::ComPtr m_device; Microsoft::WRL::ComPtr m_context; Microsoft::WRL::ComPtr m_err1; Microsoft::WRL::ComPtr m_err1UAV; Microsoft::WRL::ComPtr m_err1SRV; Microsoft::WRL::ComPtr m_err2; Microsoft::WRL::ComPtr m_err2UAV; Microsoft::WRL::ComPtr m_err2SRV; Microsoft::WRL::ComPtr m_output; Microsoft::WRL::ComPtr m_outputCPU; Microsoft::WRL::ComPtr m_outputUAV; Microsoft::WRL::ComPtr m_constBuffer; // Compute shader library Microsoft::WRL::ComPtr m_BC6H_tryModeG10CS; Microsoft::WRL::ComPtr m_BC6H_tryModeLE10CS; Microsoft::WRL::ComPtr m_BC6H_encodeBlockCS; Microsoft::WRL::ComPtr m_BC7_tryMode456CS; Microsoft::WRL::ComPtr m_BC7_tryMode137CS; Microsoft::WRL::ComPtr m_BC7_tryMode02CS; Microsoft::WRL::ComPtr m_BC7_encodeBlockCS; }; } // namespace