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Added experimental.pixelShaderImagePath
Added support for loading pixes shader texture to Atlas. Loaded using DirectX ToolKit which in turn relies on WIC. Should enable new classes of pixel shader backgrounds as texture can be logos but also noise like perlin noise which is very useful in many shader scenarios.
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,40 @@ | ||
#include "pch.h" | ||
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#include "TextureLoader.h" | ||
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#include "WICTextureLoader.h" | ||
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namespace Microsoft::Console::Render | ||
{ | ||
Microsoft::Console::Render::ShaderTexture LoadShaderTextureFromFile( | ||
ID3D11Device* d3dDevice, | ||
const std::wstring& fileName) | ||
{ | ||
Microsoft::Console::Render::ShaderTexture result; | ||
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const auto hr = DirectX::CreateWICTextureFromFileEx( | ||
d3dDevice, | ||
fileName.c_str(), | ||
0, | ||
D3D11_USAGE_DEFAULT, | ||
D3D11_BIND_SHADER_RESOURCE, | ||
0, | ||
0, | ||
DirectX::WIC_LOADER_DEFAULT | ||
// TODO: Should we ignore SRGB conversion? | ||
// If we use the default settings the texture is converted | ||
// from SRGB into linear RGB which do make a lot of sense but | ||
// can also be a somewhat surprising to devs not used to it. | ||
| DirectX::WIC_LOADER_IGNORE_SRGB, | ||
result.Texture.addressof(), | ||
result.TextureView.addressof()); | ||
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if (FAILED(hr)) | ||
{ | ||
LOG_HR(hr); | ||
return Microsoft::Console::Render::ShaderTexture(); | ||
} | ||
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return result; | ||
} | ||
} |
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,17 @@ | ||
// Copyright (c) Microsoft Corporation. | ||
// Licensed under the MIT license. | ||
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#pragma once | ||
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namespace Microsoft::Console::Render | ||
{ | ||
struct ShaderTexture | ||
{ | ||
wil::com_ptr<ID3D11Resource> Texture; | ||
wil::com_ptr<ID3D11ShaderResourceView> TextureView; | ||
}; | ||
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Microsoft::Console::Render::ShaderTexture LoadShaderTextureFromFile( | ||
ID3D11Device* d3dDevice, | ||
const std::wstring& fileName); | ||
} |
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