// Mipmap-Compatible Texture Sampling Deblocking Shader Testbed - native C++/Direct3D 11 port. // Copyright (C) 2026 Binomial LLC. LICENSE: Apache 2.0 // // Loads a Basis Universal .KTX2, transcodes it to BC7 (or uncompressed RGBA8 when BC7 // isn't usable -- see the GPU-format-selection comment in load_ktx2_texture() for // the 4-alignment rules), uploads all mip // levels, and renders it with a deblocking pixel shader (bin/deblock.hlsl). // Port of the shader_deblocking_glfw OpenGL sample: same assets, same behavior, same // controls, same shader logic -- only the graphics API layer changes. // // Usage: deblock_d3d11 [--bc7|--rgba32] [--nomips] // Controls: arrows move, W/S zoom, A/D yaw, Q/E pitch, C cube/quad, B/T/P filter, // R reload shader, 1-8 toggle const0.xyzw/const1.xyzw, Space reset, Esc quit. // (1 = deblock on/off, 2 = edge visualization.) // // Dependencies: the C runtime, Win32, D3D11, D3DCompiler. The Basis Universal // transcoder is compiled in directly (see CMakeLists.txt); nothing links against // any other part of the repo. #define WIN32_LEAN_AND_MEAN #define NOMINMAX #include #include #include #include #include #include #include #include #include #include #include #include "basisu_transcoder.h" #pragma comment(lib, "d3d11.lib") #pragma comment(lib, "d3dcompiler.lib") // Set to 1 to request the D3D11 debug layer (needs the Graphics Tools optional feature // installed; falls back to a non-debug device when unavailable). #ifdef _DEBUG #define ENABLE_D3D_DEBUG 1 #else #define ENABLE_D3D_DEBUG 0 #endif template static void safe_release(T*& p) { if (p) { p->Release(); p = nullptr; } } // --------------------------------------------------------------------------- // 8x8 debug font (g_debug_font8x8_basic from encoder/basisu_enc.cpp, ASCII 32-127). // Bit order: pixel (x,y) set if (glyph[y] >> x) & 1 (LSB = leftmost, y=0 = top). // --------------------------------------------------------------------------- static const uint8_t g_font8x8[96][8] = { { 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00}, // ' ' { 0x18,0x3C,0x3C,0x18,0x18,0x00,0x18,0x00}, // '!' { 0x36,0x36,0x00,0x00,0x00,0x00,0x00,0x00}, // '"' { 0x36,0x36,0x7F,0x36,0x7F,0x36,0x36,0x00}, // '#' { 0x0C,0x3E,0x03,0x1E,0x30,0x1F,0x0C,0x00}, // '$' { 0x00,0x63,0x33,0x18,0x0C,0x66,0x63,0x00}, // '%' { 0x1C,0x36,0x1C,0x6E,0x3B,0x33,0x6E,0x00}, // '&' { 0x06,0x06,0x03,0x00,0x00,0x00,0x00,0x00}, // ''' { 0x18,0x0C,0x06,0x06,0x06,0x0C,0x18,0x00}, // '(' { 0x06,0x0C,0x18,0x18,0x18,0x0C,0x06,0x00}, // ')' { 0x00,0x66,0x3C,0xFF,0x3C,0x66,0x00,0x00}, // '*' { 0x00,0x0C,0x0C,0x3F,0x0C,0x0C,0x00,0x00}, // '+' { 0x00,0x00,0x00,0x00,0x00,0x0C,0x0C,0x06}, // ',' { 0x00,0x00,0x00,0x3F,0x00,0x00,0x00,0x00}, // '-' { 0x00,0x00,0x00,0x00,0x00,0x0C,0x0C,0x00}, // '.' { 0x60,0x30,0x18,0x0C,0x06,0x03,0x01,0x00}, // '/' { 0x3E,0x63,0x73,0x7B,0x6F,0x67,0x3E,0x00}, // '0' { 0x0C,0x0E,0x0C,0x0C,0x0C,0x0C,0x3F,0x00}, // '1' { 0x1E,0x33,0x30,0x1C,0x06,0x33,0x3F,0x00}, // '2' { 0x1E,0x33,0x30,0x1C,0x30,0x33,0x1E,0x00}, // '3' { 0x38,0x3C,0x36,0x33,0x7F,0x30,0x78,0x00}, // '4' { 0x3F,0x03,0x1F,0x30,0x30,0x33,0x1E,0x00}, // '5' { 0x1C,0x06,0x03,0x1F,0x33,0x33,0x1E,0x00}, // '6' { 0x3F,0x33,0x30,0x18,0x0C,0x0C,0x0C,0x00}, // '7' { 0x1E,0x33,0x33,0x1E,0x33,0x33,0x1E,0x00}, // '8' { 0x1E,0x33,0x33,0x3E,0x30,0x18,0x0E,0x00}, // '9' { 0x00,0x0C,0x0C,0x00,0x00,0x0C,0x0C,0x00}, // ':' { 0x00,0x0C,0x0C,0x00,0x00,0x0C,0x0C,0x06}, // ';' { 0x18,0x0C,0x06,0x03,0x06,0x0C,0x18,0x00}, // '<' { 0x00,0x00,0x3F,0x00,0x00,0x3F,0x00,0x00}, // '=' { 0x06,0x0C,0x18,0x30,0x18,0x0C,0x06,0x00}, // '>' { 0x1E,0x33,0x30,0x18,0x0C,0x00,0x0C,0x00}, // '?' { 0x3E,0x63,0x7B,0x7B,0x7B,0x03,0x1E,0x00}, // '@' { 0x0C,0x1E,0x33,0x33,0x3F,0x33,0x33,0x00}, // 'A' { 0x3F,0x66,0x66,0x3E,0x66,0x66,0x3F,0x00}, // 'B' { 0x3C,0x66,0x03,0x03,0x03,0x66,0x3C,0x00}, // 'C' { 0x1F,0x36,0x66,0x66,0x66,0x36,0x1F,0x00}, // 'D' { 0x7F,0x46,0x16,0x1E,0x16,0x46,0x7F,0x00}, // 'E' { 0x7F,0x46,0x16,0x1E,0x16,0x06,0x0F,0x00}, // 'F' { 0x3C,0x66,0x03,0x03,0x73,0x66,0x7C,0x00}, // 'G' { 0x33,0x33,0x33,0x3F,0x33,0x33,0x33,0x00}, // 'H' { 0x1E,0x0C,0x0C,0x0C,0x0C,0x0C,0x1E,0x00}, // 'I' { 0x78,0x30,0x30,0x30,0x33,0x33,0x1E,0x00}, // 'J' { 0x67,0x66,0x36,0x1E,0x36,0x66,0x67,0x00}, // 'K' { 0x0F,0x06,0x06,0x06,0x46,0x66,0x7F,0x00}, // 'L' { 0x63,0x77,0x7F,0x7F,0x6B,0x63,0x63,0x00}, // 'M' { 0x63,0x67,0x6F,0x7B,0x73,0x63,0x63,0x00}, // 'N' { 0x1C,0x36,0x63,0x63,0x63,0x36,0x1C,0x00}, // 'O' { 0x3F,0x66,0x66,0x3E,0x06,0x06,0x0F,0x00}, // 'P' { 0x1E,0x33,0x33,0x33,0x3B,0x1E,0x38,0x00}, // 'Q' { 0x3F,0x66,0x66,0x3E,0x36,0x66,0x67,0x00}, // 'R' { 0x1E,0x33,0x07,0x0E,0x38,0x33,0x1E,0x00}, // 'S' { 0x3F,0x2D,0x0C,0x0C,0x0C,0x0C,0x1E,0x00}, // 'T' { 0x33,0x33,0x33,0x33,0x33,0x33,0x3F,0x00}, // 'U' { 0x33,0x33,0x33,0x33,0x33,0x1E,0x0C,0x00}, // 'V' { 0x63,0x63,0x63,0x6B,0x7F,0x77,0x63,0x00}, // 'W' { 0x63,0x63,0x36,0x1C,0x1C,0x36,0x63,0x00}, // 'X' { 0x33,0x33,0x33,0x1E,0x0C,0x0C,0x1E,0x00}, // 'Y' { 0x7F,0x63,0x31,0x18,0x4C,0x66,0x7F,0x00}, // 'Z' { 0x1E,0x06,0x06,0x06,0x06,0x06,0x1E,0x00}, // '[' { 0x03,0x06,0x0C,0x18,0x30,0x60,0x40,0x00}, // '\' { 0x1E,0x18,0x18,0x18,0x18,0x18,0x1E,0x00}, // ']' { 0x08,0x1C,0x36,0x63,0x00,0x00,0x00,0x00}, // '^' { 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0xFF}, // '_' { 0x0C,0x0C,0x18,0x00,0x00,0x00,0x00,0x00}, // '`' { 0x00,0x00,0x1E,0x30,0x3E,0x33,0x6E,0x00}, // 'a' { 0x07,0x06,0x06,0x3E,0x66,0x66,0x3B,0x00}, // 'b' { 0x00,0x00,0x1E,0x33,0x03,0x33,0x1E,0x00}, // 'c' { 0x38,0x30,0x30,0x3E,0x33,0x33,0x6E,0x00}, // 'd' { 0x00,0x00,0x1E,0x33,0x3F,0x03,0x1E,0x00}, // 'e' { 0x1C,0x36,0x06,0x0F,0x06,0x06,0x0F,0x00}, // 'f' { 0x00,0x00,0x6E,0x33,0x33,0x3E,0x30,0x1F}, // 'g' { 0x07,0x06,0x36,0x6E,0x66,0x66,0x67,0x00}, // 'h' { 0x0C,0x00,0x0E,0x0C,0x0C,0x0C,0x1E,0x00}, // 'i' { 0x30,0x00,0x30,0x30,0x30,0x33,0x33,0x1E}, // 'j' { 0x07,0x06,0x66,0x36,0x1E,0x36,0x67,0x00}, // 'k' { 0x0E,0x0C,0x0C,0x0C,0x0C,0x0C,0x1E,0x00}, // 'l' { 0x00,0x00,0x33,0x7F,0x7F,0x6B,0x63,0x00}, // 'm' { 0x00,0x00,0x1F,0x33,0x33,0x33,0x33,0x00}, // 'n' { 0x00,0x00,0x1E,0x33,0x33,0x33,0x1E,0x00}, // 'o' { 0x00,0x00,0x3B,0x66,0x66,0x3E,0x06,0x0F}, // 'p' { 0x00,0x00,0x6E,0x33,0x33,0x3E,0x30,0x78}, // 'q' { 0x00,0x00,0x3B,0x6E,0x66,0x06,0x0F,0x00}, // 'r' { 0x00,0x00,0x3E,0x03,0x1E,0x30,0x1F,0x00}, // 's' { 0x08,0x0C,0x3E,0x0C,0x0C,0x2C,0x18,0x00}, // 't' { 0x00,0x00,0x33,0x33,0x33,0x33,0x6E,0x00}, // 'u' { 0x00,0x00,0x33,0x33,0x33,0x1E,0x0C,0x00}, // 'v' { 0x00,0x00,0x63,0x6B,0x7F,0x7F,0x36,0x00}, // 'w' { 0x00,0x00,0x63,0x36,0x1C,0x36,0x63,0x00}, // 'x' { 0x00,0x00,0x33,0x33,0x33,0x3E,0x30,0x1F}, // 'y' { 0x00,0x00,0x3F,0x19,0x0C,0x26,0x3F,0x00}, // 'z' { 0x38,0x0C,0x0C,0x07,0x0C,0x0C,0x38,0x00}, // '{' { 0x18,0x18,0x18,0x00,0x18,0x18,0x18,0x00}, // '|' { 0x07,0x0C,0x0C,0x38,0x0C,0x0C,0x07,0x00}, // '}' { 0x6E,0x3B,0x00,0x00,0x00,0x00,0x00,0x00}, // '~' { 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00} // 127 }; // --------------------------------------------------------------------------- // Config / state // --------------------------------------------------------------------------- static int WINDOW_WIDTH = 1280; static int WINDOW_HEIGHT = 720; static const float FOV_DEGREES = 90.0f; static const float Z_MIN = 0.40f, Z_MAX = -50.0f; static const float Z_SPEED = 1.0f, XY_SPEED = 0.75f, ROT_SPEED = 90.0f; // D3D device / pipeline objects (created once in main). static ID3D11Device* g_dev = nullptr; static ID3D11DeviceContext* g_ctx = nullptr; static IDXGISwapChain* g_swapchain = nullptr; static ID3D11RenderTargetView* g_rtv = nullptr; static ID3D11Texture2D* g_depth_tex = nullptr; static ID3D11DepthStencilView* g_dsv = nullptr; static ID3D11SamplerState* g_samplers[3] = {}; // 0=point,1=bilinear,2=trilinear static ID3D11RasterizerState* g_raster = nullptr; // CULL_NONE (the GL sample never enables culling) static ID3D11DepthStencilState* g_depth_on = nullptr, * g_depth_off = nullptr; static ID3D11BlendState* g_blend_alpha = nullptr; static ID3D11Buffer* g_cbuffer = nullptr; static bool g_quit = false; struct State { float x = 0, y = 0, z = -3.0f, yaw = 0, pitch = 0; bool cube = false; // false = quad, true = cube int filter_mode = 1; // 0=point,1=bilinear,2=trilinear ID3D11VertexShader* vs = nullptr; ID3D11PixelShader* ps = nullptr; ID3D11InputLayout* layout = nullptr; ID3D11Texture2D* texture = nullptr; ID3D11ShaderResourceView* srv = nullptr; int tex_w = 0, tex_h = 0; // dims of the texture AS CREATED (padded on the BC7 round-up path) int block_w = 12, block_h = 12; // deblock filter block size (from the KTX2 header -- the SOURCE lattice) int mip_count = 1; float const0[4] = {0,0,0,0}; float const1[4] = {0,0,0,0}; // source texture info (overlay line 1) int info_orig_w = 0, info_orig_h = 0, info_mips = 0; int info_block_w = 0, info_block_h = 0, info_deblock_id = 0; std::string info_fmt, info_gpu_fmt; // debug overlay ID3D11VertexShader* debug_vs = nullptr; ID3D11PixelShader* debug_ps = nullptr; ID3D11InputLayout* debug_layout = nullptr; ID3D11Buffer* debug_vb = nullptr, * debug_ib = nullptr; ID3D11Texture2D* debug_tex = nullptr; ID3D11ShaderResourceView* debug_srv = nullptr; bool debug_dirty = true; std::string shader_path; }; static State g; // Initial values (for Space reset). static float INIT_CONST0[4] = {0,0,0,0}; static const char* filter_name(int m) { return m == 0 ? "POINT" : (m == 2 ? "TRILINEAR" : "BILINEAR"); } // --------------------------------------------------------------------------- // 4x4 matrices (row-major with column-vector convention, exactly like the GL and // Python samples; see set_uniforms() for the single transpose at cbuffer-write time). // Reimplemented locally on purpose -- depending on DirectXMath would save ~50 lines // and cost the reader SIMD alignment rules and header dependencies. Zero-dependency, // one-file readability is a deliberate property of this sample family. // --------------------------------------------------------------------------- struct Mat4 { float m[16]; }; static Mat4 mat_identity() { Mat4 r{}; for (int i=0;i<4;i++) r.m[i*4+i]=1.0f; return r; } static Mat4 mat_mul(const Mat4& a, const Mat4& b) { Mat4 r{}; for (int i=0;i<4;i++) for (int j=0;j<4;j++) { float s=0; for(int k=0;k<4;k++) s+=a.m[i*4+k]*b.m[k*4+j]; r.m[i*4+j]=s; } return r; } // D3D convention: clip-space depth runs 0..1 (GL runs -1..1), so m[10]/m[14] here // intentionally differ from the GL sample's mat_perspective -- this is not a bug. static Mat4 mat_perspective(float fov_deg, float aspect, float znear, float zfar) { Mat4 m{}; float f = 1.0f / std::tan((fov_deg * 3.14159265358979f / 180.0f) / 2.0f); m.m[0*4+0] = f / aspect; m.m[1*4+1] = f; m.m[2*4+2] = zfar / (znear - zfar); m.m[2*4+3] = (zfar * znear) / (znear - zfar); m.m[3*4+2] = -1.0f; return m; } static Mat4 mat_translate(float x, float y, float z) { Mat4 m = mat_identity(); m.m[0*4+3]=x; m.m[1*4+3]=y; m.m[2*4+3]=z; return m; } static Mat4 mat_rot_y(float deg) { Mat4 m = mat_identity(); float r=deg*3.14159265358979f/180.0f, c=std::cos(r), s=std::sin(r); m.m[0*4+0]=c; m.m[0*4+2]=s; m.m[2*4+0]=-s; m.m[2*4+2]=c; return m; } static Mat4 mat_rot_x(float deg) { Mat4 m = mat_identity(); float r=deg*3.14159265358979f/180.0f, c=std::cos(r), s=std::sin(r); m.m[1*4+1]=c; m.m[1*4+2]=-s; m.m[2*4+1]=s; m.m[2*4+2]=c; return m; } static Mat4 mat_transpose(const Mat4& a) { Mat4 r{}; for (int i=0;i<4;i++) for (int j=0;j<4;j++) r.m[i*4+j]=a.m[j*4+i]; return r; } // --------------------------------------------------------------------------- // Shader loading (bin/deblock.hlsl, compiled at runtime so developers can edit it // and press R, exactly as they can with shader.glsl in the GL sample). // --------------------------------------------------------------------------- static std::string read_file(const std::string& path) { std::ifstream f(path, std::ios::binary); if (!f) return std::string(); std::ostringstream ss; ss << f.rdbuf(); return ss.str(); } static ID3DBlob* compile_hlsl_file(const std::string& path, const char* entry, const char* target) { // Byte-to-wchar widen: fine for the ASCII "deblock.hlsl" path this sample uses, // but it mangles non-ASCII paths -- use MultiByteToWideChar(CP_UTF8,...) if you // adapt this to load shaders from arbitrary (possibly Unicode) asset paths. std::wstring wpath(path.begin(), path.end()); ID3DBlob* code = nullptr, * errors = nullptr; // Warnings print but do not fail the compile: the R-key hot-reload workflow // shouldn't refuse an experimental edit over an unused variable. (The shipped // shader is verified warning-clean offline with fxc /WX.) UINT flags = D3DCOMPILE_ENABLE_STRICTNESS; HRESULT hr = D3DCompileFromFile(wpath.c_str(), nullptr, D3D_COMPILE_STANDARD_FILE_INCLUDE, entry, target, flags, 0, &code, &errors); if (errors) { fprintf(stderr, "%s (%s):\n%s\n", FAILED(hr) ? "SHADER ERROR" : "SHADER WARNING", entry, (const char*)errors->GetBufferPointer()); errors->Release(); } if (FAILED(hr)) { safe_release(code); return nullptr; } return code; } // Compiles deblock.hlsl (VSMain/PSMain), and on success replaces the current // shaders + input layout. On failure the previous shaders are kept. static bool load_shader(const std::string& path) { ID3DBlob* vsb = compile_hlsl_file(path, "VSMain", "vs_5_0"); if (!vsb) return false; ID3DBlob* psb = compile_hlsl_file(path, "PSMain", "ps_5_0"); if (!psb) { vsb->Release(); return false; } ID3D11VertexShader* vs = nullptr; ID3D11PixelShader* ps = nullptr; ID3D11InputLayout* layout = nullptr; bool ok = SUCCEEDED(g_dev->CreateVertexShader(vsb->GetBufferPointer(), vsb->GetBufferSize(), nullptr, &vs)) && SUCCEEDED(g_dev->CreatePixelShader(psb->GetBufferPointer(), psb->GetBufferSize(), nullptr, &ps)); if (ok) { const D3D11_INPUT_ELEMENT_DESC il[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; ok = SUCCEEDED(g_dev->CreateInputLayout(il, 2, vsb->GetBufferPointer(), vsb->GetBufferSize(), &layout)); } vsb->Release(); psb->Release(); if (!ok) { safe_release(vs); safe_release(ps); safe_release(layout); return false; } safe_release(g.vs); safe_release(g.ps); safe_release(g.layout); g.vs = vs; g.ps = ps; g.layout = layout; printf("Shader compiled successfully.\n"); return true; } static void reload_shader() { if (!load_shader(g.shader_path)) fprintf(stderr, "Shader reload failed, keeping previous shader.\n"); } // --------------------------------------------------------------------------- // GPU format selection. // On desktop D3D11 there is no ASTC or ETC support, so the GL sample's // ASTC -> BC7 -> ETC2 -> RGBA8 ladder collapses to BC7 -> RGBA8. // // IMPORTANT (D3D11 limitation): BC1-7 require the BASE mip level's width AND height // to be multiples of 4 -- CreateTexture2D fails otherwise, and unlike D3D12 (which has // the optional UnalignedBlockTexturesSupported feature) D3D11 has no opt-out. So: // // base 4-aligned -> BC7, full mip chain. // NOT 4-aligned, mipmapped -> uncompressed RGBA8. No reliable BC workaround // exists here: rounding the base up changes the dims D3D derives for every // smaller mip (floor(alignedDim/2^L) vs floor(origDim/2^L)), so the transcoded // mip data no longer lines up with what the API expects. // NOT 4-aligned, single level -> STILL BC7: create the texture with dims rounded // up to a multiple of 4 and upload the transcoded blocks as-is. This is sound // because the data already is that size -- the transcoder emits complete 4x4 // blocks and the encoder filled the padding by duplicating edge rows/columns. // We deliberately render the padded texture at UV 0..1 (no UV cropping): the // few duplicated edge texels are harmless for a viewer, and it keeps the quad // and shader math trivial. (An engine that needs exact bounds would instead // scale its UVs by origDim/alignedDim.) // // Note this affects the GPU STORAGE format only. The deblock filter block size always // comes from the file's native ASTC/XUASTC block size, independent of the GPU storage // format's block size (e.g. BC7 stores 4x4 blocks but we still filter the original // 12x12 lattice). // --------------------------------------------------------------------------- enum PreferFormat { PREF_NONE, PREF_BC7, PREF_RGBA32 }; static std::string ktx2_format_name(basist::ktx2_transcoder& tc) { int bw = tc.get_block_width(), bh = tc.get_block_height(); char buf[64]; if (tc.is_etc1s()) return "ETC1S"; if (tc.is_uastc()) return "UASTC LDR 4x4"; if (tc.is_xuastc_ldr()) { snprintf(buf,sizeof(buf),"XUASTC LDR %dx%d",bw,bh); return buf; } if (tc.is_astc_ldr()) { snprintf(buf,sizeof(buf),"ASTC LDR %dx%d",bw,bh); return buf; } if (tc.is_xubc7()) return "XUBC7"; if (tc.is_hdr_4x4()) return "UASTC HDR 4x4"; if (tc.is_hdr_6x6()) { snprintf(buf,sizeof(buf),"HDR 6x6 %dx%d",bw,bh); return buf; } if (tc.is_hdr()) return "HDR"; snprintf(buf,sizeof(buf),"basis_fmt %d",(int)tc.get_basis_tex_format()); return buf; } // Load + transcode a KTX2 into a D3D11 texture + SRV. Returns true on success. // Build-new-then-swap: the new texture is fully constructed before the old one is // released, so a failed load leaves the previous image on screen. static bool load_ktx2_texture(const std::string& path, PreferFormat pref, bool no_mips) { printf("Loading KTX2: %s\n", path.c_str()); std::vector data; { std::ifstream f(path, std::ios::binary); if (!f) { fprintf(stderr, "ERROR: could not open '%s'\n", path.c_str()); return false; } f.seekg(0, std::ios::end); std::streamoff sz = f.tellg(); f.seekg(0); data.resize((size_t)sz); f.read((char*)data.data(), sz); } basist::ktx2_transcoder tc; if (!tc.init(data.data(), (uint32_t)data.size())) { fprintf(stderr, "ERROR: ktx2_transcoder.init failed\n"); return false; } // This sample handles LDR textures only. if (tc.is_hdr()) { fprintf(stderr, "ERROR: '%s' is an HDR texture; this sample supports LDR textures only.\n", path.c_str()); return false; } const basist::basis_tex_format basis_fmt = tc.get_basis_tex_format(); const int file_bw = (int)tc.get_block_width(); const int file_bh = (int)tc.get_block_height(); const int levels = (int)tc.get_levels(); const int base_w = (int)tc.get_width(); const int base_h = (int)tc.get_height(); // --nomips: upload only the base level (level 0) instead of the full mip chain. // Note this also re-enables the BC7 round-up path for non-4-aligned files, since // the created texture then has a single level. const int load_levels = no_mips ? 1 : levels; using TF = basist::transcoder_texture_format; auto supported = [&](TF f){ return basist::basis_is_format_supported(f, basis_fmt); }; const bool base_4_aligned = ((base_w % 4) == 0) && ((base_h % 4) == 0); const bool bc7_usable = supported(TF::cTFBC7_RGBA) && (base_4_aligned || load_levels == 1); bool use_bc7 = bc7_usable; if (pref == PREF_RGBA32) use_bc7 = false; if (pref == PREF_BC7 && !bc7_usable) { printf(" Note: BC7 not usable for this file (non-4-aligned base with mipmaps?); using RGBA8.\n"); use_bc7 = false; } if (use_bc7 && !base_4_aligned) printf(" Note: non-4-aligned single-level texture; rounding dims up to 4 for BC7 (padding is encoder-duplicated edge texels).\n"); const TF tfmt = use_bc7 ? TF::cTFBC7_RGBA : TF::cTFRGBA32; const DXGI_FORMAT dxgi_fmt = use_bc7 ? DXGI_FORMAT_BC7_UNORM : DXGI_FORMAT_R8G8B8A8_UNORM; // UNORM on purpose, never BC7_UNORM_SRGB / R8G8B8A8_UNORM_SRGB: the whole pipeline // samples the stored sRGB-encoded bytes verbatim and writes them straight out with // no linear->sRGB encode, matching the GL and WebGL versions. An sRGB format here // would make the hardware decode sRGB->linear on sample and the output would // display far too dark. Do not "upgrade" this. // Texture dims as created: padded up to the block grid on the BC7 round-up path. const int tex_w = use_bc7 ? ((base_w + 3) & ~3) : base_w; const int tex_h = use_bc7 ? ((base_h + 3) & ~3) : base_h; const uint32_t deblock_id = tc.get_deblocking_filter_index(); std::string fmt_name = ktx2_format_name(tc); const char* gpu_fmt_name = use_bc7 ? "DXGI_FORMAT_BC7_UNORM" : "DXGI_FORMAT_R8G8B8A8_UNORM"; printf(" Source : %dx%d levels=%d fmt=%s\n", base_w, base_h, levels, fmt_name.c_str()); printf(" GPU format : %s%s\n", gpu_fmt_name, (use_bc7 && !base_4_aligned) ? " (dims rounded up to 4)" : ""); printf(" Deblock : %s filter block=%dx%d\n", deblock_id==1?"ON":"off", file_bw, file_bh); if (!tc.start_transcoding()) { fprintf(stderr, "ERROR: start_transcoding failed\n"); return false; } // Transcode every level up front, then create the texture with one // D3D11_SUBRESOURCE_DATA per level (immutable -- the sample never re-uploads). std::vector> level_data(load_levels); std::vector subs(load_levels); const uint32_t bpb = basist::basis_get_bytes_per_block_or_pixel(tfmt); for (int lvl = 0; lvl < load_levels; lvl++) { basist::ktx2_image_level_info info; if (!tc.get_image_level_info(info, lvl, 0, 0)) { fprintf(stderr,"ERROR: get_image_level_info failed (lvl %d)\n",lvl); return false; } const uint32_t ow = info.m_orig_width, oh = info.m_orig_height; const uint32_t out_size = basist::basis_compute_transcoded_image_size_in_bytes(tfmt, ow, oh); const uint32_t out_units = out_size / bpb; // blocks (BC7) or pixels (RGBA32) level_data[lvl].resize(out_size); // Disable CPU deblocking: the GPU shader performs it (no double-filtering). if (!tc.transcode_image_level(lvl, 0, 0, level_data[lvl].data(), out_units, tfmt, basist::cDecodeFlagsNoDeblockFiltering)) { fprintf(stderr, "ERROR: transcode_image_level failed (lvl %d)\n", lvl); return false; } // SysMemPitch: bytes per block-row for BC7 (the transcoder emits ceil(ow/4) // complete blocks per row), bytes per pixel-row for RGBA32. subs[lvl].pSysMem = level_data[lvl].data(); subs[lvl].SysMemPitch = use_bc7 ? ((ow + 3) / 4) * 16 : ow * 4; subs[lvl].SysMemSlicePitch = 0; } D3D11_TEXTURE2D_DESC td{}; td.Width = (UINT)tex_w; td.Height = (UINT)tex_h; td.MipLevels = (UINT)load_levels; td.ArraySize = 1; td.Format = dxgi_fmt; td.SampleDesc.Count = 1; td.Usage = D3D11_USAGE_IMMUTABLE; td.BindFlags = D3D11_BIND_SHADER_RESOURCE; ID3D11Texture2D* tex = nullptr; ID3D11ShaderResourceView* srv = nullptr; HRESULT hr = g_dev->CreateTexture2D(&td, subs.data(), &tex); if (FAILED(hr)) { fprintf(stderr, "ERROR: CreateTexture2D failed (0x%08X)\n", (unsigned)hr); return false; } hr = g_dev->CreateShaderResourceView(tex, nullptr, &srv); if (FAILED(hr)) { tex->Release(); fprintf(stderr, "ERROR: CreateShaderResourceView failed (0x%08X)\n", (unsigned)hr); return false; } // Success: swap in the new texture, then release the old one. safe_release(g.srv); safe_release(g.texture); g.texture = tex; g.srv = srv; g.tex_w = tex_w; g.tex_h = tex_h; g.block_w = file_bw; g.block_h = file_bh; g.mip_count = load_levels; g.const0[0] = (deblock_id == 1) ? 1.0f : 0.0f; INIT_CONST0[0] = g.const0[0]; g.info_orig_w = base_w; g.info_orig_h = base_h; g.info_mips = levels; g.info_block_w = file_bw; g.info_block_h = file_bh; g.info_deblock_id = (int)deblock_id; g.info_fmt = fmt_name; g.info_gpu_fmt = use_bc7 ? "BC7" : "RGBA8"; printf(" Uploaded %d mip level(s)%s.\n", load_levels, no_mips ? " (--nomips: base level only)" : ""); return true; } // --------------------------------------------------------------------------- // Geometry (position float3 + uv float2, interleaved -- same as the GL sample). // --------------------------------------------------------------------------- static ID3D11Buffer* g_quad_vb = nullptr, * g_quad_ib = nullptr; static ID3D11Buffer* g_cube_vb = nullptr, * g_cube_ib = nullptr; static int g_cube_index_count = 0; static ID3D11Buffer* make_buffer(const void* data, size_t bytes, UINT bind) { D3D11_BUFFER_DESC bd{}; bd.ByteWidth = (UINT)bytes; bd.Usage = D3D11_USAGE_IMMUTABLE; bd.BindFlags = bind; D3D11_SUBRESOURCE_DATA sd{}; sd.pSysMem = data; ID3D11Buffer* b = nullptr; if (FAILED(g_dev->CreateBuffer(&bd, &sd, &b))) return nullptr; return b; } static void create_quad(float aspect) { float hw, hh; if (aspect >= 1.0f) { hw=1.0f; hh=1.0f/aspect; } else { hw=aspect; hh=1.0f; } // UV origin: standard D3D -- (0,0) = top-left = first uploaded row. KTX2 mip data // is stored top-row-first, so the quad maps v 0..1 top-to-bottom with NO flip // (top vertices get v=0). Note these UVs are identical to the GL sample's: both // APIs treat row 0 of the uploaded data as v=0, and neither projection flips y, // so the same mapping is correct in both. Verify at bring-up that the test // images render right-side up. float v[] = { -hw,-hh,0.0f, 0.0f,1.0f, hw,-hh,0.0f, 1.0f,1.0f, hw, hh,0.0f, 1.0f,0.0f, -hw, hh,0.0f, 0.0f,0.0f, }; uint32_t idx[] = {0,1,2, 0,2,3}; g_quad_vb = make_buffer(v, sizeof(v), D3D11_BIND_VERTEX_BUFFER); g_quad_ib = make_buffer(idx, sizeof(idx), D3D11_BIND_INDEX_BUFFER); } static void create_cube() { const float h=0.5f; float v[] = { // front (z=+h) -h,-h, h, 0,1, h,-h, h, 1,1, h, h, h, 1,0, -h, h, h, 0,0, // back (z=-h) h,-h,-h, 0,1, -h,-h,-h, 1,1, -h, h,-h, 1,0, h, h,-h, 0,0, // right (x=+h) h,-h, h, 0,1, h,-h,-h, 1,1, h, h,-h, 1,0, h, h, h, 0,0, // left (x=-h) -h,-h,-h, 0,1, -h,-h, h, 1,1, -h, h, h, 1,0, -h, h,-h, 0,0, // top (y=+h) -h, h, h, 0,1, h, h, h, 1,1, h, h,-h, 1,0, -h, h,-h, 0,0, // bottom (y=-h) -h,-h,-h, 0,1, h,-h,-h, 1,1, h,-h, h, 1,0, -h,-h, h, 0,0, }; std::vector idx; for (int i=0;i<6;i++){ int b=i*4; idx.insert(idx.end(),{(uint32_t)b,(uint32_t)b+1,(uint32_t)b+2,(uint32_t)b,(uint32_t)b+2,(uint32_t)b+3}); } g_cube_vb = make_buffer(v, sizeof(v), D3D11_BIND_VERTEX_BUFFER); g_cube_ib = make_buffer(idx.data(), idx.size()*sizeof(uint32_t), D3D11_BIND_INDEX_BUFFER); g_cube_index_count = (int)idx.size(); } // --------------------------------------------------------------------------- // Debug text overlay (8x8 font rasterized to an RGBA texture, drawn as a quad -- // same approach and layout as the GL sample). // --------------------------------------------------------------------------- static const int OVL_W = 1280, OVL_H = 84, FONT_SCALE = 2, LINE_ADV = 20; // The overlay's tiny shaders are embedded here (not in deblock.hlsl) so the // deliverable shader file stays purely the deblocking operator. static const char* DEBUG_HLSL = "struct VSO { float4 pos : SV_Position; float2 uv : TEXCOORD0; };\n" "VSO VSMain(float2 pos : POSITION, float2 uv : TEXCOORD0) {\n" " VSO o; o.pos = float4(pos, 0.0, 1.0); o.uv = uv; return o; }\n" "Texture2D tex : register(t0); SamplerState samp : register(s0);\n" "float4 PSMain(VSO i) : SV_Target { return tex.Sample(samp, i.uv); }\n"; static void blit_char(std::vector& buf, int px, int py, char ch) { int c = (unsigned char)ch; if (c<32 || c>127) c='.'; const uint8_t* glyph = g_font8x8[c-32]; for (int y=0;y<8;y++) for (int x=0;x<8;x++) { if (!((glyph[y]>>x)&1)) continue; for (int sy=0;sy=OVL_W||Y<0||Y>=OVL_H) continue; uint8_t* d=&buf[(Y*OVL_W+X)*4]; d[0]=255;d[1]=255;d[2]=255;d[3]=255; } } } static void update_debug_text() { if (!g.debug_dirty) return; std::vector buf(OVL_W*OVL_H*4); for (size_t i=0;iMap(g.debug_tex, 0, D3D11_MAP_WRITE_DISCARD, 0, &map))) { for (int y = 0; y < OVL_H; y++) memcpy((uint8_t*)map.pData + y * map.RowPitch, &buf[y * OVL_W * 4], OVL_W * 4); g_ctx->Unmap(g.debug_tex, 0); } g.debug_dirty = false; } static bool init_debug() { ID3DBlob* vsb = nullptr, * psb = nullptr, * errs = nullptr; if (FAILED(D3DCompile(DEBUG_HLSL, strlen(DEBUG_HLSL), "debug_overlay", nullptr, nullptr, "VSMain", "vs_5_0", 0, 0, &vsb, &errs))) { if (errs) { fprintf(stderr, "OVERLAY VS ERROR:\n%s\n", (const char*)errs->GetBufferPointer()); errs->Release(); } return false; } safe_release(errs); if (FAILED(D3DCompile(DEBUG_HLSL, strlen(DEBUG_HLSL), "debug_overlay", nullptr, nullptr, "PSMain", "ps_5_0", 0, 0, &psb, &errs))) { if (errs) { fprintf(stderr, "OVERLAY PS ERROR:\n%s\n", (const char*)errs->GetBufferPointer()); errs->Release(); } vsb->Release(); return false; } safe_release(errs); bool ok = SUCCEEDED(g_dev->CreateVertexShader(vsb->GetBufferPointer(), vsb->GetBufferSize(), nullptr, &g.debug_vs)) && SUCCEEDED(g_dev->CreatePixelShader(psb->GetBufferPointer(), psb->GetBufferSize(), nullptr, &g.debug_ps)); if (ok) { const D3D11_INPUT_ELEMENT_DESC il[] = { { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; ok = SUCCEEDED(g_dev->CreateInputLayout(il, 2, vsb->GetBufferPointer(), vsb->GetBufferSize(), &g.debug_layout)); } vsb->Release(); psb->Release(); if (!ok) return false; D3D11_BUFFER_DESC bd{}; bd.ByteWidth = 16*sizeof(float); bd.Usage = D3D11_USAGE_DYNAMIC; bd.BindFlags = D3D11_BIND_VERTEX_BUFFER; bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; if (FAILED(g_dev->CreateBuffer(&bd, nullptr, &g.debug_vb))) return false; uint32_t idx[] = {0,1,2, 0,2,3}; g.debug_ib = make_buffer(idx, sizeof(idx), D3D11_BIND_INDEX_BUFFER); if (!g.debug_ib) return false; D3D11_TEXTURE2D_DESC td{}; td.Width = OVL_W; td.Height = OVL_H; td.MipLevels = 1; td.ArraySize = 1; td.Format = DXGI_FORMAT_R8G8B8A8_UNORM; td.SampleDesc.Count = 1; td.Usage = D3D11_USAGE_DYNAMIC; td.BindFlags = D3D11_BIND_SHADER_RESOURCE; td.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; if (FAILED(g_dev->CreateTexture2D(&td, nullptr, &g.debug_tex))) return false; if (FAILED(g_dev->CreateShaderResourceView(g.debug_tex, nullptr, &g.debug_srv))) return false; return true; } static void draw_debug_text() { if (!g.debug_vs) return; update_debug_text(); // Top-left rect of OVL_W x OVL_H pixels in NDC (data row 0 = top => top uv.v=0). float w = (float)OVL_W / WINDOW_WIDTH * 2.0f, h = (float)OVL_H / WINDOW_HEIGHT * 2.0f; float verts[] = { -1.0f, 1.0f, 0.0f, 0.0f, -1.0f + w, 1.0f, 1.0f, 0.0f, -1.0f + w, 1.0f - h, 1.0f, 1.0f, -1.0f, 1.0f - h, 0.0f, 1.0f, }; D3D11_MAPPED_SUBRESOURCE map{}; if (SUCCEEDED(g_ctx->Map(g.debug_vb, 0, D3D11_MAP_WRITE_DISCARD, 0, &map))) { memcpy(map.pData, verts, sizeof(verts)); g_ctx->Unmap(g.debug_vb, 0); } const float blend_factor[4] = {0,0,0,0}; g_ctx->OMSetBlendState(g_blend_alpha, blend_factor, 0xFFFFFFFF); g_ctx->OMSetDepthStencilState(g_depth_off, 0); g_ctx->IASetInputLayout(g.debug_layout); UINT stride = 4*sizeof(float), offset = 0; g_ctx->IASetVertexBuffers(0, 1, &g.debug_vb, &stride, &offset); g_ctx->IASetIndexBuffer(g.debug_ib, DXGI_FORMAT_R32_UINT, 0); g_ctx->VSSetShader(g.debug_vs, nullptr, 0); g_ctx->PSSetShader(g.debug_ps, nullptr, 0); g_ctx->PSSetShaderResources(0, 1, &g.debug_srv); g_ctx->PSSetSamplers(0, 1, &g_samplers[0]); // point filtering for crisp text g_ctx->DrawIndexed(6, 0, 0); g_ctx->OMSetBlendState(nullptr, blend_factor, 0xFFFFFFFF); g_ctx->OMSetDepthStencilState(g_depth_on, 0); } // --------------------------------------------------------------------------- // Swap chain / render target (re)creation. // --------------------------------------------------------------------------- static bool create_backbuffer_views() { ID3D11Texture2D* bb = nullptr; if (FAILED(g_swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&bb))) return false; HRESULT hr = g_dev->CreateRenderTargetView(bb, nullptr, &g_rtv); bb->Release(); if (FAILED(hr)) return false; D3D11_TEXTURE2D_DESC dd{}; dd.Width = (UINT)WINDOW_WIDTH; dd.Height = (UINT)WINDOW_HEIGHT; dd.MipLevels = 1; dd.ArraySize = 1; dd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; dd.SampleDesc.Count = 1; dd.Usage = D3D11_USAGE_DEFAULT; dd.BindFlags = D3D11_BIND_DEPTH_STENCIL; if (FAILED(g_dev->CreateTexture2D(&dd, nullptr, &g_depth_tex))) return false; if (FAILED(g_dev->CreateDepthStencilView(g_depth_tex, nullptr, &g_dsv))) return false; return true; } static void resize_backbuffer(int w, int h) { if (!g_swapchain || w <= 0 || h <= 0) return; WINDOW_WIDTH = w; WINDOW_HEIGHT = h; g_ctx->OMSetRenderTargets(0, nullptr, nullptr); safe_release(g_rtv); safe_release(g_dsv); safe_release(g_depth_tex); g_swapchain->ResizeBuffers(0, (UINT)w, (UINT)h, DXGI_FORMAT_UNKNOWN, 0); if (!create_backbuffer_views()) fprintf(stderr, "ERROR: backbuffer view recreation failed after resize\n"); g.debug_dirty = true; } // --------------------------------------------------------------------------- // Input // --------------------------------------------------------------------------- static LRESULT CALLBACK wnd_proc(HWND hwnd, UINT msg, WPARAM wp, LPARAM lp) { switch (msg) { case WM_CLOSE: case WM_DESTROY: g_quit = true; PostQuitMessage(0); return 0; case WM_SIZE: if (wp != SIZE_MINIMIZED) resize_backbuffer((int)LOWORD(lp), (int)HIWORD(lp)); return 0; case WM_KEYDOWN: { if (lp & (1 << 30)) return 0; // ignore auto-repeat (GL sample acts on PRESS only) switch (wp) { case VK_ESCAPE: g_quit = true; break; case 'R': reload_shader(); break; case 'B': g.filter_mode=1; g.debug_dirty=true; printf("Filter: BILINEAR\n"); break; case 'T': g.filter_mode=2; g.debug_dirty=true; printf("Filter: TRILINEAR\n"); break; case 'P': g.filter_mode=0; g.debug_dirty=true; printf("Filter: POINT\n"); break; case 'C': g.cube=!g.cube; g.debug_dirty=true; break; case '1': g.const0[0]=1.0f-g.const0[0]; g.debug_dirty=true; break; case '2': g.const0[1]=1.0f-g.const0[1]; g.debug_dirty=true; break; case '3': g.const0[2]=1.0f-g.const0[2]; g.debug_dirty=true; break; case '4': g.const0[3]=1.0f-g.const0[3]; g.debug_dirty=true; break; case '5': g.const1[0]=1.0f-g.const1[0]; g.debug_dirty=true; break; case '6': g.const1[1]=1.0f-g.const1[1]; g.debug_dirty=true; break; case '7': g.const1[2]=1.0f-g.const1[2]; g.debug_dirty=true; break; case '8': g.const1[3]=1.0f-g.const1[3]; g.debug_dirty=true; break; case VK_SPACE: g.x=0;g.y=0;g.z=-3.0f;g.yaw=0;g.pitch=0; for(int i=0;i<4;i++){g.const0[i]=INIT_CONST0[i];g.const1[i]=0;} g.debug_dirty=true; printf("Reset to initial state\n"); break; } return 0; } } return DefWindowProcA(hwnd, msg, wp, lp); } static bool key_down(int vk) { return (GetAsyncKeyState(vk) & 0x8000) != 0; } static void process_held_keys(HWND hwnd, float dt) { if (GetForegroundWindow() != hwnd) return; // GetAsyncKeyState is global; only react when focused if (key_down(VK_SHIFT)) dt *= 1.0f/3.0f; bool moved=false; if (key_down('W')) {g.z+=Z_SPEED*dt;moved=true;} if (key_down('S')) {g.z-=Z_SPEED*dt;moved=true;} if (key_down(VK_LEFT)) {g.x+=XY_SPEED*dt;moved=true;} if (key_down(VK_RIGHT)) {g.x-=XY_SPEED*dt;moved=true;} if (key_down(VK_UP)) {g.y+=XY_SPEED*dt;moved=true;} if (key_down(VK_DOWN)) {g.y-=XY_SPEED*dt;moved=true;} if (key_down('A')) {g.yaw+=ROT_SPEED*dt;moved=true;} if (key_down('D')) {g.yaw-=ROT_SPEED*dt;moved=true;} if (key_down('Q')) {g.pitch+=ROT_SPEED*dt;moved=true;} if (key_down('E')) {g.pitch-=ROT_SPEED*dt;moved=true;} if (g.z < Z_MAX) g.z=Z_MAX; if (g.z > Z_MIN) g.z=Z_MIN; if (moved) g.debug_dirty=true; } // --------------------------------------------------------------------------- // Main // --------------------------------------------------------------------------- struct CBData { // must match cbuffer SceneConstants in deblock.hlsl (16-byte rules) float mvp[16]; float texSize[4]; float lodInfo[4]; // x = maxLod, yzw = padding float const0[4]; float const1[4]; }; static void set_uniforms() { Mat4 proj = mat_perspective(FOV_DEGREES, (float)WINDOW_WIDTH/WINDOW_HEIGHT, 0.001f, 100.0f); Mat4 model = mat_mul(mat_mul(mat_translate(g.x,g.y,g.z), mat_rot_y(g.yaw)), mat_rot_x(g.pitch)); Mat4 mvp = mat_mul(proj, model); CBData cb{}; // One transpose at write time: the CPU math is row-major (like the GL sample, // which uploaded with transpose=GL_TRUE); HLSL's default cbuffer majority is // column-major, so the transpose here makes mul(mvp, v) in the shader see the // same matrix the GL shader saw. Mat4 mvp_t = mat_transpose(mvp); memcpy(cb.mvp, mvp_t.m, sizeof(cb.mvp)); cb.texSize[0]=(float)g.tex_w; cb.texSize[1]=(float)g.tex_h; cb.texSize[2]=(float)g.block_w; cb.texSize[3]=(float)g.block_h; cb.lodInfo[0]=(float)(g.mip_count-1); memcpy(cb.const0, g.const0, sizeof(cb.const0)); memcpy(cb.const1, g.const1, sizeof(cb.const1)); D3D11_MAPPED_SUBRESOURCE map{}; if (SUCCEEDED(g_ctx->Map(g_cbuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map))) { memcpy(map.pData, &cb, sizeof(cb)); g_ctx->Unmap(g_cbuffer, 0); } } int main(int argc, char** argv) { // First non-flag argument is the .ktx2 path. Optional --bc7/--rgba32 flags set a // PREFERRED GPU format (used if usable, else the default BC7 -> RGBA8 ladder). std::string ktx2_path; PreferFormat pref = PREF_NONE; bool no_mips = false; for (int i = 1; i < argc; i++) { std::string a = argv[i]; if (a == "--bc7") pref = PREF_BC7; else if (a == "--rgba32" || a == "--rgba8") pref = PREF_RGBA32; else if (a == "--nomips") no_mips = true; else if (!a.empty() && a[0] == '-') fprintf(stderr, "WARNING: ignoring unknown option '%s'\n", a.c_str()); else if (ktx2_path.empty()) ktx2_path = a; } if (ktx2_path.empty()) { printf("Usage: %s [--bc7|--rgba32] [--nomips]\n", argv[0]); printf(" A format flag prefers that GPU format if usable for this file,\n"); printf(" otherwise the default BC7 -> RGBA8 ladder applies (BC7 requires a\n"); printf(" 4-aligned base mip, or a single-level texture -- see load_ktx2_texture).\n"); printf(" --nomips loads only the base mip level (level 0) instead of all levels.\n"); printf(" The shader is loaded from deblock.hlsl in the working directory.\n"); printf(" Note: LDR textures only; HDR .ktx2 files are not supported.\n"); return 1; } basist::basisu_transcoder_init(); // Window. WNDCLASSEXA wc{}; wc.cbSize = sizeof(wc); wc.style = CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc = wnd_proc; wc.hInstance = GetModuleHandleA(nullptr); wc.hCursor = LoadCursor(nullptr, IDC_ARROW); wc.lpszClassName = "deblock_d3d11_wc"; RegisterClassExA(&wc); RECT r{0,0,WINDOW_WIDTH,WINDOW_HEIGHT}; AdjustWindowRect(&r, WS_OVERLAPPEDWINDOW, FALSE); HWND hwnd = CreateWindowA(wc.lpszClassName, "Deblock Shader Testbed (C++/D3D11)", WS_OVERLAPPEDWINDOW | WS_VISIBLE, CW_USEDEFAULT, CW_USEDEFAULT, r.right - r.left, r.bottom - r.top, nullptr, nullptr, wc.hInstance, nullptr); if (!hwnd) { fprintf(stderr, "ERROR: window creation failed\n"); return 1; } // Device + swap chain. Non-sRGB backbuffer on purpose (see the format comment in // load_ktx2_texture): the pipeline passes sRGB-encoded bytes through verbatim. DXGI_SWAP_CHAIN_DESC scd{}; scd.BufferCount = 2; scd.BufferDesc.Width = (UINT)WINDOW_WIDTH; scd.BufferDesc.Height = (UINT)WINDOW_HEIGHT; scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; scd.OutputWindow = hwnd; scd.SampleDesc.Count = 1; scd.Windowed = TRUE; scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; const D3D_FEATURE_LEVEL want_fl = D3D_FEATURE_LEVEL_11_0; // BC7 requires FL 11_0 D3D_FEATURE_LEVEL got_fl{}; UINT dev_flags = 0; #if ENABLE_D3D_DEBUG dev_flags |= D3D11_CREATE_DEVICE_DEBUG; #endif HRESULT hr = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, dev_flags, &want_fl, 1, D3D11_SDK_VERSION, &scd, &g_swapchain, &g_dev, &got_fl, &g_ctx); #if ENABLE_D3D_DEBUG if (FAILED(hr)) { // The debug layer needs the "Graphics Tools" optional feature; retry without it. fprintf(stderr, "WARNING: D3D11 debug layer unavailable; retrying without it\n"); dev_flags &= ~D3D11_CREATE_DEVICE_DEBUG; hr = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, dev_flags, &want_fl, 1, D3D11_SDK_VERSION, &scd, &g_swapchain, &g_dev, &got_fl, &g_ctx); } #endif if (FAILED(hr)) { fprintf(stderr, "ERROR: D3D11CreateDeviceAndSwapChain failed (0x%08X)\n", (unsigned)hr); return 1; } printf("Direct3D 11, feature level 0x%04X%s\n", (unsigned)got_fl, (dev_flags & D3D11_CREATE_DEVICE_DEBUG) ? " (debug layer active)" : ""); if (!create_backbuffer_views()) { fprintf(stderr, "ERROR: backbuffer view creation failed\n"); return 1; } // Fixed-function state. { D3D11_RASTERIZER_DESC rd{}; rd.FillMode = D3D11_FILL_SOLID; rd.CullMode = D3D11_CULL_NONE; // the GL sample never enables face culling rd.DepthClipEnable = TRUE; g_dev->CreateRasterizerState(&rd, &g_raster); D3D11_DEPTH_STENCIL_DESC dd{}; dd.DepthEnable = TRUE; dd.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; dd.DepthFunc = D3D11_COMPARISON_LESS; g_dev->CreateDepthStencilState(&dd, &g_depth_on); dd.DepthEnable = FALSE; dd.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO; g_dev->CreateDepthStencilState(&dd, &g_depth_off); D3D11_BLEND_DESC bd{}; bd.RenderTarget[0].BlendEnable = TRUE; bd.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; bd.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; bd.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; bd.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; bd.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; bd.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; bd.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; g_dev->CreateBlendState(&bd, &g_blend_alpha); // Three sampler states matching the GL sample's P/B/T modes, all CLAMP. D3D11_SAMPLER_DESC sd{}; sd.AddressU = sd.AddressV = sd.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; sd.MaxLOD = D3D11_FLOAT32_MAX; sd.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; g_dev->CreateSamplerState(&sd, &g_samplers[0]); sd.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT; g_dev->CreateSamplerState(&sd, &g_samplers[1]); sd.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; g_dev->CreateSamplerState(&sd, &g_samplers[2]); D3D11_BUFFER_DESC cbd{}; cbd.ByteWidth = sizeof(CBData); cbd.Usage = D3D11_USAGE_DYNAMIC; cbd.BindFlags = D3D11_BIND_CONSTANT_BUFFER; cbd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; g_dev->CreateBuffer(&cbd, nullptr, &g_cbuffer); } // Try deblock.hlsl in the cwd, else next to the executable. g.shader_path = "deblock.hlsl"; if (read_file(g.shader_path).empty()) { std::string a = argv[0]; size_t s = a.find_last_of("/\\"); if (s != std::string::npos) g.shader_path = a.substr(0,s+1) + "deblock.hlsl"; } if (!load_shader(g.shader_path)) return 1; if (!load_ktx2_texture(ktx2_path, pref, no_mips)) return 1; g.filter_mode = 2; // trilinear default create_quad((float)g.tex_w / (float)g.tex_h); create_cube(); if (!init_debug()) fprintf(stderr, "WARNING: debug overlay init failed (continuing without it)\n"); const float clear_color[4] = {0.2f, 0.2f, 0.2f, 1.0f}; LARGE_INTEGER qpf, last, now; QueryPerformanceFrequency(&qpf); QueryPerformanceCounter(&last); while (!g_quit) { MSG msg; while (PeekMessageA(&msg, nullptr, 0, 0, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessageA(&msg); } if (g_quit) break; QueryPerformanceCounter(&now); float dt = (float)((double)(now.QuadPart - last.QuadPart) / (double)qpf.QuadPart); last = now; if (dt > 0.1f) dt = 0.1f; // cap after a stall (occluded window / compositor) to avoid a teleport process_held_keys(hwnd, dt); // If the backbuffer views were lost (a resize-time creation failure), skip // drawing but keep presenting so the loop stays vsync-throttled. if (!g_rtv || !g_dsv) { g_swapchain->Present(1, 0); continue; } D3D11_VIEWPORT vp{}; vp.Width = (float)WINDOW_WIDTH; vp.Height = (float)WINDOW_HEIGHT; vp.MaxDepth = 1.0f; g_ctx->RSSetViewports(1, &vp); g_ctx->RSSetState(g_raster); g_ctx->OMSetRenderTargets(1, &g_rtv, g_dsv); g_ctx->ClearRenderTargetView(g_rtv, clear_color); g_ctx->ClearDepthStencilView(g_dsv, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0); g_ctx->OMSetDepthStencilState(g_depth_on, 0); set_uniforms(); g_ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); g_ctx->IASetInputLayout(g.layout); g_ctx->VSSetShader(g.vs, nullptr, 0); g_ctx->PSSetShader(g.ps, nullptr, 0); g_ctx->VSSetConstantBuffers(0, 1, &g_cbuffer); g_ctx->PSSetConstantBuffers(0, 1, &g_cbuffer); g_ctx->PSSetShaderResources(0, 1, &g.srv); g_ctx->PSSetSamplers(0, 1, &g_samplers[g.filter_mode]); UINT stride = 5*sizeof(float), offset = 0; if (g.cube) { g_ctx->IASetVertexBuffers(0, 1, &g_cube_vb, &stride, &offset); g_ctx->IASetIndexBuffer(g_cube_ib, DXGI_FORMAT_R32_UINT, 0); g_ctx->DrawIndexed((UINT)g_cube_index_count, 0, 0); } else { g_ctx->IASetVertexBuffers(0, 1, &g_quad_vb, &stride, &offset); g_ctx->IASetIndexBuffer(g_quad_ib, DXGI_FORMAT_R32_UINT, 0); g_ctx->DrawIndexed(6, 0, 0); } draw_debug_text(); g_swapchain->Present(1, 0); // vsync, like the GL sample's swap interval 1 } // Intentionally no explicit release of the D3D objects / device / swap chain: // process exit reclaims everything. A real app should hold these in RAII wrappers // (or ComPtr) and release them -- don't copy this teardown-by-exit pattern. printf("Done.\n"); return 0; }