chore: Bump ClientStructs and make it build again

This commit is contained in:
Kaz Wolfe 2025-03-24 13:25:13 -07:00
parent 9e3c03d0e8
commit 2176b32219
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GPG key ID: 258813F53A16EBB4
16 changed files with 92 additions and 80 deletions

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@ -9,7 +9,7 @@ using Dalamud.Plugin.Services;
using Dalamud.Utility;
using Dalamud.Utility.TerraFxCom;
using Lumina.Data.Files;
using FFXIVClientStructs.FFXIV.Client.Graphics.Kernel;
using TerraFX.Interop.DirectX;
using TerraFX.Interop.Windows;
@ -24,32 +24,30 @@ internal sealed partial class TextureManager
(nint)this.ConvertToKernelTexture(wrap, leaveWrapOpen);
/// <inheritdoc cref="ITextureProvider.ConvertToKernelTexture"/>
public unsafe FFXIVClientStructs.FFXIV.Client.Graphics.Kernel.Texture* ConvertToKernelTexture(
IDalamudTextureWrap wrap,
bool leaveWrapOpen = false)
public unsafe Texture* ConvertToKernelTexture(IDalamudTextureWrap wrap, bool leaveWrapOpen = false)
{
using var wrapAux = new WrapAux(wrap, leaveWrapOpen);
var flags = TexFile.Attribute.TextureType2D;
var flags = TextureFlags.TextureType2D;
if (wrapAux.Desc.Usage == D3D11_USAGE.D3D11_USAGE_IMMUTABLE)
flags |= TexFile.Attribute.Immutable;
flags |= TextureFlags.Immutable;
if (wrapAux.Desc.Usage == D3D11_USAGE.D3D11_USAGE_DYNAMIC)
flags |= TexFile.Attribute.ReadWrite;
flags |= TextureFlags.ReadWrite;
if ((wrapAux.Desc.CPUAccessFlags & (uint)D3D11_CPU_ACCESS_FLAG.D3D11_CPU_ACCESS_READ) != 0)
flags |= TexFile.Attribute.CpuRead;
flags |= TextureFlags.CpuRead;
if ((wrapAux.Desc.BindFlags & (uint)D3D11_BIND_FLAG.D3D11_BIND_RENDER_TARGET) != 0)
flags |= TexFile.Attribute.TextureRenderTarget;
flags |= TextureFlags.TextureRenderTarget;
if ((wrapAux.Desc.BindFlags & (uint)D3D11_BIND_FLAG.D3D11_BIND_DEPTH_STENCIL) != 0)
flags |= TexFile.Attribute.TextureDepthStencil;
flags |= TextureFlags.TextureDepthStencil;
if (wrapAux.Desc.ArraySize != 1)
throw new NotSupportedException("TextureArray2D is currently not supported.");
var gtex = FFXIVClientStructs.FFXIV.Client.Graphics.Kernel.Texture.CreateTexture2D(
var gtex = Texture.CreateTexture2D(
(int)wrapAux.Desc.Width,
(int)wrapAux.Desc.Height,
(byte)wrapAux.Desc.MipLevels,
(uint)TexFile.TextureFormat.Null, // instructs the game to skip preprocessing it seems
(uint)flags,
0, // instructs the game to skip preprocessing it seems
flags,
0);
// Kernel::Texture owns these resources. We're passing the ownership to them.
@ -57,28 +55,27 @@ internal sealed partial class TextureManager
wrapAux.SrvPtr->AddRef();
// Not sure this is needed
var ltf = wrapAux.Desc.Format switch
gtex->TextureFormat = wrapAux.Desc.Format switch
{
DXGI_FORMAT.DXGI_FORMAT_R32G32B32A32_FLOAT => TexFile.TextureFormat.R32G32B32A32F,
DXGI_FORMAT.DXGI_FORMAT_R16G16B16A16_FLOAT => TexFile.TextureFormat.R16G16B16A16F,
DXGI_FORMAT.DXGI_FORMAT_R32G32_FLOAT => TexFile.TextureFormat.R32G32F,
DXGI_FORMAT.DXGI_FORMAT_R16G16_FLOAT => TexFile.TextureFormat.R16G16F,
DXGI_FORMAT.DXGI_FORMAT_R32_FLOAT => TexFile.TextureFormat.R32F,
DXGI_FORMAT.DXGI_FORMAT_R24G8_TYPELESS => TexFile.TextureFormat.D24S8,
DXGI_FORMAT.DXGI_FORMAT_R16_TYPELESS => TexFile.TextureFormat.D16,
DXGI_FORMAT.DXGI_FORMAT_A8_UNORM => TexFile.TextureFormat.A8,
DXGI_FORMAT.DXGI_FORMAT_BC1_UNORM => TexFile.TextureFormat.BC1,
DXGI_FORMAT.DXGI_FORMAT_BC2_UNORM => TexFile.TextureFormat.BC2,
DXGI_FORMAT.DXGI_FORMAT_BC3_UNORM => TexFile.TextureFormat.BC3,
DXGI_FORMAT.DXGI_FORMAT_BC5_UNORM => TexFile.TextureFormat.BC5,
DXGI_FORMAT.DXGI_FORMAT_B4G4R4A4_UNORM => TexFile.TextureFormat.B4G4R4A4,
DXGI_FORMAT.DXGI_FORMAT_B5G5R5A1_UNORM => TexFile.TextureFormat.B5G5R5A1,
DXGI_FORMAT.DXGI_FORMAT_B8G8R8A8_UNORM => TexFile.TextureFormat.B8G8R8A8,
DXGI_FORMAT.DXGI_FORMAT_B8G8R8X8_UNORM => TexFile.TextureFormat.B8G8R8X8,
DXGI_FORMAT.DXGI_FORMAT_BC7_UNORM => TexFile.TextureFormat.BC7,
_ => TexFile.TextureFormat.Null,
DXGI_FORMAT.DXGI_FORMAT_R32G32B32A32_FLOAT => TextureFormat.R32G32B32A32_FLOAT,
DXGI_FORMAT.DXGI_FORMAT_R16G16B16A16_FLOAT => TextureFormat.R16G16B16A16_FLOAT,
DXGI_FORMAT.DXGI_FORMAT_R32G32_FLOAT => TextureFormat.R32G32_FLOAT,
DXGI_FORMAT.DXGI_FORMAT_R16G16_FLOAT => TextureFormat.R16G16_FLOAT,
DXGI_FORMAT.DXGI_FORMAT_R32_FLOAT => TextureFormat.R32_FLOAT,
DXGI_FORMAT.DXGI_FORMAT_R24G8_TYPELESS => TextureFormat.D24_UNORM_S8_UINT,
DXGI_FORMAT.DXGI_FORMAT_R16_TYPELESS => TextureFormat.D16_UNORM,
DXGI_FORMAT.DXGI_FORMAT_A8_UNORM => TextureFormat.A8_UNORM,
DXGI_FORMAT.DXGI_FORMAT_BC1_UNORM => TextureFormat.BC1_UNORM,
DXGI_FORMAT.DXGI_FORMAT_BC2_UNORM => TextureFormat.BC2_UNORM,
DXGI_FORMAT.DXGI_FORMAT_BC3_UNORM => TextureFormat.BC3_UNORM,
DXGI_FORMAT.DXGI_FORMAT_BC5_UNORM => TextureFormat.BC5_UNORM,
DXGI_FORMAT.DXGI_FORMAT_B4G4R4A4_UNORM => TextureFormat.B4G4R4A4_UNORM,
DXGI_FORMAT.DXGI_FORMAT_B5G5R5A1_UNORM => TextureFormat.B5G5R5A1_UNORM,
DXGI_FORMAT.DXGI_FORMAT_B8G8R8A8_UNORM => TextureFormat.B8G8R8A8_UNORM,
DXGI_FORMAT.DXGI_FORMAT_B8G8R8X8_UNORM => TextureFormat.B8G8R8X8_UNORM,
DXGI_FORMAT.DXGI_FORMAT_BC7_UNORM => TextureFormat.BC7_UNORM,
_ => 0,
};
gtex->TextureFormat = (FFXIVClientStructs.FFXIV.Client.Graphics.Kernel.TextureFormat)ltf;
gtex->D3D11Texture2D = wrapAux.TexPtr;
gtex->D3D11ShaderResourceView = wrapAux.SrvPtr;