dolphin/Source/Plugins/Plugin_VideoDX11/Src/D3DTexture.cpp

208 lines
6.5 KiB
C++
Raw Normal View History

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include <d3dx11.h>
#include "D3DBase.h"
#include "D3DTexture.h"
namespace D3D
{
// buffers for storing the data for DEFAULT textures
u8* texbuf = NULL;
unsigned int texbufsize = 0;
// TODO: Remove this class and properly clean up texbuf!
struct TexbufDeleter
{
~TexbufDeleter()
{
if (texbuf) delete[] texbuf;
texbuf = NULL;
texbufsize = 0;
}
} texbufdeleter;
void ReplaceTexture2D(ID3D11Texture2D* pTexture, const u8* buffer, unsigned int width, unsigned int height, unsigned int pitch, DXGI_FORMAT fmt, PC_TexFormat pcfmt, unsigned int level, D3D11_USAGE usage)
{
u8* outptr;
unsigned int destPitch;
bool bExpand = false;
if (usage == D3D11_USAGE_DYNAMIC || usage == D3D11_USAGE_STAGING)
{
if (usage == D3D11_USAGE_DYNAMIC && level != 0) PanicAlert("Dynamic textures don't support mipmaps, but given level is not 0 at %s %d\n", __FILE__, __LINE__);
D3D11_MAPPED_SUBRESOURCE map;
D3D::context->Map(pTexture, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
outptr = (u8*)map.pData;
destPitch = map.RowPitch;
}
else if (usage == D3D11_USAGE_DEFAULT && pcfmt != PC_TEX_FMT_BGRA32)
{
if (texbufsize < 4*width*height)
{
if (texbuf) delete[] texbuf;
texbuf = new u8[4*width*height];
texbufsize = 4*width*height;
}
outptr = texbuf;
destPitch = width * 4;
}
else if (usage == D3D11_USAGE_DEFAULT && pcfmt == PC_TEX_FMT_BGRA32)
{
// BGRA32 textures can be uploaded directly to VRAM in this case
D3D11_BOX dest_region = CD3D11_BOX(0, 0, 0, width, height, 1);
D3D::context->UpdateSubresource(pTexture, level, &dest_region, buffer, 4*pitch, 4*pitch*height);
return;
}
else
{
PanicAlert("ReplaceTexture2D called on an immutable texture!\n");
return;
}
// TODO: Merge the conversions done here to VideoDecoder
switch (pcfmt)
{
case PC_TEX_FMT_IA8:
case PC_TEX_FMT_IA4_AS_IA8:
for (unsigned int y = 0; y < height; y++)
{
u16* in = (u16*)buffer + y * pitch;
u32* pBits = (u32*)(outptr + y * destPitch);
for (unsigned int x = 0; x < width; x++)
{
const u8 I = (*in & 0xFF);
const u8 A = (*in & 0xFF00) >> 8;
*pBits++ = (A << 24) | (I << 16) | (I << 8) | I;
in++;
}
}
break;
case PC_TEX_FMT_I8:
case PC_TEX_FMT_I4_AS_I8:
for (unsigned int y = 0; y < height; y++)
{
const u8* in = buffer + y * pitch;
u32* pBits = (u32*)(outptr + y * destPitch);
for(unsigned int i = 0; i < width; i++)
memset( pBits++, *in++, 4 );
}
break;
case PC_TEX_FMT_BGRA32:
for (unsigned int y = 0; y < height; y++)
memcpy( outptr + y * destPitch, (u32*)buffer + y * pitch, destPitch );
break;
case PC_TEX_FMT_RGB565:
for (unsigned int y = 0; y < height; y++)
{
u16* in = (u16*)buffer + y * pitch;
u32* pBits = (u32*)(outptr + y * destPitch);
for (unsigned int x = 0; x < width; x++)
{
// we can't simply shift here, since e.g. 11111 must map to 11111111 and not 11111000
const u16 col = *in++;
*(pBits++) = 0xFF000000 | // alpha
((((col&0xF800) << 5) * 255 / 31) & 0xFF0000) | // red
((((col& 0x7e0) << 3) * 255 / 63) & 0xFF00) | // green
(( (col& 0x1f) * 255 / 31)); // blue
}
}
break;
default:
PanicAlert("Unknown tex fmt %d\n", pcfmt);
break;
}
if (usage == D3D11_USAGE_DYNAMIC)
{
// TODO: UpdateSubresource might be faster than mapping
D3D::context->Unmap(pTexture, 0);
}
else if (usage == D3D11_USAGE_DEFAULT)
{
D3D11_BOX dest_region = CD3D11_BOX(0, 0, 0, width, height, 1);
D3D::context->UpdateSubresource(pTexture, level, &dest_region, outptr, destPitch, 4*width*height);
}
}
} // namespace
D3DTexture2D* D3DTexture2D::Create(unsigned int width, unsigned int height, D3D11_BIND_FLAG bind, D3D11_USAGE usage, DXGI_FORMAT fmt, unsigned int levels)
{
ID3D11Texture2D* pTexture = NULL;
HRESULT hr;
D3D11_CPU_ACCESS_FLAG cpuflags;
if (usage == D3D11_USAGE_STAGING) cpuflags = (D3D11_CPU_ACCESS_FLAG)((int)D3D11_CPU_ACCESS_WRITE|(int)D3D11_CPU_ACCESS_READ);
else if (usage == D3D11_USAGE_DYNAMIC) cpuflags = D3D11_CPU_ACCESS_WRITE;
else cpuflags = (D3D11_CPU_ACCESS_FLAG)0;
D3D11_TEXTURE2D_DESC texdesc = CD3D11_TEXTURE2D_DESC(fmt, width, height, 1, levels, bind, usage, cpuflags);
hr = D3D::device->CreateTexture2D(&texdesc, NULL, &pTexture);
if (FAILED(hr))
{
PanicAlert("Failed to create texture at %s %d\n", __FILE__, __LINE__);
return NULL;
}
D3DTexture2D* ret = new D3DTexture2D(pTexture, bind);
pTexture->Release();
return ret;
}
void D3DTexture2D::AddRef()
{
ref++;
}
UINT D3DTexture2D::Release()
{
ref--;
if (ref == 0)
{
delete this;
return 0;
}
return ref;
}
ID3D11Texture2D* &D3DTexture2D::GetTex() { return tex; }
ID3D11ShaderResourceView* &D3DTexture2D::GetSRV() { return srv; }
ID3D11RenderTargetView* &D3DTexture2D::GetRTV() { return rtv; }
ID3D11DepthStencilView* &D3DTexture2D::GetDSV() { return dsv; }
D3DTexture2D::D3DTexture2D(ID3D11Texture2D* texptr, D3D11_BIND_FLAG bind,
DXGI_FORMAT srv_format, DXGI_FORMAT dsv_format, DXGI_FORMAT rtv_format)
: ref(1), tex(texptr), srv(NULL), rtv(NULL), dsv(NULL)
{
D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc = CD3D11_SHADER_RESOURCE_VIEW_DESC(D3D11_SRV_DIMENSION_TEXTURE2D, srv_format);
D3D11_DEPTH_STENCIL_VIEW_DESC dsv_desc = CD3D11_DEPTH_STENCIL_VIEW_DESC(D3D11_DSV_DIMENSION_TEXTURE2D, dsv_format);
D3D11_RENDER_TARGET_VIEW_DESC rtv_desc = CD3D11_RENDER_TARGET_VIEW_DESC(D3D11_RTV_DIMENSION_TEXTURE2D, rtv_format);
if (bind & D3D11_BIND_SHADER_RESOURCE) D3D::device->CreateShaderResourceView(tex, &srv_desc, &srv);
if (bind & D3D11_BIND_RENDER_TARGET) D3D::device->CreateRenderTargetView(tex, &rtv_desc, &rtv);
if (bind & D3D11_BIND_DEPTH_STENCIL) D3D::device->CreateDepthStencilView(tex, &dsv_desc, &dsv);
tex->AddRef();
}
D3DTexture2D::~D3DTexture2D()
{
if (srv) srv->Release();
if (rtv) rtv->Release();
if (dsv) dsv->Release();
tex->Release();
}