// 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 "D3DBase.h" #include "D3DTexture.h" namespace DX11 { namespace D3D { void ReplaceRGBATexture2D(ID3D11Texture2D* pTexture, const u8* buffer, unsigned int width, unsigned int height, unsigned int pitch, unsigned int level, D3D11_USAGE usage) { if (usage == D3D11_USAGE_DYNAMIC || usage == D3D11_USAGE_STAGING) { D3D11_MAPPED_SUBRESOURCE map; D3D::g_context->Map(pTexture, level, D3D11_MAP_WRITE_DISCARD, 0, &map); if (4 * pitch == map.RowPitch) { memcpy(map.pData, buffer, map.RowPitch * height); } else { for (unsigned int y = 0; y < height; ++y) memcpy((u8*)map.pData + y * map.RowPitch, (u32*)buffer + y * pitch, 4 * pitch); } D3D::g_context->Unmap(pTexture, level); } else { D3D11_BOX dest_region = CD3D11_BOX(0, 0, 0, width, height, 1); D3D::g_context->UpdateSubresource(pTexture, level, &dest_region, buffer, 4*pitch, 4*pitch*height); } } } // namespace std::unique_ptr D3DTexture2D::Create(unsigned int width, unsigned int height, D3D11_BIND_FLAG bind, D3D11_USAGE usage, DXGI_FORMAT fmt, unsigned int levels) { D3D11_CPU_ACCESS_FLAG cpuflags; if (usage == D3D11_USAGE_STAGING) cpuflags = (D3D11_CPU_ACCESS_FLAG)(D3D11_CPU_ACCESS_WRITE | D3D11_CPU_ACCESS_READ); else if (usage == D3D11_USAGE_DYNAMIC) cpuflags = D3D11_CPU_ACCESS_WRITE; else cpuflags = (D3D11_CPU_ACCESS_FLAG)0; const D3D11_TEXTURE2D_DESC texdesc = CD3D11_TEXTURE2D_DESC(fmt, width, height, 1, levels, bind, usage, cpuflags); auto texture = CreateTexture2DShared(&texdesc, NULL); if (!texture) { PanicAlert("Failed to create texture at %s, line %d\n", __FILE__, __LINE__); return NULL; } return std::unique_ptr(new D3DTexture2D(texture, bind)); } D3DTexture2D::D3DTexture2D(SharedPtr texptr, D3D11_BIND_FLAG bind, DXGI_FORMAT srv_format, DXGI_FORMAT dsv_format, DXGI_FORMAT rtv_format, bool multisampled) : ref(1), tex(texptr), srv(NULL), rtv(NULL), dsv(NULL) { D3D11_SRV_DIMENSION srv_dim = multisampled ? D3D11_SRV_DIMENSION_TEXTURE2DMS : D3D11_SRV_DIMENSION_TEXTURE2D; D3D11_DSV_DIMENSION dsv_dim = multisampled ? D3D11_DSV_DIMENSION_TEXTURE2DMS : D3D11_DSV_DIMENSION_TEXTURE2D; D3D11_RTV_DIMENSION rtv_dim = multisampled ? D3D11_RTV_DIMENSION_TEXTURE2DMS : D3D11_RTV_DIMENSION_TEXTURE2D; D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc = CD3D11_SHADER_RESOURCE_VIEW_DESC(srv_dim, srv_format); D3D11_DEPTH_STENCIL_VIEW_DESC dsv_desc = CD3D11_DEPTH_STENCIL_VIEW_DESC(dsv_dim, dsv_format); D3D11_RENDER_TARGET_VIEW_DESC rtv_desc = CD3D11_RENDER_TARGET_VIEW_DESC(rtv_dim, rtv_format); if (bind & D3D11_BIND_SHADER_RESOURCE) D3D::g_device->CreateShaderResourceView(tex, &srv_desc, &srv); if (bind & D3D11_BIND_RENDER_TARGET) D3D::g_device->CreateRenderTargetView(tex, &rtv_desc, &rtv); if (bind & D3D11_BIND_DEPTH_STENCIL) D3D::g_device->CreateDepthStencilView(tex, &dsv_desc, &dsv); } D3DTexture2D::~D3DTexture2D() { SAFE_RELEASE(srv); SAFE_RELEASE(rtv); SAFE_RELEASE(dsv); } } // namespace DX11