// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #include "D3DBase.h" #include "D3DTexture.h" #include "png.h" namespace DX11 { namespace D3D { bool TextureToPng(D3D11_MAPPED_SUBRESOURCE &map, const char* filename, int width, int height, bool saveAlpha) { bool success = false; if (map.pData != NULL) { FILE *fp = NULL; png_structp png_ptr = NULL; png_infop info_ptr = NULL; // Open file for writing (binary mode) fp = fopen(filename, "wb"); if (fp == NULL) { PanicAlert("Could not open file %s for writing\n", filename); goto finalise; } // Initialize write structure png_ptr = png_create_write_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL); if (png_ptr == NULL) { PanicAlert("Could not allocate write struct\n"); goto finalise; } // Initialize info structure info_ptr = png_create_info_struct(png_ptr); if (info_ptr == NULL) { PanicAlert("Could not allocate info struct\n"); goto finalise; } // Setup Exception handling if (setjmp(png_jmpbuf(png_ptr))) { PanicAlert("Error during png creation\n"); goto finalise; } png_init_io(png_ptr, fp); // Write header (8 bit colour depth) png_set_IHDR(png_ptr, info_ptr, width, height, 8, PNG_COLOR_TYPE_RGB_ALPHA, PNG_INTERLACE_NONE, PNG_COMPRESSION_TYPE_BASE, PNG_FILTER_TYPE_BASE); char title[] = "Dolphin Screenshot"; png_text title_text; title_text.compression = PNG_TEXT_COMPRESSION_NONE; title_text.key = "Title"; title_text.text = title; png_set_text(png_ptr, info_ptr, &title_text, 1); png_write_info(png_ptr, info_ptr); // Write image data for (auto y = 0; y < height; ++y) { u8* row_ptr = (u8*)map.pData + y * map.RowPitch; u8* ptr = row_ptr; for (UINT x = 0; x < map.RowPitch / 4; ++x) { if (!saveAlpha) ptr[3] = 0xff; ptr += 4; } png_write_row(png_ptr, row_ptr); } // End write png_write_end(png_ptr, NULL); success = true; finalise: if (fp != NULL) fclose(fp); if (info_ptr != NULL) png_free_data(png_ptr, info_ptr, PNG_FREE_ALL, -1); if (png_ptr != NULL) png_destroy_write_struct(&png_ptr, (png_infopp)NULL); } return false; } 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::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::context->Unmap(pTexture, level); } else { 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); } } } // 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, line %d: hr=%#x\n", __FILE__, __LINE__, hr); return NULL; } D3DTexture2D* ret = new D3DTexture2D(pTexture, bind); SAFE_RELEASE(pTexture); 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, 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::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() { SAFE_RELEASE(srv); SAFE_RELEASE(rtv); SAFE_RELEASE(dsv); SAFE_RELEASE(tex); } } // namespace DX11