// Copyright 2017 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include #include #include "Common/Assert.h" #include "Common/CommonTypes.h" #include "Common/Logging/Log.h" #include "VideoBackends/D3D/D3DBase.h" #include "VideoBackends/D3D/D3DState.h" #include "VideoBackends/D3D/D3DTexture.h" #include "VideoBackends/D3D/D3DUtil.h" #include "VideoBackends/D3D/DXTexture.h" #include "VideoBackends/D3D/FramebufferManager.h" #include "VideoBackends/D3D/GeometryShaderCache.h" #include "VideoBackends/D3D/PixelShaderCache.h" #include "VideoBackends/D3D/TextureCache.h" #include "VideoBackends/D3D/VertexShaderCache.h" #include "VideoCommon/ImageWrite.h" #include "VideoCommon/TextureConfig.h" namespace DX11 { namespace { DXGI_FORMAT GetDXGIFormatForHostFormat(AbstractTextureFormat format) { switch (format) { case AbstractTextureFormat::DXT1: return DXGI_FORMAT_BC1_UNORM; case AbstractTextureFormat::DXT3: return DXGI_FORMAT_BC2_UNORM; case AbstractTextureFormat::DXT5: return DXGI_FORMAT_BC3_UNORM; case AbstractTextureFormat::RGBA8: default: return DXGI_FORMAT_R8G8B8A8_UNORM; } } } // Anonymous namespace DXTexture::DXTexture(const TextureConfig& tex_config) : AbstractTexture(tex_config) { DXGI_FORMAT dxgi_format = GetDXGIFormatForHostFormat(m_config.format); if (m_config.rendertarget) { m_texture = D3DTexture2D::Create( m_config.width, m_config.height, (D3D11_BIND_FLAG)((int)D3D11_BIND_RENDER_TARGET | (int)D3D11_BIND_SHADER_RESOURCE), D3D11_USAGE_DEFAULT, dxgi_format, 1, m_config.layers); } else { const D3D11_TEXTURE2D_DESC texdesc = CD3D11_TEXTURE2D_DESC(dxgi_format, m_config.width, m_config.height, 1, m_config.levels, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0); ID3D11Texture2D* pTexture; const HRESULT hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &pTexture); CHECK(SUCCEEDED(hr), "Create texture of the TextureCache"); m_texture = new D3DTexture2D(pTexture, D3D11_BIND_SHADER_RESOURCE); // TODO: better debug names D3D::SetDebugObjectName((ID3D11DeviceChild*)m_texture->GetTex(), "a texture of the TextureCache"); D3D::SetDebugObjectName((ID3D11DeviceChild*)m_texture->GetSRV(), "shader resource view of a texture of the TextureCache"); SAFE_RELEASE(pTexture); } } DXTexture::~DXTexture() { m_texture->Release(); } D3DTexture2D* DXTexture::GetRawTexIdentifier() const { return m_texture; } void DXTexture::Bind(unsigned int stage) { D3D::stateman->SetTexture(stage, m_texture->GetSRV()); } bool DXTexture::Save(const std::string& filename, unsigned int level) { // We can't dump compressed textures currently (it would mean drawing them to a RGBA8 // framebuffer, and saving that). TextureCache does not call Save for custom textures // anyway, so this is fine for now. _assert_(m_config.format == AbstractTextureFormat::RGBA8); // Create a staging/readback texture with the dimensions of the specified mip level. u32 mip_width = std::max(m_config.width >> level, 1u); u32 mip_height = std::max(m_config.height >> level, 1u); CD3D11_TEXTURE2D_DESC staging_texture_desc(DXGI_FORMAT_R8G8B8A8_UNORM, mip_width, mip_height, 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ); ID3D11Texture2D* staging_texture; HRESULT hr = D3D::device->CreateTexture2D(&staging_texture_desc, nullptr, &staging_texture); if (FAILED(hr)) { WARN_LOG(VIDEO, "Failed to create texture dumping readback texture: %X", static_cast(hr)); return false; } // Copy the selected mip level to the staging texture. CD3D11_BOX src_box(0, 0, 0, mip_width, mip_height, 1); D3D::context->CopySubresourceRegion(staging_texture, 0, 0, 0, 0, m_texture->GetTex(), D3D11CalcSubresource(level, 0, m_config.levels), &src_box); // Map the staging texture to client memory, and encode it as a .png image. D3D11_MAPPED_SUBRESOURCE map; hr = D3D::context->Map(staging_texture, 0, D3D11_MAP_READ, 0, &map); if (FAILED(hr)) { WARN_LOG(VIDEO, "Failed to map texture dumping readback texture: %X", static_cast(hr)); staging_texture->Release(); return false; } bool encode_result = TextureToPng(reinterpret_cast(map.pData), map.RowPitch, filename, mip_width, mip_height); D3D::context->Unmap(staging_texture, 0); staging_texture->Release(); return encode_result; } void DXTexture::CopyRectangleFromTexture(const AbstractTexture* source, const MathUtil::Rectangle& srcrect, const MathUtil::Rectangle& dstrect) { const DXTexture* srcentry = static_cast(source); if (srcrect.GetWidth() == dstrect.GetWidth() && srcrect.GetHeight() == dstrect.GetHeight()) { D3D11_BOX srcbox; srcbox.left = srcrect.left; srcbox.top = srcrect.top; srcbox.right = srcrect.right; srcbox.bottom = srcrect.bottom; srcbox.front = 0; srcbox.back = srcentry->m_config.layers; D3D::context->CopySubresourceRegion(m_texture->GetTex(), 0, dstrect.left, dstrect.top, 0, srcentry->m_texture->GetTex(), 0, &srcbox); return; } else if (!m_config.rendertarget) { return; } g_renderer->ResetAPIState(); // reset any game specific settings const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(float(dstrect.left), float(dstrect.top), float(dstrect.GetWidth()), float(dstrect.GetHeight())); D3D::stateman->UnsetTexture(m_texture->GetSRV()); D3D::stateman->Apply(); D3D::context->OMSetRenderTargets(1, &m_texture->GetRTV(), nullptr); D3D::context->RSSetViewports(1, &vp); D3D::SetLinearCopySampler(); D3D11_RECT srcRC; srcRC.left = srcrect.left; srcRC.right = srcrect.right; srcRC.top = srcrect.top; srcRC.bottom = srcrect.bottom; D3D::drawShadedTexQuad(srcentry->m_texture->GetSRV(), &srcRC, srcentry->m_config.width, srcentry->m_config.height, PixelShaderCache::GetColorCopyProgram(false), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader(), 1.0, 0); D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV()); g_renderer->RestoreAPIState(); } void DXTexture::Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer, size_t buffer_size) { size_t src_pitch = CalculateHostTextureLevelPitch(m_config.format, row_length); D3D::context->UpdateSubresource(m_texture->GetTex(), level, nullptr, buffer, static_cast(src_pitch), 0); } } // namespace DX11