// 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 #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, line %d: hr=%#x\n", __FILE__, __LINE__, hr); 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(); }