dolphin/Source/Core/VideoBackends/D3D/D3DTexture.cpp

106 lines
3.1 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <algorithm>
#include "Common/CommonTypes.h"
#include "Common/MsgHandler.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DTexture.h"
namespace DX11
{
D3DTexture2D* D3DTexture2D::Create(unsigned int width, unsigned int height, D3D11_BIND_FLAG bind,
D3D11_USAGE usage, DXGI_FORMAT fmt, unsigned int levels,
unsigned int slices, D3D11_SUBRESOURCE_DATA* data)
{
ID3D11Texture2D* pTexture = nullptr;
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, slices, levels, bind, usage, cpuflags);
hr = D3D::device->CreateTexture2D(&texdesc, data, &pTexture);
if (FAILED(hr))
{
PanicAlert("Failed to create texture at %s, line %d: hr=%#x\n", __FILE__, __LINE__, hr);
return nullptr;
}
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(nullptr), rtv(nullptr), dsv(nullptr)
{
D3D11_SRV_DIMENSION srv_dim =
multisampled ? D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY : D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
D3D11_DSV_DIMENSION dsv_dim =
multisampled ? D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY : D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
D3D11_RTV_DIMENSION rtv_dim =
multisampled ? D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY : D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
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