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

191 lines
5.5 KiB
C++

// 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