dolphin/Source/Plugins/Plugin_VideoDX9/Src/D3DTexture.cpp

249 lines
6.0 KiB
C++

// 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 "D3DBase.h"
#include "D3DTexture.h"
namespace D3D
{
LPDIRECT3DTEXTURE9 CreateTexture2D(const u8* buffer, const int width, const int height, const int pitch, D3DFORMAT fmt, bool swap_r_b)
{
u32* pBuffer = (u32*)buffer;
LPDIRECT3DTEXTURE9 pTexture;
// crazy bitmagic, sorry :)
bool isPow2 = !((width&(width-1)) || (height&(height-1)));
bool bExpand = false;
if (fmt == D3DFMT_A8P8) {
fmt = D3DFMT_A8L8;
bExpand = true;
}
HRESULT hr;
// TODO(ector): Allow mipmaps for non-pow textures on newer cards?
// TODO(ector): Use the game-specified mipmaps?
if (!isPow2)
hr = dev->CreateTexture(width, height, 1, 0, fmt, D3DPOOL_MANAGED, &pTexture, NULL);
else
hr = dev->CreateTexture(width, height, 0, D3DUSAGE_AUTOGENMIPMAP, fmt, D3DPOOL_MANAGED, &pTexture, NULL);
if (FAILED(hr))
return 0;
int level = 0;
D3DLOCKED_RECT Lock;
pTexture->LockRect(level, &Lock, NULL, 0);
switch (fmt)
{
case D3DFMT_L8:
case D3DFMT_A8:
case D3DFMT_A4L4:
{
const u8 *pIn = buffer;
for (int y = 0; y < height; y++)
{
u8* pBits = ((u8*)Lock.pBits + (y * Lock.Pitch));
memcpy(pBits, pIn, width);
pIn += pitch;
}
}
break;
case D3DFMT_R5G6B5:
{
const u16 *pIn = (u16*)buffer;
for (int y = 0; y < height; y++)
{
u16* pBits = (u16*)((u8*)Lock.pBits + (y * Lock.Pitch));
memcpy(pBits, pIn, width * 2);
pIn += pitch;
}
}
break;
case D3DFMT_A8L8:
{
if (bExpand) { // I8
const u8 *pIn = buffer;
// TODO(XK): Find a better way that does not involve either unpacking
// or downsampling (i.e. A4L4)
for (int y = 0; y < height; y++)
{
u8* pBits = ((u8*)Lock.pBits + (y * Lock.Pitch));
for(int i = 0; i < width * 2; i += 2) {
pBits[i] = pIn[i / 2];
pBits[i + 1] = pIn[i / 2];
}
pIn += pitch;
}
} else { // IA8
const u16 *pIn = (u16*)buffer;
for (int y = 0; y < height; y++)
{
u16* pBits = (u16*)((u8*)Lock.pBits + (y * Lock.Pitch));
memcpy(pBits, pIn, width * 2);
pIn += pitch;
}
}
}
break;
case D3DFMT_A8R8G8B8:
{
/*if(Lock.Pitch == width * 4)
{
memcpy(Lock.pBits,buffer,width*height*4);
}
else
{*/
u32* pIn = pBuffer;
for (int y = 0; y < height; y++)
{
u32* pBits = (u32*)((u8*)Lock.pBits + (y * Lock.Pitch));
memcpy(pBits, pIn, width * 4);
pIn += pitch;
}
//}
}
break;
case D3DFMT_DXT1:
memcpy(Lock.pBits,buffer,((width+3)/4)*((height+3)/4)*8);
break;
default:
PanicAlert("D3D: Invalid texture format %i", fmt);
}
pTexture->UnlockRect(level);
return pTexture;
}
LPDIRECT3DTEXTURE9 CreateOnlyTexture2D(const int width, const int height, D3DFORMAT fmt)
{
LPDIRECT3DTEXTURE9 pTexture;
// crazy bitmagic, sorry :)
bool isPow2 = !((width&(width-1)) || (height&(height-1)));
bool bExpand = false;
HRESULT hr;
// TODO(ector): Allow mipmaps for non-pow textures on newer cards?
// TODO(ector): Use the game-specified mipmaps?
if (!isPow2)
hr = dev->CreateTexture(width, height, 1, 0, fmt, D3DPOOL_MANAGED, &pTexture, NULL);
else
hr = dev->CreateTexture(width, height, 0, D3DUSAGE_AUTOGENMIPMAP, fmt, D3DPOOL_MANAGED, &pTexture, NULL);
if (FAILED(hr))
return 0;
return pTexture;
}
void ReplaceTexture2D(LPDIRECT3DTEXTURE9 pTexture, const u8* buffer, const int width, const int height, const int pitch, D3DFORMAT fmt, bool swap_r_b)
{
u32* pBuffer = (u32*)buffer;
int level = 0;
D3DLOCKED_RECT Lock;
pTexture->LockRect(level, &Lock, NULL, 0);
u32* pIn = pBuffer;
bool bExpand = false;
if (fmt == D3DFMT_A8P8) {
fmt = D3DFMT_A8L8;
bExpand = true;
}
switch (fmt)
{
case D3DFMT_A8R8G8B8:
if (!swap_r_b) {
for (int y = 0; y < height; y++)
{
u32 *pBits = (u32*)((u8*)Lock.pBits + (y * Lock.Pitch));
memcpy(pBits, pIn, width * 4);
pIn += pitch;
}
} else {
for (int y = 0; y < height; y++)
{
u8 *pIn8 = (u8 *)pIn;
u8 *pBits = (u8 *)((u8*)Lock.pBits + (y * Lock.Pitch));
for (int x = 0; x < width * 4; x += 4) {
pBits[x + 0] = pIn8[x + 2];
pBits[x + 1] = pIn8[x + 1];
pBits[x + 2] = pIn8[x + 0];
pBits[x + 3] = pIn8[x + 3];
}
pIn += pitch;
}
}
break;
case D3DFMT_L8:
case D3DFMT_A8:
case D3DFMT_A4L4:
{
const u8 *pIn = buffer;
for (int y = 0; y < height; y++)
{
u8* pBits = ((u8*)Lock.pBits + (y * Lock.Pitch));
memcpy(pBits, pIn, width);
pIn += pitch;
}
}
break;
case D3DFMT_R5G6B5:
{
const u16 *pIn = (u16*)buffer;
for (int y = 0; y < height; y++)
{
u16* pBits = (u16*)((u8*)Lock.pBits + (y * Lock.Pitch));
memcpy(pBits, pIn, width * 2);
pIn += pitch;
}
}
break;
case D3DFMT_A8L8:
{
if (bExpand) { // I8
const u8 *pIn = buffer;
// TODO(XK): Find a better way that does not involve either unpacking
// or downsampling (i.e. A4L4)
for (int y = 0; y < height; y++)
{
u8* pBits = ((u8*)Lock.pBits + (y * Lock.Pitch));
for(int i = 0; i < width * 2; i += 2) {
pBits[i] = pIn[i / 2];
pBits[i + 1] = pIn[i / 2];
}
pIn += pitch;
}
} else { // IA8
const u16 *pIn = (u16*)buffer;
for (int y = 0; y < height; y++)
{
u16* pBits = (u16*)((u8*)Lock.pBits + (y * Lock.Pitch));
memcpy(pBits, pIn, width * 2);
pIn += pitch;
}
}
}
break;
case D3DFMT_DXT1:
memcpy(Lock.pBits,buffer,((width+3)/4)*((height+3)/4)*8);
break;
}
pTexture->UnlockRect(level);
}
} // namespace