pcsx2/plugins/GSdx/GSTexture10.cpp

211 lines
4.1 KiB
C++
Raw Normal View History

/*
* Copyright (C) 2007-2009 Gabest
* http://www.gabest.org
*
* 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; either version 2, or (at your option)
* any later version.
*
* 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 for more details.
*
* You should have received a copy of the GNU General Public License
* along with GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "stdafx.h"
#include "GSTexture10.h"
GSTexture10::GSTexture10()
{
memset(&m_desc, 0, sizeof(m_desc));
}
GSTexture10::GSTexture10(ID3D10Texture2D* texture)
: m_texture(texture)
{
ASSERT(m_texture);
m_texture->GetDevice(&m_dev);
m_texture->GetDesc(&m_desc);
}
GSTexture10::~GSTexture10()
{
}
GSTexture10::operator bool()
{
return !!m_texture;
}
int GSTexture10::GetType() const
{
if(m_desc.BindFlags & D3D10_BIND_RENDER_TARGET) return GSTexture::RenderTarget;
if(m_desc.BindFlags & D3D10_BIND_DEPTH_STENCIL) return GSTexture::DepthStencil;
if(m_desc.BindFlags & D3D10_BIND_SHADER_RESOURCE) return GSTexture::Texture;
if(m_desc.Usage == D3D10_USAGE_STAGING) return GSTexture::Offscreen;
return GSTexture::None;
}
int GSTexture10::GetWidth() const
{
return m_desc.Width;
}
int GSTexture10::GetHeight() const
{
return m_desc.Height;
}
int GSTexture10::GetFormat() const
{
return m_desc.Format;
}
bool GSTexture10::Update(const GSVector4i& r, const void* data, int pitch)
{
if(m_dev && m_texture)
{
D3D10_BOX box = {r.left, r.top, 0, r.right, r.bottom, 1};
m_dev->UpdateSubresource(m_texture, 0, &box, data, pitch, 0);
return true;
}
return false;
}
bool GSTexture10::Map(uint8** bits, int& pitch)
{
if(m_texture)
{
D3D10_MAPPED_TEXTURE2D map;
if(SUCCEEDED(m_texture->Map(0, D3D10_MAP_READ_WRITE, 0, &map)))
{
*bits = (uint8*)map.pData;
pitch = (int)map.RowPitch;
return true;
}
}
return false;
}
void GSTexture10::Unmap()
{
if(m_texture)
{
m_texture->Unmap(0);
}
}
bool GSTexture10::Save(const string& fn, bool dds)
{
CComPtr<ID3D10Resource> res;
if(m_desc.BindFlags & D3D10_BIND_DEPTH_STENCIL)
{
HRESULT hr;
D3D10_TEXTURE2D_DESC desc;
memset(&desc, 0, sizeof(desc));
m_texture->GetDesc(&desc);
desc.Usage = D3D10_USAGE_STAGING;
desc.BindFlags = 0;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_READ;
CComPtr<ID3D10Texture2D> src, dst;
hr = m_dev->CreateTexture2D(&desc, NULL, &src);
m_dev->CopyResource(src, m_texture);
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
hr = m_dev->CreateTexture2D(&desc, NULL, &dst);
D3D10_MAPPED_TEXTURE2D sm, dm;
hr = src->Map(0, D3D10_MAP_READ, 0, &sm);
hr = dst->Map(0, D3D10_MAP_WRITE, 0, &dm);
uint8* s = (uint8*)sm.pData;
uint8* d = (uint8*)dm.pData;
for(uint32 y = 0; y < desc.Height; y++, s += sm.RowPitch, d += dm.RowPitch)
{
for(uint32 x = 0; x < desc.Width; x++)
{
((uint32*)d)[x] = (uint32)(((float*)s)[x*2] * UINT_MAX);
}
}
src->Unmap(0);
dst->Unmap(0);
res = dst;
}
else
{
res = m_texture;
}
return SUCCEEDED(D3DX10SaveTextureToFile(res, dds ? D3DX10_IFF_DDS : D3DX10_IFF_BMP, fn.c_str()));
}
ID3D10Texture2D* GSTexture10::operator->()
{
return m_texture;
}
GSTexture10::operator ID3D10Texture2D*()
{
return m_texture;
}
GSTexture10::operator ID3D10ShaderResourceView*()
{
if(!m_srv && m_dev && m_texture)
{
m_dev->CreateShaderResourceView(m_texture, NULL, &m_srv);
}
return m_srv;
}
GSTexture10::operator ID3D10RenderTargetView*()
{
ASSERT(m_dev);
if(!m_rtv && m_dev && m_texture)
{
m_dev->CreateRenderTargetView(m_texture, NULL, &m_rtv);
}
return m_rtv;
}
GSTexture10::operator ID3D10DepthStencilView*()
{
if(!m_dsv && m_dev && m_texture)
{
m_dev->CreateDepthStencilView(m_texture, NULL, &m_dsv);
}
return m_dsv;
}