pcsx2/plugins/GSdx_legacy/GSTexture11.cpp

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2016-04-07 19:27:55 +00:00
/*
* 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, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "stdafx.h"
#include "GSTexture11.h"
#include "GSPng.h"
GSTexture11::GSTexture11(ID3D11Texture2D* texture)
: m_texture(texture)
{
ASSERT(m_texture);
m_texture->GetDevice(&m_dev);
m_texture->GetDesc(&m_desc);
m_dev->GetImmediateContext(&m_ctx);
m_size.x = (int)m_desc.Width;
m_size.y = (int)m_desc.Height;
if(m_desc.BindFlags & D3D11_BIND_RENDER_TARGET) m_type = RenderTarget;
else if(m_desc.BindFlags & D3D11_BIND_DEPTH_STENCIL) m_type = DepthStencil;
else if(m_desc.BindFlags & D3D11_BIND_SHADER_RESOURCE) m_type = Texture;
else if(m_desc.Usage == D3D11_USAGE_STAGING) m_type = Offscreen;
m_format = (int)m_desc.Format;
m_msaa = m_desc.SampleDesc.Count > 1;
}
bool GSTexture11::Update(const GSVector4i& r, const void* data, int pitch)
{
if(m_dev && m_texture)
{
D3D11_BOX box = {r.left, r.top, 0, r.right, r.bottom, 1};
m_ctx->UpdateSubresource(m_texture, 0, &box, data, pitch, 0);
return true;
}
return false;
}
bool GSTexture11::Map(GSMap& m, const GSVector4i* r)
{
if(r != NULL)
{
// ASSERT(0); // not implemented
return false;
}
if(m_texture && m_desc.Usage == D3D11_USAGE_STAGING)
{
D3D11_MAPPED_SUBRESOURCE map;
if(SUCCEEDED(m_ctx->Map(m_texture, 0, D3D11_MAP_READ_WRITE, 0, &map)))
{
m.bits = (uint8*)map.pData;
m.pitch = (int)map.RowPitch;
return true;
}
}
return false;
}
void GSTexture11::Unmap()
{
if(m_texture)
{
m_ctx->Unmap(m_texture, 0);
}
}
bool GSTexture11::Save(const string& fn, bool user_image, bool dds)
{
CComPtr<ID3D11Texture2D> res;
D3D11_TEXTURE2D_DESC desc;
m_texture->GetDesc(&desc);
desc.Usage = D3D11_USAGE_STAGING;
desc.BindFlags = 0;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
HRESULT hr = m_dev->CreateTexture2D(&desc, nullptr, &res);
if (FAILED(hr))
{
return false;
}
m_ctx->CopyResource(res, m_texture);
if (m_desc.BindFlags & D3D11_BIND_DEPTH_STENCIL)
{
CComPtr<ID3D11Texture2D> dst;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.CPUAccessFlags |= D3D11_CPU_ACCESS_WRITE;
hr = m_dev->CreateTexture2D(&desc, nullptr, &dst);
if (FAILED(hr))
{
return false;
}
D3D11_MAPPED_SUBRESOURCE sm, dm;
hr = m_ctx->Map(res, 0, D3D11_MAP_READ, 0, &sm);
if (FAILED(hr))
{
return false;
}
hr = m_ctx->Map(dst, 0, D3D11_MAP_WRITE, 0, &dm);
if (FAILED(hr))
{
m_ctx->Unmap(res, 0);
return false;
}
uint8* s = static_cast<uint8*>(sm.pData);
uint8* d = static_cast<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++)
{
reinterpret_cast<uint32*>(d)[x] = static_cast<uint32>(ldexpf(reinterpret_cast<float*>(s)[x*2], 32));
}
}
m_ctx->Unmap(res, 0);
m_ctx->Unmap(dst, 0);
res = dst;
}
res->GetDesc(&desc);
GSPng::Format format;
switch (desc.Format)
{
case DXGI_FORMAT_A8_UNORM:
format = GSPng::R8I_PNG;
break;
case DXGI_FORMAT_R8G8B8A8_UNORM:
format = dds ? GSPng::RGBA_PNG : (m_desc.BindFlags & D3D11_BIND_DEPTH_STENCIL ? GSPng::RGB_A_PNG : GSPng::RGB_PNG);
break;
default:
fprintf(stderr, "DXGI_FORMAT %d not saved to image\n", desc.Format);
return false;
}
D3D11_MAPPED_SUBRESOURCE sm;
hr = m_ctx->Map(res, 0, D3D11_MAP_READ, 0, &sm);
if (FAILED(hr))
{
return false;
}
int compression = user_image ? Z_BEST_COMPRESSION : theApp.GetConfig("png_compression_level", Z_BEST_SPEED);
bool success = GSPng::Save(format, fn, static_cast<uint8*>(sm.pData), desc.Width, desc.Height, sm.RowPitch, compression);
m_ctx->Unmap(res, 0);
return success;
}
GSTexture11::operator ID3D11Texture2D*()
{
return m_texture;
}
GSTexture11::operator ID3D11ShaderResourceView*()
{
if(!m_srv && m_dev && m_texture)
{
ASSERT(!m_msaa);
m_dev->CreateShaderResourceView(m_texture, NULL, &m_srv);
}
return m_srv;
}
GSTexture11::operator ID3D11UnorderedAccessView*()
{
if(!m_uav && m_dev && m_texture)
{
ASSERT(!m_msaa);
m_dev->CreateUnorderedAccessView(m_texture, NULL, &m_uav);
}
return m_uav;
}
GSTexture11::operator ID3D11RenderTargetView*()
{
ASSERT(m_dev);
if(!m_rtv && m_dev && m_texture)
{
m_dev->CreateRenderTargetView(m_texture, NULL, &m_rtv);
}
return m_rtv;
}
GSTexture11::operator ID3D11DepthStencilView*()
{
if(!m_dsv && m_dev && m_texture)
{
m_dev->CreateDepthStencilView(m_texture, NULL, &m_dsv);
}
return m_dsv;
}