/* * 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(ID3D10Texture2D* texture) : m_texture(texture) { ASSERT(m_texture); m_texture->GetDevice(&m_dev); m_texture->GetDesc(&m_desc); m_size.x = (int)m_desc.Width; m_size.y = (int)m_desc.Height; if(m_desc.BindFlags & D3D10_BIND_RENDER_TARGET) m_type = RenderTarget; else if(m_desc.BindFlags & D3D10_BIND_DEPTH_STENCIL) m_type = DepthStencil; else if(m_desc.BindFlags & D3D10_BIND_SHADER_RESOURCE) m_type = Texture; else if(m_desc.Usage == D3D10_USAGE_STAGING) m_type = Offscreen; m_format = (int)m_desc.Format; m_msaa = m_desc.SampleDesc.Count > 1; } 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(GSMap& m, const GSVector4i* r) { if(r != NULL) { // ASSERT(0); // not implemented return false; } if(m_texture && m_desc.Usage == D3D10_USAGE_STAGING) { D3D10_MAPPED_TEXTURE2D map; if(SUCCEEDED(m_texture->Map(0, D3D10_MAP_READ_WRITE, 0, &map))) { m.bits = (uint8*)map.pData; m.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 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 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())); } GSTexture10::operator ID3D10Texture2D*() { return m_texture; } GSTexture10::operator ID3D10ShaderResourceView*() { if(!m_srv && m_dev && m_texture) { ASSERT(!m_msaa); D3D10_SHADER_RESOURCE_VIEW_DESC* desc = NULL; if(m_desc.Format == DXGI_FORMAT_R32G8X24_TYPELESS) { desc = new D3D10_SHADER_RESOURCE_VIEW_DESC(); memset(desc, 0, sizeof(*desc)); desc->Format = DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS; desc->ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D; desc->Texture2D.MostDetailedMip = 0; desc->Texture2D.MipLevels = 1; } m_dev->CreateShaderResourceView(m_texture, desc, &m_srv); delete desc; } 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) { D3D10_DEPTH_STENCIL_VIEW_DESC* desc = NULL; if(m_desc.Format == DXGI_FORMAT_R32G8X24_TYPELESS) { desc = new D3D10_DEPTH_STENCIL_VIEW_DESC(); memset(desc, 0, sizeof(*desc)); desc->Format = DXGI_FORMAT_D32_FLOAT_S8X24_UINT; desc->ViewDimension = D3D10_DSV_DIMENSION_TEXTURE2D; } m_dev->CreateDepthStencilView(m_texture, desc, &m_dsv); delete desc; } return m_dsv; }