/* * 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 dds) { CComPtr 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 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(sm.pData); uint8* d = static_cast(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(d)[x] = static_cast(ldexpf(reinterpret_cast(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; } bool success = GSPng::Save(format, fn, static_cast(sm.pData), desc.Width, desc.Height, sm.RowPitch); 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; }