mirror of https://github.com/PCSX2/pcsx2.git
218 lines
4.2 KiB
C++
218 lines
4.2 KiB
C++
/*
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* Copyright (C) 2007-2009 Gabest
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* http://www.gabest.org
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*
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* This Program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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*
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* This Program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with GNU Make; see the file COPYING. If not, write to
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* the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
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* http://www.gnu.org/copyleft/gpl.html
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*
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*/
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#include "stdafx.h"
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#include "GSTexture10.h"
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GSTexture10::GSTexture10()
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{
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memset(&m_desc, 0, sizeof(m_desc));
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}
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GSTexture10::GSTexture10(ID3D10Texture2D* texture)
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: m_texture(texture)
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{
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ASSERT(m_texture);
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m_texture->GetDevice(&m_dev);
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m_texture->GetDesc(&m_desc);
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}
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GSTexture10::~GSTexture10()
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{
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}
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GSTexture10::operator bool()
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{
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return !!m_texture;
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}
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int GSTexture10::GetType() const
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{
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if(m_desc.BindFlags & D3D10_BIND_RENDER_TARGET) return GSTexture::RenderTarget;
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if(m_desc.BindFlags & D3D10_BIND_DEPTH_STENCIL) return GSTexture::DepthStencil;
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if(m_desc.BindFlags & D3D10_BIND_SHADER_RESOURCE) return GSTexture::Texture;
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if(m_desc.Usage == D3D10_USAGE_STAGING) return GSTexture::Offscreen;
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return GSTexture::None;
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}
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int GSTexture10::GetWidth() const
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{
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return m_desc.Width;
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}
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int GSTexture10::GetHeight() const
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{
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return m_desc.Height;
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}
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int GSTexture10::GetFormat() const
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{
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return m_desc.Format;
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}
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bool GSTexture10::Update(const GSVector4i& r, const void* data, int pitch)
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{
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if(m_dev && m_texture)
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{
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D3D10_BOX box = {r.left, r.top, 0, r.right, r.bottom, 1};
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m_dev->UpdateSubresource(m_texture, 0, &box, data, pitch, 0);
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return true;
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}
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return false;
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}
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bool GSTexture10::Map(uint8** bits, int& pitch, const GSVector4i* r)
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{
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if(r != NULL)
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{
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// ASSERT(0); // not implemented
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return false;
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}
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if(m_texture)
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{
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D3D10_MAPPED_TEXTURE2D map;
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if(SUCCEEDED(m_texture->Map(0, D3D10_MAP_READ_WRITE, 0, &map)))
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{
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*bits = (uint8*)map.pData;
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pitch = (int)map.RowPitch;
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return true;
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}
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}
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return false;
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}
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void GSTexture10::Unmap()
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{
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if(m_texture)
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{
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m_texture->Unmap(0);
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}
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}
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bool GSTexture10::Save(const string& fn, bool dds)
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{
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CComPtr<ID3D10Resource> res;
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if(m_desc.BindFlags & D3D10_BIND_DEPTH_STENCIL)
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{
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HRESULT hr;
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D3D10_TEXTURE2D_DESC desc;
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memset(&desc, 0, sizeof(desc));
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m_texture->GetDesc(&desc);
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desc.Usage = D3D10_USAGE_STAGING;
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desc.BindFlags = 0;
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desc.CPUAccessFlags = D3D10_CPU_ACCESS_READ;
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CComPtr<ID3D10Texture2D> src, dst;
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hr = m_dev->CreateTexture2D(&desc, NULL, &src);
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m_dev->CopyResource(src, m_texture);
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desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
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hr = m_dev->CreateTexture2D(&desc, NULL, &dst);
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D3D10_MAPPED_TEXTURE2D sm, dm;
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hr = src->Map(0, D3D10_MAP_READ, 0, &sm);
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hr = dst->Map(0, D3D10_MAP_WRITE, 0, &dm);
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uint8* s = (uint8*)sm.pData;
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uint8* d = (uint8*)dm.pData;
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for(uint32 y = 0; y < desc.Height; y++, s += sm.RowPitch, d += dm.RowPitch)
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{
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for(uint32 x = 0; x < desc.Width; x++)
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{
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((uint32*)d)[x] = (uint32)(((float*)s)[x*2] * UINT_MAX);
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}
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}
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src->Unmap(0);
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dst->Unmap(0);
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res = dst;
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}
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else
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{
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res = m_texture;
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}
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return SUCCEEDED(D3DX10SaveTextureToFile(res, dds ? D3DX10_IFF_DDS : D3DX10_IFF_BMP, fn.c_str()));
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}
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ID3D10Texture2D* GSTexture10::operator->()
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{
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return m_texture;
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}
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GSTexture10::operator ID3D10Texture2D*()
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{
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return m_texture;
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}
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GSTexture10::operator ID3D10ShaderResourceView*()
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{
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if(!m_srv && m_dev && m_texture)
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{
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m_dev->CreateShaderResourceView(m_texture, NULL, &m_srv);
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}
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return m_srv;
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}
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GSTexture10::operator ID3D10RenderTargetView*()
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{
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ASSERT(m_dev);
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if(!m_rtv && m_dev && m_texture)
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{
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m_dev->CreateRenderTargetView(m_texture, NULL, &m_rtv);
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}
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return m_rtv;
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}
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GSTexture10::operator ID3D10DepthStencilView*()
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{
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if(!m_dsv && m_dev && m_texture)
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{
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m_dev->CreateDepthStencilView(m_texture, NULL, &m_dsv);
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}
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return m_dsv;
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}
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