mirror of https://github.com/PCSX2/pcsx2.git
203 lines
4.2 KiB
C++
203 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, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA 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 "GSTexture11.h"
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GSTexture11::GSTexture11(ID3D11Texture2D* 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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m_dev->GetImmediateContext(&m_ctx);
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m_size.x = (int)m_desc.Width;
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m_size.y = (int)m_desc.Height;
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if(m_desc.BindFlags & D3D11_BIND_RENDER_TARGET) m_type = RenderTarget;
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else if(m_desc.BindFlags & D3D11_BIND_DEPTH_STENCIL) m_type = DepthStencil;
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else if(m_desc.BindFlags & D3D11_BIND_SHADER_RESOURCE) m_type = Texture;
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else if(m_desc.Usage == D3D11_USAGE_STAGING) m_type = Offscreen;
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m_format = (int)m_desc.Format;
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m_msaa = m_desc.SampleDesc.Count > 1;
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}
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bool GSTexture11::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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D3D11_BOX box = {r.left, r.top, 0, r.right, r.bottom, 1};
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m_ctx->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 GSTexture11::Map(GSMap& m, 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 && m_desc.Usage == D3D11_USAGE_STAGING)
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{
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D3D11_MAPPED_SUBRESOURCE map;
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if(SUCCEEDED(m_ctx->Map(m_texture, 0, D3D11_MAP_READ_WRITE, 0, &map)))
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{
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m.bits = (uint8*)map.pData;
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m.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 GSTexture11::Unmap()
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{
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if(m_texture)
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{
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m_ctx->Unmap(m_texture, 0);
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}
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}
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bool GSTexture11::Save(const string& fn, bool dds)
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{
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CComPtr<ID3D11Resource> res;
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if(m_desc.BindFlags & D3D11_BIND_DEPTH_STENCIL)
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{
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HRESULT hr;
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D3D11_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 = D3D11_USAGE_STAGING;
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desc.BindFlags = 0;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
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CComPtr<ID3D11Texture2D> src, dst;
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hr = m_dev->CreateTexture2D(&desc, NULL, &src);
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m_ctx->CopyResource(src, m_texture);
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desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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hr = m_dev->CreateTexture2D(&desc, NULL, &dst);
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D3D11_MAPPED_SUBRESOURCE sm, dm;
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hr = m_ctx->Map(src, 0, D3D11_MAP_READ, 0, &sm);
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hr = m_ctx->Map(dst, 0, D3D11_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)(ldexpf(((float*)s)[x*2], 32));
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}
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}
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m_ctx->Unmap(src, 0);
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m_ctx->Unmap(dst, 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(D3DX11SaveTextureToFile(m_ctx, res, dds ? D3DX11_IFF_DDS : D3DX11_IFF_BMP, fn.c_str()));
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}
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GSTexture11::operator ID3D11Texture2D*()
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{
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return m_texture;
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}
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GSTexture11::operator ID3D11ShaderResourceView*()
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{
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if(!m_srv && m_dev && m_texture)
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{
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ASSERT(!m_msaa);
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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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GSTexture11::operator ID3D11UnorderedAccessView*()
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{
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if(!m_uav && m_dev && m_texture)
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{
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ASSERT(!m_msaa);
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m_dev->CreateUnorderedAccessView(m_texture, NULL, &m_uav);
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}
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return m_uav;
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}
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GSTexture11::operator ID3D11RenderTargetView*()
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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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GSTexture11::operator ID3D11DepthStencilView*()
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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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