pcsx2/plugins/GSdx/Renderers/DX11/GSTexture11.cpp

269 lines
5.8 KiB
C++

/*
* 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), m_layer(0)
{
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_max_layer = m_desc.MipLevels;
}
bool GSTexture11::Update(const GSVector4i& r, const void* data, int pitch, int layer)
{
if(layer >= m_max_layer)
return true;
if(m_dev && m_texture)
{
D3D11_BOX box = { (UINT)r.left, (UINT)r.top, 0U, (UINT)r.right, (UINT)r.bottom, 1U };
UINT subresource = layer; // MipSlice + (ArraySlice * MipLevels).
m_ctx->UpdateSubresource(m_texture, subresource, &box, data, pitch, 0);
return true;
}
return false;
}
bool GSTexture11::Map(GSMap& m, const GSVector4i* r, int layer)
{
if(r != NULL)
{
// ASSERT(0); // not implemented
return false;
}
if(layer >= m_max_layer)
return false;
if(m_texture && m_desc.Usage == D3D11_USAGE_STAGING)
{
D3D11_MAPPED_SUBRESOURCE map;
UINT subresource = layer;
if(SUCCEEDED(m_ctx->Map(m_texture, subresource, D3D11_MAP_READ_WRITE, 0, &map)))
{
m.bits = (uint8*)map.pData;
m.pitch = (int)map.RowPitch;
m_layer = layer;
return true;
}
}
return false;
}
void GSTexture11::Unmap()
{
if(m_texture)
{
UINT subresource = m_layer;
m_ctx->Unmap(m_texture, subresource);
}
}
bool GSTexture11::Save(const std::string& fn)
{
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);
#ifdef ENABLE_OGL_DEBUG
GSPng::Format format = GSPng::RGB_A_PNG;
#else
GSPng::Format format = GSPng::RGB_PNG;
#endif
switch (desc.Format)
{
case DXGI_FORMAT_A8_UNORM:
format = GSPng::R8I_PNG;
break;
case DXGI_FORMAT_R8G8B8A8_UNORM:
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 = theApp.GetConfigI("png_compression_level");
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)
{
if(m_desc.Format == DXGI_FORMAT_R32G8X24_TYPELESS)
{
D3D11_SHADER_RESOURCE_VIEW_DESC srvd = {};
srvd.Format = DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS;
srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvd.Texture2D.MipLevels = 1;
m_dev->CreateShaderResourceView(m_texture, &srvd, &m_srv);
}
else
{
m_dev->CreateShaderResourceView(m_texture, NULL, &m_srv);
}
}
return m_srv;
}
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)
{
if(m_desc.Format == DXGI_FORMAT_R32G8X24_TYPELESS)
{
D3D11_DEPTH_STENCIL_VIEW_DESC dsvd = {};
dsvd.Format = DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
dsvd.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
m_dev->CreateDepthStencilView(m_texture, &dsvd, &m_dsv);
}
else
{
m_dev->CreateDepthStencilView(m_texture, NULL, &m_dsv);
}
}
return m_dsv;
}
bool GSTexture11::Equal(GSTexture11* tex)
{
return tex && m_texture == tex->m_texture;
}