pcsx2/plugins/GSdx/GSTexture11.cpp

191 lines
4.0 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, 675 Mass Ave, Cambridge, MA 02139, USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "stdafx.h"
#include "GSTexture11.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<ID3D11Resource> res;
if(m_desc.BindFlags & D3D11_BIND_DEPTH_STENCIL)
{
HRESULT hr;
D3D11_TEXTURE2D_DESC desc;
memset(&desc, 0, sizeof(desc));
m_texture->GetDesc(&desc);
desc.Usage = D3D11_USAGE_STAGING;
desc.BindFlags = 0;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
CComPtr<ID3D11Texture2D> src, dst;
hr = m_dev->CreateTexture2D(&desc, NULL, &src);
m_ctx->CopyResource(src, m_texture);
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
hr = m_dev->CreateTexture2D(&desc, NULL, &dst);
D3D11_MAPPED_SUBRESOURCE sm, dm;
hr = m_ctx->Map(src, 0, D3D11_MAP_READ, 0, &sm);
hr = m_ctx->Map(dst, 0, D3D11_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)(ldexpf(((float*)s)[x*2], 32));
}
}
m_ctx->Unmap(src, 0);
m_ctx->Unmap(dst, 0);
res = dst;
}
else
{
res = m_texture;
}
return SUCCEEDED(D3DX11SaveTextureToFile(m_ctx, res, dds ? D3DX11_IFF_DDS : D3DX11_IFF_BMP, fn.c_str()));
}
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 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;
}