diff options
| author | shuffle2 <godisgovernment@gmail.com> | 2017-06-18 12:57:05 -0700 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2017-06-18 12:57:05 -0700 |
| commit | e63c33783049753784a24675bfa0792e54684fbd (patch) | |
| tree | 3d984535025f4cb97489c9665220ac4237e7761c /Source/Core/VideoBackends/D3D/DXTexture.cpp | |
| parent | 09457d3a4245ec9d4f2fdac3d1d0873a3354b858 (diff) | |
| parent | e4896d39bd927b0b8e109e0334fa15cdb8e004f3 (diff) | |
Merge pull request #5305 from iwubcode/abstract_texture
Abstract Texture
Diffstat (limited to 'Source/Core/VideoBackends/D3D/DXTexture.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/D3D/DXTexture.cpp | 196 |
1 files changed, 196 insertions, 0 deletions
diff --git a/Source/Core/VideoBackends/D3D/DXTexture.cpp b/Source/Core/VideoBackends/D3D/DXTexture.cpp new file mode 100644 index 0000000000..765438d679 --- /dev/null +++ b/Source/Core/VideoBackends/D3D/DXTexture.cpp @@ -0,0 +1,196 @@ +// Copyright 2017 Dolphin Emulator Project +// Licensed under GPLv2+ +// Refer to the license.txt file included. + +#include <algorithm> +#include <cstddef> + +#include "Common/Assert.h" +#include "Common/CommonTypes.h" +#include "Common/Logging/Log.h" + +#include "VideoBackends/D3D/D3DBase.h" +#include "VideoBackends/D3D/D3DState.h" +#include "VideoBackends/D3D/D3DTexture.h" +#include "VideoBackends/D3D/D3DUtil.h" +#include "VideoBackends/D3D/DXTexture.h" +#include "VideoBackends/D3D/FramebufferManager.h" +#include "VideoBackends/D3D/GeometryShaderCache.h" +#include "VideoBackends/D3D/PixelShaderCache.h" +#include "VideoBackends/D3D/TextureCache.h" +#include "VideoBackends/D3D/VertexShaderCache.h" + +#include "VideoCommon/ImageWrite.h" +#include "VideoCommon/TextureConfig.h" + +namespace DX11 +{ +namespace +{ +DXGI_FORMAT GetDXGIFormatForHostFormat(AbstractTextureFormat format) +{ + switch (format) + { + case AbstractTextureFormat::DXT1: + return DXGI_FORMAT_BC1_UNORM; + case AbstractTextureFormat::DXT3: + return DXGI_FORMAT_BC2_UNORM; + case AbstractTextureFormat::DXT5: + return DXGI_FORMAT_BC3_UNORM; + case AbstractTextureFormat::RGBA8: + default: + return DXGI_FORMAT_R8G8B8A8_UNORM; + } +} +} // Anonymous namespace + +DXTexture::DXTexture(const TextureConfig& tex_config) : AbstractTexture(tex_config) +{ + DXGI_FORMAT dxgi_format = GetDXGIFormatForHostFormat(m_config.format); + if (m_config.rendertarget) + { + m_texture = D3DTexture2D::Create( + m_config.width, m_config.height, + (D3D11_BIND_FLAG)((int)D3D11_BIND_RENDER_TARGET | (int)D3D11_BIND_SHADER_RESOURCE), + D3D11_USAGE_DEFAULT, dxgi_format, 1, m_config.layers); + } + else + { + const D3D11_TEXTURE2D_DESC texdesc = + CD3D11_TEXTURE2D_DESC(dxgi_format, m_config.width, m_config.height, 1, m_config.levels, + D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0); + + ID3D11Texture2D* pTexture; + const HRESULT hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &pTexture); + CHECK(SUCCEEDED(hr), "Create texture of the TextureCache"); + + m_texture = new D3DTexture2D(pTexture, D3D11_BIND_SHADER_RESOURCE); + + // TODO: better debug names + D3D::SetDebugObjectName((ID3D11DeviceChild*)m_texture->GetTex(), + "a texture of the TextureCache"); + D3D::SetDebugObjectName((ID3D11DeviceChild*)m_texture->GetSRV(), + "shader resource view of a texture of the TextureCache"); + + SAFE_RELEASE(pTexture); + } +} + +DXTexture::~DXTexture() +{ + m_texture->Release(); +} + +D3DTexture2D* DXTexture::GetRawTexIdentifier() const +{ + return m_texture; +} + +void DXTexture::Bind(unsigned int stage) +{ + D3D::stateman->SetTexture(stage, m_texture->GetSRV()); +} + +bool DXTexture::Save(const std::string& filename, unsigned int level) +{ + // We can't dump compressed textures currently (it would mean drawing them to a RGBA8 + // framebuffer, and saving that). TextureCache does not call Save for custom textures + // anyway, so this is fine for now. + _assert_(m_config.format == AbstractTextureFormat::RGBA8); + + // Create a staging/readback texture with the dimensions of the specified mip level. + u32 mip_width = std::max(m_config.width >> level, 1u); + u32 mip_height = std::max(m_config.height >> level, 1u); + CD3D11_TEXTURE2D_DESC staging_texture_desc(DXGI_FORMAT_R8G8B8A8_UNORM, mip_width, mip_height, 1, + 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ); + + ID3D11Texture2D* staging_texture; + HRESULT hr = D3D::device->CreateTexture2D(&staging_texture_desc, nullptr, &staging_texture); + if (FAILED(hr)) + { + WARN_LOG(VIDEO, "Failed to create texture dumping readback texture: %X", static_cast<u32>(hr)); + return false; + } + + // Copy the selected mip level to the staging texture. + CD3D11_BOX src_box(0, 0, 0, mip_width, mip_height, 1); + D3D::context->CopySubresourceRegion(staging_texture, 0, 0, 0, 0, m_texture->GetTex(), + D3D11CalcSubresource(level, 0, m_config.levels), &src_box); + + // Map the staging texture to client memory, and encode it as a .png image. + D3D11_MAPPED_SUBRESOURCE map; + hr = D3D::context->Map(staging_texture, 0, D3D11_MAP_READ, 0, &map); + if (FAILED(hr)) + { + WARN_LOG(VIDEO, "Failed to map texture dumping readback texture: %X", static_cast<u32>(hr)); + staging_texture->Release(); + return false; + } + + bool encode_result = + TextureToPng(reinterpret_cast<u8*>(map.pData), map.RowPitch, filename, mip_width, mip_height); + D3D::context->Unmap(staging_texture, 0); + staging_texture->Release(); + + return encode_result; +} + +void DXTexture::CopyRectangleFromTexture(const AbstractTexture* source, + const MathUtil::Rectangle<int>& srcrect, + const MathUtil::Rectangle<int>& dstrect) +{ + const DXTexture* srcentry = static_cast<const DXTexture*>(source); + if (srcrect.GetWidth() == dstrect.GetWidth() && srcrect.GetHeight() == dstrect.GetHeight()) + { + D3D11_BOX srcbox; + srcbox.left = srcrect.left; + srcbox.top = srcrect.top; + srcbox.right = srcrect.right; + srcbox.bottom = srcrect.bottom; + srcbox.front = 0; + srcbox.back = srcentry->m_config.layers; + + D3D::context->CopySubresourceRegion(m_texture->GetTex(), 0, dstrect.left, dstrect.top, 0, + srcentry->m_texture->GetTex(), 0, &srcbox); + return; + } + else if (!m_config.rendertarget) + { + return; + } + g_renderer->ResetAPIState(); // reset any game specific settings + + const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(float(dstrect.left), float(dstrect.top), + float(dstrect.GetWidth()), float(dstrect.GetHeight())); + + D3D::stateman->UnsetTexture(m_texture->GetSRV()); + D3D::stateman->Apply(); + + D3D::context->OMSetRenderTargets(1, &m_texture->GetRTV(), nullptr); + D3D::context->RSSetViewports(1, &vp); + D3D::SetLinearCopySampler(); + D3D11_RECT srcRC; + srcRC.left = srcrect.left; + srcRC.right = srcrect.right; + srcRC.top = srcrect.top; + srcRC.bottom = srcrect.bottom; + D3D::drawShadedTexQuad(srcentry->m_texture->GetSRV(), &srcRC, srcentry->m_config.width, + srcentry->m_config.height, PixelShaderCache::GetColorCopyProgram(false), + VertexShaderCache::GetSimpleVertexShader(), + VertexShaderCache::GetSimpleInputLayout(), + GeometryShaderCache::GetCopyGeometryShader(), 1.0, 0); + + D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), + FramebufferManager::GetEFBDepthTexture()->GetDSV()); + + g_renderer->RestoreAPIState(); +} + +void DXTexture::Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer, + size_t buffer_size) +{ + size_t src_pitch = CalculateHostTextureLevelPitch(m_config.format, row_length); + D3D::context->UpdateSubresource(m_texture->GetTex(), level, nullptr, buffer, + static_cast<UINT>(src_pitch), 0); +} +} // namespace DX11 |
