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authorshuffle2 <godisgovernment@gmail.com>2017-06-18 12:57:05 -0700
committerGitHub <noreply@github.com>2017-06-18 12:57:05 -0700
commite63c33783049753784a24675bfa0792e54684fbd (patch)
tree3d984535025f4cb97489c9665220ac4237e7761c /Source/Core/VideoBackends/D3D/DXTexture.cpp
parent09457d3a4245ec9d4f2fdac3d1d0873a3354b858 (diff)
parente4896d39bd927b0b8e109e0334fa15cdb8e004f3 (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.cpp196
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