mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 05:09:34 -06:00
Reformat all the things. Have fun with merge conflicts.
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@ -11,110 +11,129 @@
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namespace DX11
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{
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namespace D3D
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{
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void ReplaceRGBATexture2D(ID3D11Texture2D* pTexture, const u8* buffer, unsigned int width, unsigned int height, unsigned int src_pitch, unsigned int level, D3D11_USAGE usage)
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void ReplaceRGBATexture2D(ID3D11Texture2D* pTexture, const u8* buffer, unsigned int width,
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unsigned int height, unsigned int src_pitch, unsigned int level,
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D3D11_USAGE usage)
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{
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if (usage == D3D11_USAGE_DYNAMIC || usage == D3D11_USAGE_STAGING)
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{
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D3D11_MAPPED_SUBRESOURCE map;
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D3D::context->Map(pTexture, level, D3D11_MAP_WRITE_DISCARD, 0, &map);
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if (src_pitch == map.RowPitch)
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{
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memcpy(map.pData, buffer, map.RowPitch * height);
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}
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else
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{
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// Source row size is aligned to texture block size. This can result in a different
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// pitch to what the driver returns, so copy whichever is smaller.
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unsigned int copy_size = std::min(src_pitch, map.RowPitch);
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for (unsigned int y = 0; y < height; ++y)
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memcpy((u8*)map.pData + y * map.RowPitch, buffer + y * src_pitch, copy_size);
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}
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D3D::context->Unmap(pTexture, level);
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}
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else
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{
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D3D11_BOX dest_region = CD3D11_BOX(0, 0, 0, width, height, 1);
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D3D::context->UpdateSubresource(pTexture, level, &dest_region, buffer, src_pitch, src_pitch * height);
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}
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if (usage == D3D11_USAGE_DYNAMIC || usage == D3D11_USAGE_STAGING)
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{
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D3D11_MAPPED_SUBRESOURCE map;
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D3D::context->Map(pTexture, level, D3D11_MAP_WRITE_DISCARD, 0, &map);
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if (src_pitch == map.RowPitch)
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{
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memcpy(map.pData, buffer, map.RowPitch * height);
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}
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else
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{
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// Source row size is aligned to texture block size. This can result in a different
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// pitch to what the driver returns, so copy whichever is smaller.
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unsigned int copy_size = std::min(src_pitch, map.RowPitch);
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for (unsigned int y = 0; y < height; ++y)
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memcpy((u8*)map.pData + y * map.RowPitch, buffer + y * src_pitch, copy_size);
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}
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D3D::context->Unmap(pTexture, level);
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}
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else
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{
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D3D11_BOX dest_region = CD3D11_BOX(0, 0, 0, width, height, 1);
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D3D::context->UpdateSubresource(pTexture, level, &dest_region, buffer, src_pitch,
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src_pitch * height);
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}
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}
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} // namespace
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D3DTexture2D* D3DTexture2D::Create(unsigned int width, unsigned int height, D3D11_BIND_FLAG bind, D3D11_USAGE usage, DXGI_FORMAT fmt, unsigned int levels, unsigned int slices, D3D11_SUBRESOURCE_DATA* data)
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D3DTexture2D* D3DTexture2D::Create(unsigned int width, unsigned int height, D3D11_BIND_FLAG bind,
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D3D11_USAGE usage, DXGI_FORMAT fmt, unsigned int levels,
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unsigned int slices, D3D11_SUBRESOURCE_DATA* data)
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{
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ID3D11Texture2D* pTexture = nullptr;
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HRESULT hr;
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ID3D11Texture2D* pTexture = nullptr;
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HRESULT hr;
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D3D11_CPU_ACCESS_FLAG cpuflags;
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if (usage == D3D11_USAGE_STAGING)
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cpuflags = (D3D11_CPU_ACCESS_FLAG)((int)D3D11_CPU_ACCESS_WRITE|(int)D3D11_CPU_ACCESS_READ);
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else if (usage == D3D11_USAGE_DYNAMIC)
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cpuflags = D3D11_CPU_ACCESS_WRITE;
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else
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cpuflags = (D3D11_CPU_ACCESS_FLAG)0;
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D3D11_TEXTURE2D_DESC texdesc = CD3D11_TEXTURE2D_DESC(fmt, width, height, slices, levels, bind, usage, cpuflags);
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hr = D3D::device->CreateTexture2D(&texdesc, data, &pTexture);
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if (FAILED(hr))
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{
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PanicAlert("Failed to create texture at %s, line %d: hr=%#x\n", __FILE__, __LINE__, hr);
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return nullptr;
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}
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D3D11_CPU_ACCESS_FLAG cpuflags;
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if (usage == D3D11_USAGE_STAGING)
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cpuflags = (D3D11_CPU_ACCESS_FLAG)((int)D3D11_CPU_ACCESS_WRITE | (int)D3D11_CPU_ACCESS_READ);
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else if (usage == D3D11_USAGE_DYNAMIC)
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cpuflags = D3D11_CPU_ACCESS_WRITE;
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else
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cpuflags = (D3D11_CPU_ACCESS_FLAG)0;
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D3D11_TEXTURE2D_DESC texdesc =
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CD3D11_TEXTURE2D_DESC(fmt, width, height, slices, levels, bind, usage, cpuflags);
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hr = D3D::device->CreateTexture2D(&texdesc, data, &pTexture);
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if (FAILED(hr))
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{
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PanicAlert("Failed to create texture at %s, line %d: hr=%#x\n", __FILE__, __LINE__, hr);
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return nullptr;
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}
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D3DTexture2D* ret = new D3DTexture2D(pTexture, bind);
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SAFE_RELEASE(pTexture);
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return ret;
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D3DTexture2D* ret = new D3DTexture2D(pTexture, bind);
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SAFE_RELEASE(pTexture);
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return ret;
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}
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void D3DTexture2D::AddRef()
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{
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++ref;
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++ref;
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}
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UINT D3DTexture2D::Release()
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{
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--ref;
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if (ref == 0)
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{
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delete this;
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return 0;
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}
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return ref;
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--ref;
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if (ref == 0)
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{
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delete this;
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return 0;
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}
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return ref;
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}
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ID3D11Texture2D* &D3DTexture2D::GetTex() { return tex; }
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ID3D11ShaderResourceView* &D3DTexture2D::GetSRV() { return srv; }
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ID3D11RenderTargetView* &D3DTexture2D::GetRTV() { return rtv; }
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ID3D11DepthStencilView* &D3DTexture2D::GetDSV() { return dsv; }
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D3DTexture2D::D3DTexture2D(ID3D11Texture2D* texptr, D3D11_BIND_FLAG bind,
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DXGI_FORMAT srv_format, DXGI_FORMAT dsv_format, DXGI_FORMAT rtv_format, bool multisampled)
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: ref(1), tex(texptr), srv(nullptr), rtv(nullptr), dsv(nullptr)
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ID3D11Texture2D*& D3DTexture2D::GetTex()
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{
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D3D11_SRV_DIMENSION srv_dim = multisampled ? D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY : D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
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D3D11_DSV_DIMENSION dsv_dim = multisampled ? D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY : D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
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D3D11_RTV_DIMENSION rtv_dim = multisampled ? D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY : D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
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D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc = CD3D11_SHADER_RESOURCE_VIEW_DESC(srv_dim, srv_format);
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D3D11_DEPTH_STENCIL_VIEW_DESC dsv_desc = CD3D11_DEPTH_STENCIL_VIEW_DESC(dsv_dim, dsv_format);
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D3D11_RENDER_TARGET_VIEW_DESC rtv_desc = CD3D11_RENDER_TARGET_VIEW_DESC(rtv_dim, rtv_format);
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if (bind & D3D11_BIND_SHADER_RESOURCE)
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D3D::device->CreateShaderResourceView(tex, &srv_desc, &srv);
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if (bind & D3D11_BIND_RENDER_TARGET)
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D3D::device->CreateRenderTargetView(tex, &rtv_desc, &rtv);
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if (bind & D3D11_BIND_DEPTH_STENCIL)
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D3D::device->CreateDepthStencilView(tex, &dsv_desc, &dsv);
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tex->AddRef();
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return tex;
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}
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ID3D11ShaderResourceView*& D3DTexture2D::GetSRV()
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{
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return srv;
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}
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ID3D11RenderTargetView*& D3DTexture2D::GetRTV()
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{
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return rtv;
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}
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ID3D11DepthStencilView*& D3DTexture2D::GetDSV()
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{
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return dsv;
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}
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D3DTexture2D::D3DTexture2D(ID3D11Texture2D* texptr, D3D11_BIND_FLAG bind, DXGI_FORMAT srv_format,
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DXGI_FORMAT dsv_format, DXGI_FORMAT rtv_format, bool multisampled)
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: ref(1), tex(texptr), srv(nullptr), rtv(nullptr), dsv(nullptr)
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{
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D3D11_SRV_DIMENSION srv_dim =
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multisampled ? D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY : D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
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D3D11_DSV_DIMENSION dsv_dim =
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multisampled ? D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY : D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
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D3D11_RTV_DIMENSION rtv_dim =
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multisampled ? D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY : D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
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D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc = CD3D11_SHADER_RESOURCE_VIEW_DESC(srv_dim, srv_format);
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D3D11_DEPTH_STENCIL_VIEW_DESC dsv_desc = CD3D11_DEPTH_STENCIL_VIEW_DESC(dsv_dim, dsv_format);
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D3D11_RENDER_TARGET_VIEW_DESC rtv_desc = CD3D11_RENDER_TARGET_VIEW_DESC(rtv_dim, rtv_format);
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if (bind & D3D11_BIND_SHADER_RESOURCE)
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D3D::device->CreateShaderResourceView(tex, &srv_desc, &srv);
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if (bind & D3D11_BIND_RENDER_TARGET)
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D3D::device->CreateRenderTargetView(tex, &rtv_desc, &rtv);
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if (bind & D3D11_BIND_DEPTH_STENCIL)
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D3D::device->CreateDepthStencilView(tex, &dsv_desc, &dsv);
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tex->AddRef();
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}
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D3DTexture2D::~D3DTexture2D()
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{
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SAFE_RELEASE(srv);
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SAFE_RELEASE(rtv);
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SAFE_RELEASE(dsv);
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SAFE_RELEASE(tex);
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SAFE_RELEASE(srv);
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SAFE_RELEASE(rtv);
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SAFE_RELEASE(dsv);
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SAFE_RELEASE(tex);
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}
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} // namespace DX11
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