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