// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #include "VideoBackends/D3D/D3DBase.h" #include "VideoBackends/D3D/D3DTexture.h" namespace DX11 { namespace D3D { void ReplaceRGBATexture2D(ID3D11Texture2D* pTexture, const u8* buffer, unsigned int width, unsigned int height, unsigned int pitch, unsigned int level, D3D11_USAGE usage) { if (usage == D3D11_USAGE_DYNAMIC || usage == D3D11_USAGE_STAGING) { D3D11_MAPPED_SUBRESOURCE map; D3D::context->Map(pTexture, level, D3D11_MAP_WRITE_DISCARD, 0, &map); if (4 * pitch == map.RowPitch) { memcpy(map.pData, buffer, map.RowPitch * height); } else { for (unsigned int y = 0; y < height; ++y) memcpy((u8*)map.pData + y * map.RowPitch, (u32*)buffer + y * pitch, 4 * pitch); } D3D::context->Unmap(pTexture, level); } else { D3D11_BOX dest_region = CD3D11_BOX(0, 0, 0, width, height, 1); D3D::context->UpdateSubresource(pTexture, level, &dest_region, buffer, 4*pitch, 4*pitch*height); } } } // namespace 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) { ID3D11Texture2D* pTexture = nullptr; HRESULT hr; D3D11_CPU_ACCESS_FLAG cpuflags; if (usage == D3D11_USAGE_STAGING) cpuflags = (D3D11_CPU_ACCESS_FLAG)((int)D3D11_CPU_ACCESS_WRITE|(int)D3D11_CPU_ACCESS_READ); else if (usage == D3D11_USAGE_DYNAMIC) cpuflags = D3D11_CPU_ACCESS_WRITE; else cpuflags = (D3D11_CPU_ACCESS_FLAG)0; D3D11_TEXTURE2D_DESC texdesc = CD3D11_TEXTURE2D_DESC(fmt, width, height, slices, levels, bind, usage, cpuflags); hr = D3D::device->CreateTexture2D(&texdesc, data, &pTexture); if (FAILED(hr)) { PanicAlert("Failed to create texture at %s, line %d: hr=%#x\n", __FILE__, __LINE__, hr); return nullptr; } D3DTexture2D* ret = new D3DTexture2D(pTexture, bind); SAFE_RELEASE(pTexture); return ret; } void D3DTexture2D::AddRef() { ++ref; } UINT D3DTexture2D::Release() { --ref; if (ref == 0) { delete this; return 0; } return ref; } ID3D11Texture2D* &D3DTexture2D::GetTex() { return tex; } ID3D11ShaderResourceView* &D3DTexture2D::GetSRV() { return srv; } ID3D11RenderTargetView* &D3DTexture2D::GetRTV() { return rtv; } ID3D11DepthStencilView* &D3DTexture2D::GetDSV() { return dsv; } D3DTexture2D::D3DTexture2D(ID3D11Texture2D* texptr, D3D11_BIND_FLAG bind, DXGI_FORMAT srv_format, DXGI_FORMAT dsv_format, DXGI_FORMAT rtv_format, bool multisampled) : ref(1), tex(texptr), srv(nullptr), rtv(nullptr), dsv(nullptr) { D3D11_SRV_DIMENSION srv_dim = multisampled ? D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY : D3D11_SRV_DIMENSION_TEXTURE2DARRAY; D3D11_DSV_DIMENSION dsv_dim = multisampled ? D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY : D3D11_DSV_DIMENSION_TEXTURE2DARRAY; D3D11_RTV_DIMENSION rtv_dim = multisampled ? D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY : D3D11_RTV_DIMENSION_TEXTURE2DARRAY; D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc = CD3D11_SHADER_RESOURCE_VIEW_DESC(srv_dim, srv_format); D3D11_DEPTH_STENCIL_VIEW_DESC dsv_desc = CD3D11_DEPTH_STENCIL_VIEW_DESC(dsv_dim, dsv_format); D3D11_RENDER_TARGET_VIEW_DESC rtv_desc = CD3D11_RENDER_TARGET_VIEW_DESC(rtv_dim, rtv_format); if (bind & D3D11_BIND_SHADER_RESOURCE) D3D::device->CreateShaderResourceView(tex, &srv_desc, &srv); if (bind & D3D11_BIND_RENDER_TARGET) D3D::device->CreateRenderTargetView(tex, &rtv_desc, &rtv); if (bind & D3D11_BIND_DEPTH_STENCIL) D3D::device->CreateDepthStencilView(tex, &dsv_desc, &dsv); tex->AddRef(); } D3DTexture2D::~D3DTexture2D() { SAFE_RELEASE(srv); SAFE_RELEASE(rtv); SAFE_RELEASE(dsv); SAFE_RELEASE(tex); } } // namespace DX11