dolphin/Source/Plugins/Plugin_VideoDX11/Src/D3DTexture.cpp
NeoBrainX 5abed9d5a4 Dependency cleanup in DX9.
Dynamically load a d3dx9 dll at runtime (I tested Dolphin with the first d3dx9 dll and it even worked fine there).
Should fix the flood of users asking why they can't select the DX9 plugin :P

Compilers should be able to stop bundling cgD3D9.dll now.

Minor changes in DX11.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5890 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-07-17 11:42:28 +00:00

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3.8 KiB
C++

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include <d3dx11.h>
#include "D3DBase.h"
#include "D3DTexture.h"
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)
{
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, map.RowPitch);
}
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)
{
ID3D11Texture2D* pTexture = NULL;
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, 1, levels, bind, usage, cpuflags);
hr = D3D::device->CreateTexture2D(&texdesc, NULL, &pTexture);
if (FAILED(hr))
{
PanicAlert("Failed to create texture at %s, line %d: hr=%#x\n", __FILE__, __LINE__, hr);
return NULL;
}
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)
: ref(1), tex(texptr), srv(NULL), rtv(NULL), dsv(NULL)
{
D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc = CD3D11_SHADER_RESOURCE_VIEW_DESC(D3D11_SRV_DIMENSION_TEXTURE2D, srv_format);
D3D11_DEPTH_STENCIL_VIEW_DESC dsv_desc = CD3D11_DEPTH_STENCIL_VIEW_DESC(D3D11_DSV_DIMENSION_TEXTURE2D, dsv_format);
D3D11_RENDER_TARGET_VIEW_DESC rtv_desc = CD3D11_RENDER_TARGET_VIEW_DESC(D3D11_RTV_DIMENSION_TEXTURE2D, 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);
}