/****************************************************************************** Copyright (C) 2013 by Hugh Bailey 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, either version 2 of the License, or (at your option) any later version. 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 for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . ******************************************************************************/ #include #include "d3d11-subsystem.hpp" void gs_texture_2d::InitSRD(vector &srd) { uint32_t rowSizeBytes = width * gs_get_format_bpp(format); uint32_t texSizeBytes = height * rowSizeBytes / 8; size_t textures = type == GS_TEXTURE_2D ? 1 : 6; uint32_t actual_levels = levels; size_t curTex = 0; if (!actual_levels) actual_levels = gs_get_total_levels(width, height); rowSizeBytes /= 8; for (size_t i = 0; i < textures; i++) { uint32_t newRowSize = rowSizeBytes; uint32_t newTexSize = texSizeBytes; for (uint32_t j = 0; j < actual_levels; j++) { D3D11_SUBRESOURCE_DATA newSRD; newSRD.pSysMem = data[curTex++].data(); newSRD.SysMemPitch = newRowSize; newSRD.SysMemSlicePitch = newTexSize; srd.push_back(newSRD); newRowSize /= 2; newTexSize /= 4; } } } void gs_texture_2d::BackupTexture(const uint8_t **data) { this->data.resize(levels); uint32_t w = width; uint32_t h = height; uint32_t bbp = gs_get_format_bpp(format); for (uint32_t i = 0; i < levels; i++) { if (!data[i]) break; uint32_t texSize = bbp * w * h / 8; this->data[i].resize(texSize); vector &subData = this->data[i]; memcpy(&subData[0], data[i], texSize); w /= 2; h /= 2; } } void gs_texture_2d::InitTexture(const uint8_t **data) { vector srd; D3D11_TEXTURE2D_DESC td; HRESULT hr; memset(&td, 0, sizeof(td)); td.Width = width; td.Height = height; td.MipLevels = genMipmaps ? 0 : levels; td.ArraySize = type == GS_TEXTURE_CUBE ? 6 : 1; td.Format = dxgiFormat; td.BindFlags = D3D11_BIND_SHADER_RESOURCE; td.SampleDesc.Count = 1; td.CPUAccessFlags = isDynamic ? D3D11_CPU_ACCESS_WRITE : 0; td.Usage = isDynamic ? D3D11_USAGE_DYNAMIC : D3D11_USAGE_DEFAULT; if (type == GS_TEXTURE_CUBE) td.MiscFlags |= D3D11_RESOURCE_MISC_TEXTURECUBE; if (isRenderTarget || isGDICompatible) td.BindFlags |= D3D11_BIND_RENDER_TARGET; if (isGDICompatible) td.MiscFlags |= D3D11_RESOURCE_MISC_GDI_COMPATIBLE; if (data) { BackupTexture(data); InitSRD(srd); } hr = device->device->CreateTexture2D(&td, data ? srd.data() : NULL, texture.Assign()); if (FAILED(hr)) throw HRError("Failed to create 2D texture", hr); if (isGDICompatible) { hr = texture->QueryInterface(__uuidof(IDXGISurface1), (void**)gdiSurface.Assign()); if (FAILED(hr)) throw HRError("Failed to create GDI surface", hr); } } void gs_texture_2d::InitResourceView() { D3D11_SHADER_RESOURCE_VIEW_DESC resourceDesc; HRESULT hr; memset(&resourceDesc, 0, sizeof(resourceDesc)); resourceDesc.Format = dxgiFormat; if (type == GS_TEXTURE_CUBE) { resourceDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE; resourceDesc.TextureCube.MipLevels = genMipmaps ? -1 : 1; } else { resourceDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; resourceDesc.Texture2D.MipLevels = genMipmaps ? -1 : 1; } hr = device->device->CreateShaderResourceView(texture, &resourceDesc, shaderRes.Assign()); if (FAILED(hr)) throw HRError("Failed to create resource view", hr); } void gs_texture_2d::InitRenderTargets() { HRESULT hr; if (type == GS_TEXTURE_2D) { hr = device->device->CreateRenderTargetView(texture, NULL, renderTarget[0].Assign()); if (FAILED(hr)) throw HRError("Failed to create render target view", hr); } else { D3D11_RENDER_TARGET_VIEW_DESC rtv; rtv.Format = dxgiFormat; rtv.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY; rtv.Texture2DArray.MipSlice = 0; rtv.Texture2DArray.ArraySize = 1; for (UINT i = 0; i < 6; i++) { rtv.Texture2DArray.FirstArraySlice = i; hr = device->device->CreateRenderTargetView(texture, &rtv, renderTarget[i].Assign()); if (FAILED(hr)) throw HRError("Failed to create cube render " "target view", hr); } } } gs_texture_2d::gs_texture_2d(gs_device_t *device, uint32_t width, uint32_t height, gs_color_format colorFormat, uint32_t levels, const uint8_t **data, uint32_t flags, gs_texture_type type, bool gdiCompatible, bool shared) : gs_texture (device, type, levels, colorFormat), width (width), height (height), dxgiFormat (ConvertGSTextureFormat(format)), isRenderTarget ((flags & GS_RENDER_TARGET) != 0), isGDICompatible (gdiCompatible), isDynamic ((flags & GS_DYNAMIC) != 0), isShared (shared), genMipmaps ((flags & GS_BUILD_MIPMAPS) != 0) { InitTexture(data); InitResourceView(); if (isRenderTarget) InitRenderTargets(); } gs_texture_2d::gs_texture_2d(gs_device_t *device, uint32_t handle) : isShared (true), sharedHandle (handle) { HRESULT hr; hr = device->device->OpenSharedResource((HANDLE)(uintptr_t)handle, __uuidof(ID3D11Texture2D), (void**)texture.Assign()); if (FAILED(hr)) throw HRError("Failed to open resource", hr); D3D11_TEXTURE2D_DESC desc; texture->GetDesc(&desc); this->type = GS_TEXTURE_2D; this->format = ConvertDXGITextureFormat(desc.Format); this->levels = 1; this->device = device; this->width = desc.Width; this->height = desc.Height; this->dxgiFormat = desc.Format; D3D11_SHADER_RESOURCE_VIEW_DESC resourceDesc = {}; resourceDesc.Format = desc.Format; resourceDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; resourceDesc.Texture2D.MipLevels = 1; hr = device->device->CreateShaderResourceView(texture, &resourceDesc, shaderRes.Assign()); if (FAILED(hr)) throw HRError("Failed to create shader resource view", hr); }