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Merge pull request #5305 from iwubcode/abstract_texture
Abstract Texture
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// Copyright 2017 Dolphin Emulator Project | ||
// Licensed under GPLv2+ | ||
// Refer to the license.txt file included. | ||
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#include <algorithm> | ||
#include <cstddef> | ||
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#include "Common/Assert.h" | ||
#include "Common/CommonTypes.h" | ||
#include "Common/Logging/Log.h" | ||
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#include "VideoBackends/D3D/D3DBase.h" | ||
#include "VideoBackends/D3D/D3DState.h" | ||
#include "VideoBackends/D3D/D3DTexture.h" | ||
#include "VideoBackends/D3D/D3DUtil.h" | ||
#include "VideoBackends/D3D/DXTexture.h" | ||
#include "VideoBackends/D3D/FramebufferManager.h" | ||
#include "VideoBackends/D3D/GeometryShaderCache.h" | ||
#include "VideoBackends/D3D/PixelShaderCache.h" | ||
#include "VideoBackends/D3D/TextureCache.h" | ||
#include "VideoBackends/D3D/VertexShaderCache.h" | ||
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#include "VideoCommon/ImageWrite.h" | ||
#include "VideoCommon/TextureConfig.h" | ||
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namespace DX11 | ||
{ | ||
namespace | ||
{ | ||
DXGI_FORMAT GetDXGIFormatForHostFormat(AbstractTextureFormat format) | ||
{ | ||
switch (format) | ||
{ | ||
case AbstractTextureFormat::DXT1: | ||
return DXGI_FORMAT_BC1_UNORM; | ||
case AbstractTextureFormat::DXT3: | ||
return DXGI_FORMAT_BC2_UNORM; | ||
case AbstractTextureFormat::DXT5: | ||
return DXGI_FORMAT_BC3_UNORM; | ||
case AbstractTextureFormat::RGBA8: | ||
default: | ||
return DXGI_FORMAT_R8G8B8A8_UNORM; | ||
} | ||
} | ||
} // Anonymous namespace | ||
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DXTexture::DXTexture(const TextureConfig& tex_config) : AbstractTexture(tex_config) | ||
{ | ||
DXGI_FORMAT dxgi_format = GetDXGIFormatForHostFormat(m_config.format); | ||
if (m_config.rendertarget) | ||
{ | ||
m_texture = D3DTexture2D::Create( | ||
m_config.width, m_config.height, | ||
(D3D11_BIND_FLAG)((int)D3D11_BIND_RENDER_TARGET | (int)D3D11_BIND_SHADER_RESOURCE), | ||
D3D11_USAGE_DEFAULT, dxgi_format, 1, m_config.layers); | ||
} | ||
else | ||
{ | ||
const D3D11_TEXTURE2D_DESC texdesc = | ||
CD3D11_TEXTURE2D_DESC(dxgi_format, m_config.width, m_config.height, 1, m_config.levels, | ||
D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0); | ||
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ID3D11Texture2D* pTexture; | ||
const HRESULT hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &pTexture); | ||
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 | ||
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_texture->GetTex(), | ||
"a texture of the TextureCache"); | ||
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_texture->GetSRV(), | ||
"shader resource view of a texture of the TextureCache"); | ||
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SAFE_RELEASE(pTexture); | ||
} | ||
} | ||
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DXTexture::~DXTexture() | ||
{ | ||
m_texture->Release(); | ||
} | ||
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D3DTexture2D* DXTexture::GetRawTexIdentifier() const | ||
{ | ||
return m_texture; | ||
} | ||
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void DXTexture::Bind(unsigned int stage) | ||
{ | ||
D3D::stateman->SetTexture(stage, m_texture->GetSRV()); | ||
} | ||
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bool DXTexture::Save(const std::string& filename, unsigned int level) | ||
{ | ||
// We can't dump compressed textures currently (it would mean drawing them to a RGBA8 | ||
// framebuffer, and saving that). TextureCache does not call Save for custom textures | ||
// anyway, so this is fine for now. | ||
_assert_(m_config.format == AbstractTextureFormat::RGBA8); | ||
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// Create a staging/readback texture with the dimensions of the specified mip level. | ||
u32 mip_width = std::max(m_config.width >> level, 1u); | ||
u32 mip_height = std::max(m_config.height >> level, 1u); | ||
CD3D11_TEXTURE2D_DESC staging_texture_desc(DXGI_FORMAT_R8G8B8A8_UNORM, mip_width, mip_height, 1, | ||
1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ); | ||
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ID3D11Texture2D* staging_texture; | ||
HRESULT hr = D3D::device->CreateTexture2D(&staging_texture_desc, nullptr, &staging_texture); | ||
if (FAILED(hr)) | ||
{ | ||
WARN_LOG(VIDEO, "Failed to create texture dumping readback texture: %X", static_cast<u32>(hr)); | ||
return false; | ||
} | ||
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// Copy the selected mip level to the staging texture. | ||
CD3D11_BOX src_box(0, 0, 0, mip_width, mip_height, 1); | ||
D3D::context->CopySubresourceRegion(staging_texture, 0, 0, 0, 0, m_texture->GetTex(), | ||
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. | ||
D3D11_MAPPED_SUBRESOURCE map; | ||
hr = D3D::context->Map(staging_texture, 0, D3D11_MAP_READ, 0, &map); | ||
if (FAILED(hr)) | ||
{ | ||
WARN_LOG(VIDEO, "Failed to map texture dumping readback texture: %X", static_cast<u32>(hr)); | ||
staging_texture->Release(); | ||
return false; | ||
} | ||
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bool encode_result = | ||
TextureToPng(reinterpret_cast<u8*>(map.pData), map.RowPitch, filename, mip_width, mip_height); | ||
D3D::context->Unmap(staging_texture, 0); | ||
staging_texture->Release(); | ||
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return encode_result; | ||
} | ||
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void DXTexture::CopyRectangleFromTexture(const AbstractTexture* source, | ||
const MathUtil::Rectangle<int>& srcrect, | ||
const MathUtil::Rectangle<int>& dstrect) | ||
{ | ||
const DXTexture* srcentry = static_cast<const DXTexture*>(source); | ||
if (srcrect.GetWidth() == dstrect.GetWidth() && srcrect.GetHeight() == dstrect.GetHeight()) | ||
{ | ||
D3D11_BOX srcbox; | ||
srcbox.left = srcrect.left; | ||
srcbox.top = srcrect.top; | ||
srcbox.right = srcrect.right; | ||
srcbox.bottom = srcrect.bottom; | ||
srcbox.front = 0; | ||
srcbox.back = srcentry->m_config.layers; | ||
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D3D::context->CopySubresourceRegion(m_texture->GetTex(), 0, dstrect.left, dstrect.top, 0, | ||
srcentry->m_texture->GetTex(), 0, &srcbox); | ||
return; | ||
} | ||
else if (!m_config.rendertarget) | ||
{ | ||
return; | ||
} | ||
g_renderer->ResetAPIState(); // reset any game specific settings | ||
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const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(float(dstrect.left), float(dstrect.top), | ||
float(dstrect.GetWidth()), float(dstrect.GetHeight())); | ||
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D3D::stateman->UnsetTexture(m_texture->GetSRV()); | ||
D3D::stateman->Apply(); | ||
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D3D::context->OMSetRenderTargets(1, &m_texture->GetRTV(), nullptr); | ||
D3D::context->RSSetViewports(1, &vp); | ||
D3D::SetLinearCopySampler(); | ||
D3D11_RECT srcRC; | ||
srcRC.left = srcrect.left; | ||
srcRC.right = srcrect.right; | ||
srcRC.top = srcrect.top; | ||
srcRC.bottom = srcrect.bottom; | ||
D3D::drawShadedTexQuad(srcentry->m_texture->GetSRV(), &srcRC, srcentry->m_config.width, | ||
srcentry->m_config.height, PixelShaderCache::GetColorCopyProgram(false), | ||
VertexShaderCache::GetSimpleVertexShader(), | ||
VertexShaderCache::GetSimpleInputLayout(), | ||
GeometryShaderCache::GetCopyGeometryShader(), 1.0, 0); | ||
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D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), | ||
FramebufferManager::GetEFBDepthTexture()->GetDSV()); | ||
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g_renderer->RestoreAPIState(); | ||
} | ||
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void DXTexture::Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer, | ||
size_t buffer_size) | ||
{ | ||
size_t src_pitch = CalculateHostTextureLevelPitch(m_config.format, row_length); | ||
D3D::context->UpdateSubresource(m_texture->GetTex(), level, nullptr, buffer, | ||
static_cast<UINT>(src_pitch), 0); | ||
} | ||
} // namespace DX11 |
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// Copyright 2017 Dolphin Emulator Project | ||
// Licensed under GPLv2+ | ||
// Refer to the license.txt file included. | ||
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#pragma once | ||
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#include "Common/CommonTypes.h" | ||
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#include "VideoCommon/AbstractTexture.h" | ||
#include "VideoCommon/VideoCommon.h" | ||
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class D3DTexture2D; | ||
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namespace DX11 | ||
{ | ||
class DXTexture final : public AbstractTexture | ||
{ | ||
public: | ||
explicit DXTexture(const TextureConfig& tex_config); | ||
~DXTexture(); | ||
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void Bind(unsigned int stage) override; | ||
bool Save(const std::string& filename, unsigned int level) override; | ||
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void CopyRectangleFromTexture(const AbstractTexture* source, | ||
const MathUtil::Rectangle<int>& srcrect, | ||
const MathUtil::Rectangle<int>& dstrect) override; | ||
void Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer, | ||
size_t buffer_size) override; | ||
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D3DTexture2D* GetRawTexIdentifier() const; | ||
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private: | ||
D3DTexture2D* m_texture; | ||
}; | ||
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} // namespace DX11 |
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