// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #include "D3DBase.h" #include "D3DTexture.h" #include #include #include #pragma comment(lib, "WindowsCodecs.lib") namespace DX11 { namespace D3D { HRESULT TextureToPng(D3D11_MAPPED_SUBRESOURCE &map, LPCWSTR wzFilename, int width, int height, bool saveAlpha) { IWICImagingFactory *piFactory = NULL; IWICBitmapEncoder *piEncoder = NULL; IWICBitmapFrameEncode *piBitmapFrame = NULL; IPropertyBag2 *pPropertybag = NULL; IWICStream *piStream = NULL; HRESULT hr = CoCreateInstance( CLSID_WICImagingFactory, NULL, CLSCTX_INPROC_SERVER, IID_IWICImagingFactory, (LPVOID*)&piFactory); if (SUCCEEDED(hr)) { hr = piFactory->CreateStream(&piStream); } if (SUCCEEDED(hr)) { hr = piStream->InitializeFromFilename(wzFilename, GENERIC_WRITE); } if (SUCCEEDED(hr)) { hr = piFactory->CreateEncoder(GUID_ContainerFormatPng, NULL, &piEncoder); } if (SUCCEEDED(hr)) { hr = piEncoder->Initialize(piStream, WICBitmapEncoderNoCache); } if (SUCCEEDED(hr)) { hr = piEncoder->CreateNewFrame(&piBitmapFrame, &pPropertybag); } if (SUCCEEDED(hr)) { if (SUCCEEDED(hr)) { hr = piBitmapFrame->Initialize(pPropertybag); } } if (SUCCEEDED(hr)) { hr = piBitmapFrame->SetSize(width, height); } WICPixelFormatGUID formatGUID = GUID_WICPixelFormat32bppBGRA; if (SUCCEEDED(hr)) { hr = piBitmapFrame->SetPixelFormat(&formatGUID); } if (SUCCEEDED(hr)) { // We're expecting to write out 32bppBGRA. Fail if the encoder cannot do it. hr = IsEqualGUID(formatGUID, GUID_WICPixelFormat32bppBGRA) ? S_OK : E_FAIL; } if (SUCCEEDED(hr)) { if (map.pData != NULL) { for (int y = 0; y < height; ++y) { u8* ptr = (u8*)map.pData + y * map.RowPitch; for (unsigned int x = 0; x < map.RowPitch/4; ++x) { u8 r = ptr[0]; u8 g = ptr[1]; u8 b = ptr[2]; ptr[0] = b; ptr[1] = g; ptr[2] = r; if (!saveAlpha) ptr[3] = 0xff; ptr += 4; } } hr = piBitmapFrame->WritePixels(height, map.RowPitch, height * map.RowPitch, (BYTE*)map.pData); } else { hr = E_OUTOFMEMORY; } } if (SUCCEEDED(hr)) { hr = piBitmapFrame->Commit(); } if (SUCCEEDED(hr)) { hr = piEncoder->Commit(); } if (piFactory) piFactory->Release(); if (piBitmapFrame) piBitmapFrame->Release(); if (piEncoder) piEncoder->Release(); if (piStream) piStream->Release(); return hr; } 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) { 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, bool multisampled) : ref(1), tex(texptr), srv(NULL), rtv(NULL), dsv(NULL) { D3D11_SRV_DIMENSION srv_dim = multisampled ? D3D11_SRV_DIMENSION_TEXTURE2DMS : D3D11_SRV_DIMENSION_TEXTURE2D; D3D11_DSV_DIMENSION dsv_dim = multisampled ? D3D11_DSV_DIMENSION_TEXTURE2DMS : D3D11_DSV_DIMENSION_TEXTURE2D; D3D11_RTV_DIMENSION rtv_dim = multisampled ? D3D11_RTV_DIMENSION_TEXTURE2DMS : D3D11_RTV_DIMENSION_TEXTURE2D; 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