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Direct3D11 GFX device.
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Engine/source/gfx/D3D11/screenshotD3D11.cpp
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98
Engine/source/gfx/D3D11/screenshotD3D11.cpp
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//-----------------------------------------------------------------------------
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// Copyright (c) 2016 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "gfx/D3D11/screenshotD3D11.h"
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#include "gfx/D3D11/gfxD3D11Device.h"
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//Note if MSAA is ever enabled this will need fixing
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GBitmap* ScreenShotD3D11::_captureBackBuffer()
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{
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ID3D11Texture2D* backBuf = D3D11->getBackBufferTexture();
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D3D11_TEXTURE2D_DESC desc;
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backBuf->GetDesc(&desc);
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desc.BindFlags = 0;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
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desc.Usage = D3D11_USAGE_STAGING;
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//create temp texure
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ID3D11Texture2D* pNewTexture = NULL;
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HRESULT hr = D3D11DEVICE->CreateTexture2D(&desc, NULL, &pNewTexture);
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if (FAILED(hr))
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return NULL;
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U32 width = desc.Width;
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U32 height = desc.Height;
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// pixel data
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U8 *pData = new U8[width * height * 4];
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D3D11DEVICECONTEXT->CopyResource(pNewTexture, backBuf);
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D3D11_MAPPED_SUBRESOURCE Resource;
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hr = D3D11DEVICECONTEXT->Map(pNewTexture, 0, D3D11_MAP_READ, 0, &Resource);
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if (FAILED(hr))
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{
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//cleanup
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SAFE_DELETE(pData);
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SAFE_RELEASE(pNewTexture);
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return NULL;
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}
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const U32 pitch = width << 2;
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const U8* pSource = (U8*)Resource.pData;
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U32 totalPitch = 0;
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for (U32 i = 0; i < height; ++i)
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{
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dMemcpy(pData, pSource, width * 4);
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pSource += Resource.RowPitch;
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pData += pitch;
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totalPitch += pitch;
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}
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D3D11DEVICECONTEXT->Unmap(pNewTexture, 0);
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pData -= totalPitch;
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GBitmap *gb = new GBitmap(width, height);
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//Set GBitmap data and convert from bgr to rgb
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ColorI c;
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for (S32 i = 0; i<height; i++)
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{
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const U8 *a = pData + i * width * 4;
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for (S32 j = 0; j<width; j++)
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{
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c.blue = *(a++);
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c.green = *(a++);
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c.red = *(a++);
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a++; // Ignore alpha.
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gb->setColor(j, i, c);
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}
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}
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//cleanup
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SAFE_DELETE(pData);
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SAFE_RELEASE(pNewTexture);
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return gb;
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}
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