Torque3D/Engine/source/gfx/D3D11/gfxD3D11TextureObject.cpp
James Urquhart da6bcbeb2b Improvements to openvr code
- Overlays are implemented (sans input for the moment)
- Fixed a problem where the movemanager was using the wrong values for hmd rotation & position
2016-09-11 22:42:42 +01:00

280 lines
8.3 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2015 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "gfx/D3D11/gfxD3D11Device.h"
#include "gfx/D3D11/gfxD3D11TextureObject.h"
#include "platform/profiler.h"
#include "console/console.h"
#ifdef TORQUE_DEBUG
U32 GFXD3D11TextureObject::mTexCount = 0;
#endif
// GFXFormatR8G8B8 has now the same behaviour as GFXFormatR8G8B8X8.
// This is because 24 bit format are now deprecated by microsoft, for data alignment reason there's no changes beetween 24 and 32 bit formats.
// DirectX 10-11 both have 24 bit format no longer.
GFXD3D11TextureObject::GFXD3D11TextureObject( GFXDevice * d, GFXTextureProfile *profile) : GFXTextureObject( d, profile )
{
#ifdef D3D11_DEBUG_SPEW
mTexCount++;
Con::printf("+ texMake %d %x", mTexCount, this);
#endif
mD3DTexture = NULL;
mLocked = false;
mD3DSurface = NULL;
mLockedSubresource = 0;
mDSView = NULL;
mRTView = NULL;
mSRView = NULL;
}
GFXD3D11TextureObject::~GFXD3D11TextureObject()
{
kill();
#ifdef D3D11_DEBUG_SPEW
mTexCount--;
Con::printf("+ texkill %d %x", mTexCount, this);
#endif
}
GFXLockedRect *GFXD3D11TextureObject::lock(U32 mipLevel /*= 0*/, RectI *inRect /*= NULL*/)
{
AssertFatal( !mLocked, "GFXD3D11TextureObject::lock - The texture is already locked!" );
D3D11_MAPPED_SUBRESOURCE mapInfo;
if( mProfile->isRenderTarget() )
{
//AssertFatal( 0, "GFXD3D11TextureObject::lock - Need to handle mapping render targets" );
if( !mLockTex ||
mLockTex->getWidth() != getWidth() ||
mLockTex->getHeight() != getHeight() )
{
mLockTex.set( getWidth(), getHeight(), mFormat, &GFXSystemMemProfile, avar("%s() - mLockTex (line %d)", __FUNCTION__, __LINE__) );
}
PROFILE_START(GFXD3D11TextureObject_lockRT);
GFXD3D11Device* dev = D3D11;
GFXD3D11TextureObject* to = (GFXD3D11TextureObject*) &(*mLockTex);
dev->getDeviceContext()->CopyResource(to->get2DTex(), mD3DTexture);
mLockedSubresource = D3D11CalcSubresource(0, 0, 1);
HRESULT hr = dev->getDeviceContext()->Map(to->get2DTex(), mLockedSubresource, D3D11_MAP_READ, 0, &mapInfo);
if (FAILED(hr))
AssertFatal(false, "GFXD3D11TextureObject:lock- failed to map render target resource!");
mLocked = true;
PROFILE_END();
}
else
{
RECT r;
if(inRect)
{
r.top = inRect->point.y;
r.left = inRect->point.x;
r.bottom = inRect->point.y + inRect->extent.y;
r.right = inRect->point.x + inRect->extent.x;
}
mLockedSubresource = D3D11CalcSubresource(mipLevel, 0, getMipLevels());
HRESULT hr = D3D11DEVICECONTEXT->Map(mD3DTexture, mLockedSubresource, D3D11_MAP_WRITE_DISCARD, 0, &mapInfo);
if ( FAILED(hr) )
AssertFatal(false, "GFXD3D11TextureObject::lock - Failed to map subresource.");
mLocked = true;
}
mLockRect.pBits = static_cast<U8*>(mapInfo.pData);
mLockRect.Pitch = mapInfo.RowPitch;
return (GFXLockedRect*)&mLockRect;
}
void GFXD3D11TextureObject::unlock(U32 mipLevel)
{
AssertFatal( mLocked, "GFXD3D11TextureObject::unlock - Attempting to unlock a surface that has not been locked" );
if( mProfile->isRenderTarget() )
{
//AssertFatal( 0, "GFXD3D11TextureObject::unlock - Need to handle mapping render targets" );
GFXD3D11TextureObject* to = (GFXD3D11TextureObject*)&(*mLockTex);
D3D11->getDeviceContext()->Unmap(to->get2DTex(), mLockedSubresource);
mLockedSubresource = 0;
mLocked = false;
}
else
{
D3D11DEVICECONTEXT->Unmap(get2DTex(), mLockedSubresource);
mLockedSubresource = 0;
mLocked = false;
}
}
void GFXD3D11TextureObject::release()
{
SAFE_RELEASE(mSRView);
SAFE_RELEASE(mRTView);
SAFE_RELEASE(mDSView);
SAFE_RELEASE(mD3DTexture);
SAFE_RELEASE(mD3DSurface);
}
void GFXD3D11TextureObject::zombify()
{
// Managed textures are managed by D3D
AssertFatal(!mLocked, "GFXD3D11TextureObject::zombify - Cannot zombify a locked texture!");
if(isManaged)
return;
release();
}
void GFXD3D11TextureObject::resurrect()
{
// Managed textures are managed by D3D
if(isManaged)
return;
static_cast<GFXD3D11TextureManager*>(TEXMGR)->refreshTexture(this);
}
bool GFXD3D11TextureObject::copyToBmp(GBitmap* bmp)
{
if (!bmp)
return false;
// check format limitations
// at the moment we only support RGBA for the source (other 4 byte formats should
// be easy to add though)
AssertFatal(mFormat == GFXFormatR8G8B8A8 || mFormat == GFXFormatR8G8B8A8_LINEAR_FORCE, "copyToBmp: invalid format");
if (mFormat != GFXFormatR8G8B8A8 && mFormat != GFXFormatR8G8B8A8_LINEAR_FORCE)
return false;
PROFILE_START(GFXD3D11TextureObject_copyToBmp);
AssertFatal(bmp->getWidth() == getWidth(), "doh");
AssertFatal(bmp->getHeight() == getHeight(), "doh");
U32 width = getWidth();
U32 height = getHeight();
bmp->setHasTransparency(mHasTransparency);
// set some constants
const U32 sourceBytesPerPixel = 4;
U32 destBytesPerPixel = 0;
if (bmp->getFormat() == GFXFormatR8G8B8A8 || bmp->getFormat() == GFXFormatR8G8B8A8_LINEAR_FORCE)
destBytesPerPixel = 4;
else if(bmp->getFormat() == GFXFormatR8G8B8)
destBytesPerPixel = 3;
else
// unsupported
AssertFatal(false, "unsupported bitmap format");
// lock the texture
DXGI_MAPPED_RECT* lockRect = (DXGI_MAPPED_RECT*) lock();
// set pointers
U8* srcPtr = (U8*)lockRect->pBits;
U8* destPtr = bmp->getWritableBits();
// we will want to skip over any D3D cache data in the source texture
const S32 sourceCacheSize = lockRect->Pitch - width * sourceBytesPerPixel;
AssertFatal(sourceCacheSize >= 0, "copyToBmp: cache size is less than zero?");
PROFILE_START(GFXD3D11TextureObject_copyToBmp_pixCopy);
// copy data into bitmap
for (U32 row = 0; row < height; ++row)
{
for (U32 col = 0; col < width; ++col)
{
destPtr[0] = srcPtr[2]; // red
destPtr[1] = srcPtr[1]; // green
destPtr[2] = srcPtr[0]; // blue
if (destBytesPerPixel == 4)
destPtr[3] = srcPtr[3]; // alpha
// go to next pixel in src
srcPtr += sourceBytesPerPixel;
// go to next pixel in dest
destPtr += destBytesPerPixel;
}
// skip past the cache data for this row (if any)
srcPtr += sourceCacheSize;
}
PROFILE_END();
// assert if we stomped or underran memory
AssertFatal(U32(destPtr - bmp->getWritableBits()) == width * height * destBytesPerPixel, "copyToBmp: doh, memory error");
AssertFatal(U32(srcPtr - (U8*)lockRect->pBits) == height * lockRect->Pitch, "copyToBmp: doh, memory error");
// unlock
unlock();
PROFILE_END();
return true;
}
ID3D11ShaderResourceView* GFXD3D11TextureObject::getSRView()
{
return mSRView;
}
ID3D11RenderTargetView* GFXD3D11TextureObject::getRTView()
{
return mRTView;
}
ID3D11DepthStencilView* GFXD3D11TextureObject::getDSView()
{
return mDSView;
}
ID3D11ShaderResourceView** GFXD3D11TextureObject::getSRViewPtr()
{
return &mSRView;
}
ID3D11RenderTargetView** GFXD3D11TextureObject::getRTViewPtr()
{
return &mRTView;
}
ID3D11DepthStencilView** GFXD3D11TextureObject::getDSViewPtr()
{
return &mDSView;
}