mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-22 13:44:44 +00:00
- Overlays are implemented (sans input for the moment) - Fixed a problem where the movemanager was using the wrong values for hmd rotation & position
280 lines
8.3 KiB
C++
280 lines
8.3 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2015 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 "gfx/D3D11/gfxD3D11Device.h"
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#include "gfx/D3D11/gfxD3D11TextureObject.h"
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#include "platform/profiler.h"
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#include "console/console.h"
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#ifdef TORQUE_DEBUG
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U32 GFXD3D11TextureObject::mTexCount = 0;
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#endif
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// GFXFormatR8G8B8 has now the same behaviour as GFXFormatR8G8B8X8.
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// 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.
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// DirectX 10-11 both have 24 bit format no longer.
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GFXD3D11TextureObject::GFXD3D11TextureObject( GFXDevice * d, GFXTextureProfile *profile) : GFXTextureObject( d, profile )
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{
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#ifdef D3D11_DEBUG_SPEW
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mTexCount++;
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Con::printf("+ texMake %d %x", mTexCount, this);
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#endif
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mD3DTexture = NULL;
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mLocked = false;
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mD3DSurface = NULL;
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mLockedSubresource = 0;
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mDSView = NULL;
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mRTView = NULL;
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mSRView = NULL;
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}
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GFXD3D11TextureObject::~GFXD3D11TextureObject()
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{
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kill();
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#ifdef D3D11_DEBUG_SPEW
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mTexCount--;
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Con::printf("+ texkill %d %x", mTexCount, this);
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#endif
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}
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GFXLockedRect *GFXD3D11TextureObject::lock(U32 mipLevel /*= 0*/, RectI *inRect /*= NULL*/)
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{
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AssertFatal( !mLocked, "GFXD3D11TextureObject::lock - The texture is already locked!" );
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D3D11_MAPPED_SUBRESOURCE mapInfo;
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if( mProfile->isRenderTarget() )
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{
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//AssertFatal( 0, "GFXD3D11TextureObject::lock - Need to handle mapping render targets" );
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if( !mLockTex ||
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mLockTex->getWidth() != getWidth() ||
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mLockTex->getHeight() != getHeight() )
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{
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mLockTex.set( getWidth(), getHeight(), mFormat, &GFXSystemMemProfile, avar("%s() - mLockTex (line %d)", __FUNCTION__, __LINE__) );
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}
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PROFILE_START(GFXD3D11TextureObject_lockRT);
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GFXD3D11Device* dev = D3D11;
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GFXD3D11TextureObject* to = (GFXD3D11TextureObject*) &(*mLockTex);
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dev->getDeviceContext()->CopyResource(to->get2DTex(), mD3DTexture);
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mLockedSubresource = D3D11CalcSubresource(0, 0, 1);
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HRESULT hr = dev->getDeviceContext()->Map(to->get2DTex(), mLockedSubresource, D3D11_MAP_READ, 0, &mapInfo);
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if (FAILED(hr))
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AssertFatal(false, "GFXD3D11TextureObject:lock- failed to map render target resource!");
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mLocked = true;
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PROFILE_END();
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}
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else
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{
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RECT r;
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if(inRect)
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{
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r.top = inRect->point.y;
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r.left = inRect->point.x;
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r.bottom = inRect->point.y + inRect->extent.y;
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r.right = inRect->point.x + inRect->extent.x;
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}
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mLockedSubresource = D3D11CalcSubresource(mipLevel, 0, getMipLevels());
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HRESULT hr = D3D11DEVICECONTEXT->Map(mD3DTexture, mLockedSubresource, D3D11_MAP_WRITE_DISCARD, 0, &mapInfo);
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if ( FAILED(hr) )
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AssertFatal(false, "GFXD3D11TextureObject::lock - Failed to map subresource.");
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mLocked = true;
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}
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mLockRect.pBits = static_cast<U8*>(mapInfo.pData);
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mLockRect.Pitch = mapInfo.RowPitch;
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return (GFXLockedRect*)&mLockRect;
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}
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void GFXD3D11TextureObject::unlock(U32 mipLevel)
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{
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AssertFatal( mLocked, "GFXD3D11TextureObject::unlock - Attempting to unlock a surface that has not been locked" );
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if( mProfile->isRenderTarget() )
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{
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//AssertFatal( 0, "GFXD3D11TextureObject::unlock - Need to handle mapping render targets" );
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GFXD3D11TextureObject* to = (GFXD3D11TextureObject*)&(*mLockTex);
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D3D11->getDeviceContext()->Unmap(to->get2DTex(), mLockedSubresource);
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mLockedSubresource = 0;
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mLocked = false;
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}
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else
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{
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D3D11DEVICECONTEXT->Unmap(get2DTex(), mLockedSubresource);
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mLockedSubresource = 0;
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mLocked = false;
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}
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}
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void GFXD3D11TextureObject::release()
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{
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SAFE_RELEASE(mSRView);
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SAFE_RELEASE(mRTView);
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SAFE_RELEASE(mDSView);
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SAFE_RELEASE(mD3DTexture);
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SAFE_RELEASE(mD3DSurface);
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}
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void GFXD3D11TextureObject::zombify()
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{
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// Managed textures are managed by D3D
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AssertFatal(!mLocked, "GFXD3D11TextureObject::zombify - Cannot zombify a locked texture!");
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if(isManaged)
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return;
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release();
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}
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void GFXD3D11TextureObject::resurrect()
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{
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// Managed textures are managed by D3D
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if(isManaged)
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return;
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static_cast<GFXD3D11TextureManager*>(TEXMGR)->refreshTexture(this);
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}
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bool GFXD3D11TextureObject::copyToBmp(GBitmap* bmp)
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{
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if (!bmp)
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return false;
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// check format limitations
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// at the moment we only support RGBA for the source (other 4 byte formats should
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// be easy to add though)
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AssertFatal(mFormat == GFXFormatR8G8B8A8 || mFormat == GFXFormatR8G8B8A8_LINEAR_FORCE, "copyToBmp: invalid format");
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if (mFormat != GFXFormatR8G8B8A8 && mFormat != GFXFormatR8G8B8A8_LINEAR_FORCE)
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return false;
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PROFILE_START(GFXD3D11TextureObject_copyToBmp);
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AssertFatal(bmp->getWidth() == getWidth(), "doh");
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AssertFatal(bmp->getHeight() == getHeight(), "doh");
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U32 width = getWidth();
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U32 height = getHeight();
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bmp->setHasTransparency(mHasTransparency);
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// set some constants
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const U32 sourceBytesPerPixel = 4;
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U32 destBytesPerPixel = 0;
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if (bmp->getFormat() == GFXFormatR8G8B8A8 || bmp->getFormat() == GFXFormatR8G8B8A8_LINEAR_FORCE)
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destBytesPerPixel = 4;
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else if(bmp->getFormat() == GFXFormatR8G8B8)
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destBytesPerPixel = 3;
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else
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// unsupported
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AssertFatal(false, "unsupported bitmap format");
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// lock the texture
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DXGI_MAPPED_RECT* lockRect = (DXGI_MAPPED_RECT*) lock();
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// set pointers
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U8* srcPtr = (U8*)lockRect->pBits;
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U8* destPtr = bmp->getWritableBits();
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// we will want to skip over any D3D cache data in the source texture
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const S32 sourceCacheSize = lockRect->Pitch - width * sourceBytesPerPixel;
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AssertFatal(sourceCacheSize >= 0, "copyToBmp: cache size is less than zero?");
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PROFILE_START(GFXD3D11TextureObject_copyToBmp_pixCopy);
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// copy data into bitmap
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for (U32 row = 0; row < height; ++row)
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{
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for (U32 col = 0; col < width; ++col)
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{
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destPtr[0] = srcPtr[2]; // red
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destPtr[1] = srcPtr[1]; // green
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destPtr[2] = srcPtr[0]; // blue
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if (destBytesPerPixel == 4)
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destPtr[3] = srcPtr[3]; // alpha
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// go to next pixel in src
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srcPtr += sourceBytesPerPixel;
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// go to next pixel in dest
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destPtr += destBytesPerPixel;
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}
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// skip past the cache data for this row (if any)
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srcPtr += sourceCacheSize;
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}
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PROFILE_END();
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// assert if we stomped or underran memory
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AssertFatal(U32(destPtr - bmp->getWritableBits()) == width * height * destBytesPerPixel, "copyToBmp: doh, memory error");
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AssertFatal(U32(srcPtr - (U8*)lockRect->pBits) == height * lockRect->Pitch, "copyToBmp: doh, memory error");
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// unlock
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unlock();
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PROFILE_END();
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return true;
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}
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ID3D11ShaderResourceView* GFXD3D11TextureObject::getSRView()
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{
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return mSRView;
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}
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ID3D11RenderTargetView* GFXD3D11TextureObject::getRTView()
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{
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return mRTView;
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}
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ID3D11DepthStencilView* GFXD3D11TextureObject::getDSView()
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{
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return mDSView;
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}
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ID3D11ShaderResourceView** GFXD3D11TextureObject::getSRViewPtr()
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{
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return &mSRView;
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}
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ID3D11RenderTargetView** GFXD3D11TextureObject::getRTViewPtr()
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{
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return &mRTView;
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}
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ID3D11DepthStencilView** GFXD3D11TextureObject::getDSViewPtr()
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{
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return &mDSView;
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} |