Torque3D/Engine/source/gfx/D3D9/videoCaptureD3D9.cpp
2012-09-19 11:15:01 -04:00

211 lines
6.8 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 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 "videoCaptureD3D9.h"
#include "gfx/D3D9/gfxD3D9Device.h"
#include "platform/tmm_off.h"
#include <d3d9.h>
#include <d3dx9core.h>
#include <d3dx9tex.h>
VideoFrameGrabberD3D9::VideoFrameGrabberD3D9()
{
GFXDevice::getDeviceEventSignal().notify( this, &VideoFrameGrabberD3D9::_handleGFXEvent );
mCurrentCapture = 0;
}
VideoFrameGrabberD3D9::~VideoFrameGrabberD3D9()
{
GFXDevice::getDeviceEventSignal().remove( this, &VideoFrameGrabberD3D9::_handleGFXEvent );
}
void VideoFrameGrabberD3D9::captureBackBuffer()
{
AssertFatal( mCapture[mCurrentCapture].stage != eInSystemMemory, "Error! Trying to override a capture resource in \"SystemMemory\" stage!" );
#ifndef TORQUE_OS_XENON
LPDIRECT3DDEVICE9 D3DDevice = dynamic_cast<GFXD3D9Device *>(GFX)->getDevice();
IDirect3DSurface9 * backBuffer;
D3DDevice->GetBackBuffer( 0, 0, D3DBACKBUFFER_TYPE_MONO, &backBuffer );
GFXTexHandle &vidMemTex = mCapture[mCurrentCapture].vidMemTex;
// Re-init video memory texture if needed
if (vidMemTex.isNull() || vidMemTex.getWidthHeight() != mResolution)
vidMemTex.set(mResolution.x, mResolution.y,GFXFormatR8G8B8X8, &GFXDefaultRenderTargetProfile, avar("%s() - mVidMemTex (line %d)", __FUNCTION__, __LINE__) );
// set up the copy surface
IDirect3DSurface9 *surface;
// grab the top level surface of tex 0
GFXD3D9TextureObject *to = (GFXD3D9TextureObject *) &(*vidMemTex);
D3D9Assert( to->get2DTex()->GetSurfaceLevel( 0, &surface ), NULL );
// use StretchRect because it allows a copy from a multisample surface
// to a normal rendertarget surface
D3DDevice->StretchRect( backBuffer, NULL, surface, NULL, D3DTEXF_LINEAR );
// Reelase surfaces
backBuffer->Release();
surface->Release();
// Update the stage
mCapture[mCurrentCapture].stage = eInVideoMemory;
#endif
}
void VideoFrameGrabberD3D9::makeBitmap()
{
// Advance the stages for all resources, except the one used for the last capture
for (U32 i=0; i<eNumStages; i++)
{
if (i == mCurrentCapture)
continue;
switch (mCapture[i].stage)
{
case eInVideoMemory:
copyToSystemMemory(mCapture[i]);
break;
case eInSystemMemory:
copyToBitmap(mCapture[i]);
break;
}
}
// Change the resource being used for backbuffer captures
mCurrentCapture = (mCurrentCapture + 1) % eNumStages;
AssertFatal( mCapture[mCurrentCapture].stage != eInSystemMemory, "Error! A capture resource with an invalid state was picked for making captures!" );
}
void VideoFrameGrabberD3D9::releaseTextures()
{
for (U32 i=0; i<eNumStages; i++)
{
mCapture[i].sysMemTex.free();
mCapture[i].vidMemTex.free();
mCapture[i].stage = eReadyToCapture;
}
}
void VideoFrameGrabberD3D9::copyToSystemMemory(CaptureResource &capture)
{
AssertFatal( capture.stage == eInVideoMemory, "Error! copyToSystemMemory() can only work in resources in 'eInVideoMemory' stage!" );
#ifndef TORQUE_OS_XENON
GFXTexHandle &vidMemTex = capture.vidMemTex;
GFXTexHandle &sysMemTex = capture.sysMemTex;
// Initialize system memory texture if necessary
Point2I size = vidMemTex.getWidthHeight();
if (sysMemTex.isNull() || sysMemTex.getWidthHeight() != size)
sysMemTex.set( size.x, size.y, GFXFormatR8G8B8X8, &GFXSystemMemProfile, avar("%s() - tex (line %d)", __FUNCTION__, __LINE__) );
// set up the 2 copy surfaces
IDirect3DSurface9 *surface[2];
// grab the top level surface of tex 0
GFXD3D9TextureObject *to = (GFXD3D9TextureObject *) &(*vidMemTex);
D3D9Assert( to->get2DTex()->GetSurfaceLevel( 0, &surface[0] ), NULL );
// grab the top level surface of tex 1
to = (GFXD3D9TextureObject *) &(*sysMemTex);
D3D9Assert( to->get2DTex()->GetSurfaceLevel( 0, &surface[1] ), NULL );
// copy the data from the render target to the system memory texture
LPDIRECT3DDEVICE9 D3DDevice = dynamic_cast<GFXD3D9Device *>(GFX)->getDevice();
D3DDevice->GetRenderTargetData( surface[0], surface[1] );
// celease surfaces
surface[0]->Release();
surface[1]->Release();
// Change the resource state
capture.stage = eInSystemMemory;
#endif
}
void VideoFrameGrabberD3D9::copyToBitmap(CaptureResource &capture)
{
AssertFatal( capture.stage == eInSystemMemory, "Error! copyToBitmap() can only work in resources in 'eInSystemMemory' stage!" );
GFXTexHandle &sysMemTex = capture.sysMemTex;
Point2I size = sysMemTex.getWidthHeight();
// Setup a surface
IDirect3DSurface9 *surface;
GFXD3D9TextureObject *to = (GFXD3D9TextureObject *) &(*sysMemTex);
D3D9Assert( to->get2DTex()->GetSurfaceLevel( 0, &surface ), NULL );
// Lock the system memory surface
D3DLOCKED_RECT r;
D3DSURFACE_DESC d;
surface->GetDesc(&d);
surface->LockRect( &r, NULL, D3DLOCK_READONLY);
// Allocate a GBitmap and copy into it.
GBitmap *gb = new GBitmap(size.x, size.y);
// We've got the X8 in there so we have to manually copy stuff.
const U32* src = (const U32*)r.pBits;
U8* dst = gb->getWritableBits();
S32 pixels = size.x*size.y;
for(S32 i=0; i<pixels; i++)
{
U32 px = *src++;
*dst++ = px >> 16;
*dst++ = px >> 8;
*dst++ = px;
}
surface->UnlockRect();
// celease surfaces
surface->Release();
// Push this new bitmap
pushNewBitmap(gb);
// Change the resource state
capture.stage = eReadyToCapture;
}
bool VideoFrameGrabberD3D9::_handleGFXEvent( GFXDevice::GFXDeviceEventType event_ )
{
switch ( event_ )
{
case GFXDevice::deDestroy :
releaseTextures();
break;
default:
break;
}
return true;
}