mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
304 lines
9.9 KiB
C++
304 lines
9.9 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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if( !mStagingTex ||
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mStagingTex->getWidth() != getWidth() ||
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mStagingTex->getHeight() != getHeight() )
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{
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mStagingTex.set( getWidth(), getHeight(), mFormat, &GFXSystemMemTextureProfile, avar("%s() - mLockTex (line %d)", __FUNCTION__, __LINE__) );
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}
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ID3D11DeviceContext* pContext = D3D11DEVICECONTEXT;
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D3D11_MAPPED_SUBRESOURCE mapInfo;
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U32 offset = 0;
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mLockedSubresource = D3D11CalcSubresource(mipLevel, 0, getMipLevels());
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GFXD3D11TextureObject* pD3DStagingTex = (GFXD3D11TextureObject*)&(*mStagingTex);
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//map staging texture
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HRESULT hr = pContext->Map(pD3DStagingTex->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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const U32 width = mTextureSize.x >> mipLevel;
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const U32 height = mTextureSize.y >> mipLevel;
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//calculate locked box region and offset
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if (inRect)
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{
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if ((inRect->point.x + inRect->extent.x > width) || (inRect->point.y + inRect->extent.y > height))
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AssertFatal(false, "GFXD3D11TextureObject::lock - Rectangle too big!");
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mLockBox.top = inRect->point.y;
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mLockBox.left = inRect->point.x;
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mLockBox.bottom = inRect->point.y + inRect->extent.y;
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mLockBox.right = inRect->point.x + inRect->extent.x;
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mLockBox.back = 1;
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mLockBox.front = 0;
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//calculate offset
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offset = inRect->point.x * getFormatByteSize() + inRect->point.y * mapInfo.RowPitch;
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}
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else
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{
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mLockBox.top = 0;
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mLockBox.left = 0;
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mLockBox.bottom = height;
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mLockBox.right = width;
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mLockBox.back = 1;
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mLockBox.front = 0;
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}
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mLocked = true;
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mLockRect.pBits = static_cast<U8*>(mapInfo.pData) + offset;
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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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//profile in the unlock function because all the heavy lifting is done here
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PROFILE_START(GFXD3D11TextureObject_lockRT);
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ID3D11DeviceContext* pContext = D3D11DEVICECONTEXT;
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GFXD3D11TextureObject* pD3DStagingTex = (GFXD3D11TextureObject*)&(*mStagingTex);
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ID3D11Texture2D *pStagingTex = pD3DStagingTex->get2DTex();
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//unmap staging texture
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pContext->Unmap(pStagingTex, mLockedSubresource);
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//copy lock box region from the staging texture to our regular texture
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pContext->CopySubresourceRegion(mD3DTexture, mLockedSubresource, mLockBox.left, mLockBox.top, 0, pStagingTex, mLockedSubresource, &mLockBox);
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PROFILE_END();
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mLockedSubresource = 0;
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mLocked = false;
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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 || mFormat == GFXFormatR8G8B8A8_SRGB, "copyToBmp: invalid format");
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if (mFormat != GFXFormatR8G8B8A8 && mFormat != GFXFormatR8G8B8A8_LINEAR_FORCE && mFormat != GFXFormatR8G8B8A8_SRGB)
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return false;
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PROFILE_START(GFXD3D11TextureObject_copyToBmp);
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AssertFatal(bmp->getWidth() == getWidth(), "GFXD3D11TextureObject::copyToBmp - source/dest width does not match");
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AssertFatal(bmp->getHeight() == getHeight(), "GFXD3D11TextureObject::copyToBmp - source/dest height does not match");
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const U32 width = getWidth();
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const 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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const GFXFormat fmt = bmp->getFormat();
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if (fmt == GFXFormatR8G8B8A8 || fmt == GFXFormatR8G8B8A8_LINEAR_FORCE || fmt == GFXFormatR8G8B8A8_SRGB)
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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, "GFXD3D11TextureObject::copyToBmp - unsupported bitmap format");
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PROFILE_START(GFXD3D11TextureObject_copyToBmp_pixCopy);
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//create temp staging texture
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D3D11_TEXTURE2D_DESC desc;
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static_cast<ID3D11Texture2D*>(mD3DTexture)->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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ID3D11Texture2D* pStagingTexture = NULL;
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HRESULT hr = D3D11DEVICE->CreateTexture2D(&desc, NULL, &pStagingTexture);
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if (FAILED(hr))
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{
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Con::errorf("GFXD3D11TextureObject::copyToBmp - Failed to create staging texture");
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return false;
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}
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//copy the classes texture to the staging texture
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D3D11DEVICECONTEXT->CopyResource(pStagingTexture, mD3DTexture);
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//map the staging resource
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D3D11_MAPPED_SUBRESOURCE mappedRes;
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hr = D3D11DEVICECONTEXT->Map(pStagingTexture, 0, D3D11_MAP_READ, 0, &mappedRes);
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if (FAILED(hr))
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{
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//cleanup
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SAFE_RELEASE(pStagingTexture);
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Con::errorf("GFXD3D11TextureObject::copyToBmp - Failed to map staging texture");
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return false;
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}
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// set pointers
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const U8* srcPtr = (U8*)mappedRes.pData;
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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 = mappedRes.RowPitch - width * sourceBytesPerPixel;
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AssertFatal(sourceCacheSize >= 0, "GFXD3D11TextureObject::copyToBmp - cache size is less than zero?");
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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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// assert if we stomped or underran memory
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AssertFatal(U32(destPtr - bmp->getWritableBits()) == width * height * destBytesPerPixel, "GFXD3D11TextureObject::copyToBmp - memory error");
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AssertFatal(U32(srcPtr - (U8*)mappedRes.pData) == height * mappedRes.RowPitch, "GFXD3D11TextureObject::copyToBmp - memory error");
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D3D11DEVICECONTEXT->Unmap(pStagingTexture, 0);
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SAFE_RELEASE(pStagingTexture);
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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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} |