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							- /******************************************************************************
 
-     Copyright (C) 2013 by Hugh Bailey <[email protected]>
 
-     This program is free software: you can redistribute it and/or modify
 
-     it under the terms of the GNU General Public License as published by
 
-     the Free Software Foundation, either version 2 of the License, or
 
-     (at your option) any later version.
 
-     This program is distributed in the hope that it will be useful,
 
-     but WITHOUT ANY WARRANTY; without even the implied warranty of
 
-     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 
-     GNU General Public License for more details.
 
-     You should have received a copy of the GNU General Public License
 
-     along with this program.  If not, see <http://www.gnu.org/licenses/>.
 
- ******************************************************************************/
 
- #include <util/base.h>
 
- #include "d3d11-subsystem.hpp"
 
- void gs_texture_2d::InitSRD(vector<D3D11_SUBRESOURCE_DATA> &srd,
 
- 		const uint8_t **data)
 
- {
 
- 	uint32_t rowSizeBytes  = width  * gs_get_format_bpp(format);
 
- 	uint32_t texSizeBytes  = height * rowSizeBytes / 8;
 
- 	size_t   textures      = type == GS_TEXTURE_2D ? 1 : 6;
 
- 	uint32_t actual_levels = levels;
 
- 	if (!actual_levels)
 
- 		actual_levels = gs_get_total_levels(width, height);
 
- 	rowSizeBytes /= 8;
 
- 	for (size_t i = 0; i < textures; i++) {
 
- 		uint32_t newRowSize = rowSizeBytes;
 
- 		uint32_t newTexSize = texSizeBytes;
 
- 		for (uint32_t j = 0; j < actual_levels; j++) {
 
- 			D3D11_SUBRESOURCE_DATA newSRD;
 
- 			newSRD.pSysMem          = *data;
 
- 			newSRD.SysMemPitch      = newRowSize;
 
- 			newSRD.SysMemSlicePitch = newTexSize;
 
- 			srd.push_back(newSRD);
 
- 			newRowSize /= 2;
 
- 			newTexSize /= 4;
 
- 			data++;
 
- 		}
 
- 	}
 
- }
 
- void gs_texture_2d::InitTexture(const uint8_t **data)
 
- {
 
- 	vector<D3D11_SUBRESOURCE_DATA> srd;
 
- 	D3D11_TEXTURE2D_DESC td;
 
- 	HRESULT hr;
 
- 	memset(&td, 0, sizeof(td));
 
- 	td.Width            = width;
 
- 	td.Height           = height;
 
- 	td.MipLevels        = genMipmaps ? 0 : levels;
 
- 	td.ArraySize        = type == GS_TEXTURE_CUBE ? 6 : 1;
 
- 	td.Format           = dxgiFormat;
 
- 	td.BindFlags        = D3D11_BIND_SHADER_RESOURCE;
 
- 	td.SampleDesc.Count = 1;
 
- 	td.CPUAccessFlags   = isDynamic ? D3D11_CPU_ACCESS_WRITE : 0;
 
- 	td.Usage            = isDynamic ? D3D11_USAGE_DYNAMIC :
 
- 	                                  D3D11_USAGE_DEFAULT;
 
- 	if (type == GS_TEXTURE_CUBE)
 
- 		td.MiscFlags |= D3D11_RESOURCE_MISC_TEXTURECUBE;
 
- 	if (isRenderTarget || isGDICompatible)
 
- 		td.BindFlags |= D3D11_BIND_RENDER_TARGET;
 
- 	if (isGDICompatible)
 
- 		td.MiscFlags |= D3D11_RESOURCE_MISC_GDI_COMPATIBLE;
 
- 	if (data)
 
- 		InitSRD(srd, data);
 
- 	hr = device->device->CreateTexture2D(&td, data ? srd.data() : NULL,
 
- 			texture.Assign());
 
- 	if (FAILED(hr))
 
- 		throw HRError("Failed to create 2D texture", hr);
 
- 	if (isGDICompatible) {
 
- 		hr = texture->QueryInterface(__uuidof(IDXGISurface1),
 
- 				(void**)gdiSurface.Assign());
 
- 		if (FAILED(hr))
 
- 			throw HRError("Failed to create GDI surface", hr);
 
- 	}
 
- }
 
- void gs_texture_2d::InitResourceView()
 
- {
 
- 	D3D11_SHADER_RESOURCE_VIEW_DESC resourceDesc;
 
- 	HRESULT hr;
 
- 	memset(&resourceDesc, 0, sizeof(resourceDesc));
 
- 	resourceDesc.Format = dxgiFormat;
 
- 	if (type == GS_TEXTURE_CUBE) {
 
- 		resourceDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
 
- 		resourceDesc.TextureCube.MipLevels = genMipmaps ? -1 : 1;
 
- 	} else {
 
- 		resourceDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
 
- 		resourceDesc.Texture2D.MipLevels = genMipmaps ? -1 : 1;
 
- 	}
 
- 	hr = device->device->CreateShaderResourceView(texture, &resourceDesc,
 
- 			shaderRes.Assign());
 
- 	if (FAILED(hr))
 
- 		throw HRError("Failed to create resource view", hr);
 
- }
 
- void gs_texture_2d::InitRenderTargets()
 
- {
 
- 	HRESULT hr;
 
- 	if (type == GS_TEXTURE_2D) {
 
- 		hr = device->device->CreateRenderTargetView(texture, NULL,
 
- 				renderTarget[0].Assign());
 
- 		if (FAILED(hr))
 
- 			throw HRError("Failed to create render target view",
 
- 					hr);
 
- 	} else {
 
- 		D3D11_RENDER_TARGET_VIEW_DESC rtv;
 
- 		rtv.Format = dxgiFormat;
 
- 		rtv.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
 
- 		rtv.Texture2DArray.MipSlice  = 0;
 
- 		rtv.Texture2DArray.ArraySize = 1;
 
- 		for (UINT i = 0; i < 6; i++) {
 
- 			rtv.Texture2DArray.FirstArraySlice = i;
 
- 			hr = device->device->CreateRenderTargetView(texture,
 
- 					&rtv, renderTarget[i].Assign());
 
- 			if (FAILED(hr))
 
- 				throw HRError("Failed to create cube render "
 
- 				              "target view", hr);
 
- 		}
 
- 	}
 
- }
 
- gs_texture_2d::gs_texture_2d(gs_device_t *device, uint32_t width,
 
- 		uint32_t height, gs_color_format colorFormat, uint32_t levels,
 
- 		const uint8_t **data, uint32_t flags, gs_texture_type type,
 
- 		bool gdiCompatible, bool shared)
 
- 	: gs_texture      (device, type, levels, colorFormat),
 
- 	  width           (width),
 
- 	  height          (height),
 
- 	  dxgiFormat      (ConvertGSTextureFormat(format)),
 
- 	  isRenderTarget  ((flags & GS_RENDER_TARGET) != 0),
 
- 	  isGDICompatible (gdiCompatible),
 
- 	  isDynamic       ((flags & GS_DYNAMIC) != 0),
 
- 	  isShared        (shared),
 
- 	  genMipmaps      ((flags & GS_BUILD_MIPMAPS) != 0)
 
- {
 
- 	InitTexture(data);
 
- 	InitResourceView();
 
- 	if (isRenderTarget)
 
- 		InitRenderTargets();
 
- }
 
- gs_texture_2d::gs_texture_2d(gs_device_t *device, uint32_t handle)
 
- 	: isShared        (true),
 
- 	  sharedHandle    (handle)
 
- {
 
- 	HRESULT hr;
 
- 	hr = device->device->OpenSharedResource((HANDLE)(uintptr_t)handle,
 
- 			__uuidof(ID3D11Texture2D), (void**)texture.Assign());
 
- 	if (FAILED(hr))
 
- 		throw HRError("Failed to open resource", hr);
 
- 	D3D11_TEXTURE2D_DESC desc;
 
- 	texture->GetDesc(&desc);
 
- 	this->type       = GS_TEXTURE_2D;
 
- 	this->format     = ConvertDXGITextureFormat(desc.Format);
 
- 	this->levels     = 1;
 
- 	this->device     = device;
 
- 	this->width      = desc.Width;
 
- 	this->height     = desc.Height;
 
- 	this->dxgiFormat = desc.Format;
 
- 	D3D11_SHADER_RESOURCE_VIEW_DESC resourceDesc = {};
 
- 	resourceDesc.Format              = desc.Format;
 
- 	resourceDesc.ViewDimension       = D3D11_SRV_DIMENSION_TEXTURE2D;
 
- 	resourceDesc.Texture2D.MipLevels = 1;
 
- 	hr = device->device->CreateShaderResourceView(texture, &resourceDesc,
 
- 			shaderRes.Assign());
 
- 	if (FAILED(hr))
 
- 		throw HRError("Failed to create shader resource view", hr);
 
- }
 
 
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