//----------------------------------------------------------------------------- // 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(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(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; }