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- //-----------------------------------------------------------------------------
- // Copyright (c) 2016 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 "platform/platform.h"
- #include "gfx/D3D11/screenshotD3D11.h"
- #include "gfx/D3D11/gfxD3D11Device.h"
- //Note if MSAA is ever enabled this will need fixing
- GBitmap* ScreenShotD3D11::_captureBackBuffer()
- {
- ID3D11Texture2D* backBuf = D3D11->getBackBufferTexture();
- D3D11_TEXTURE2D_DESC desc;
- backBuf->GetDesc(&desc);
- desc.BindFlags = 0;
- desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
- desc.Usage = D3D11_USAGE_STAGING;
- //create temp texure
- ID3D11Texture2D* pNewTexture = NULL;
- HRESULT hr = D3D11DEVICE->CreateTexture2D(&desc, NULL, &pNewTexture);
- if (FAILED(hr))
- return NULL;
- U32 width = desc.Width;
- U32 height = desc.Height;
- // pixel data
- U8 *pData = new U8[width * height * 4];
- D3D11DEVICECONTEXT->CopyResource(pNewTexture, backBuf);
- D3D11_MAPPED_SUBRESOURCE Resource;
- hr = D3D11DEVICECONTEXT->Map(pNewTexture, 0, D3D11_MAP_READ, 0, &Resource);
- if (FAILED(hr))
- {
- //cleanup
- SAFE_DELETE_ARRAY(pData);
- SAFE_RELEASE(pNewTexture);
- return NULL;
- }
- const U32 pitch = width << 2;
- const U8* pSource = (U8*)Resource.pData;
- U32 totalPitch = 0;
- for (U32 i = 0; i < height; ++i)
- {
- dMemcpy(pData, pSource, width * 4);
- pSource += Resource.RowPitch;
- pData += pitch;
- totalPitch += pitch;
- }
- D3D11DEVICECONTEXT->Unmap(pNewTexture, 0);
- pData -= totalPitch;
- GBitmap *gb = new GBitmap(width, height);
- //Set GBitmap data and convert from bgr to rgb
- ColorI c;
- for (S32 i = 0; i<height; i++)
- {
- const U8 *a = pData + i * width * 4;
- for (S32 j = 0; j<width; j++)
- {
- c.blue = *(a++);
- c.green = *(a++);
- c.red = *(a++);
- a++; // Ignore alpha.
- gb->setColor(j, i, c);
- }
- }
- //cleanup
- SAFE_DELETE_ARRAY(pData);
- SAFE_RELEASE(pNewTexture);
-
- return gb;
- }
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