//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #pragma once #include "BsD3D11Prerequisites.h" #include "Image/BsTexture.h" namespace bs { namespace ct { /** @addtogroup D3D11 * @{ */ /** DirectX 11 implementation of a texture. */ class D3D11Texture : public Texture { public: ~D3D11Texture(); /** Returns internal DX11 texture resource object. */ ID3D11Resource* getDX11Resource() const { return mTex; } /** Returns shader resource view associated with the texture. */ ID3D11ShaderResourceView* getSRV() const; /** Returns DXGI pixel format that was used to create the texture. */ DXGI_FORMAT getDXGIFormat() const { return mDXGIFormat; } /** Returns DXGI pixel used for reading the texture as a shader resource or writing as a render target. */ DXGI_FORMAT getColorFormat() const { return mDXGIColorFormat; } /** Returns DXGI pixel used for writing to a depth stencil texture. */ DXGI_FORMAT getDepthStencilFormat() const { return mDXGIDepthStencilFormat; } protected: friend class D3D11TextureManager; D3D11Texture(const TEXTURE_DESC& desc, const SPtr& initialData, GpuDeviceFlags deviceMask); /** @copydoc CoreObject::initialize() */ void initialize() override; /** @copydoc Texture::lockImpl */ PixelData lockImpl(GpuLockOptions options, UINT32 mipLevel = 0, UINT32 face = 0, UINT32 deviceIdx = 0, UINT32 queueIdx = 0) override; /** @copydoc Texture::unlockImpl */ void unlockImpl() override; /** @copydoc Texture::copyImpl */ void copyImpl(UINT32 srcFace, UINT32 srcMipLevel, UINT32 dstFace, UINT32 dstMipLevel, const SPtr& target, const SPtr& commandBuffer) override; /** @copydoc Texture::readData */ void readDataImpl(PixelData& dest, UINT32 mipLevel = 0, UINT32 face = 0, UINT32 deviceIdx = 0, UINT32 queueIdx = 0) override; /** @copydoc Texture::writeData */ void writeDataImpl(const PixelData& src, UINT32 mipLevel = 0, UINT32 face = 0, bool discardWholeBuffer = false, UINT32 queueIdx = 0) override; /** Creates a blank DX11 1D texture object. */ void create1DTex(); /** Creates a blank DX11 2D texture object. */ void create2DTex(); /** Creates a blank DX11 3D texture object. */ void create3DTex(); /** * Creates a staging buffer that is used as a temporary buffer for read operations on textures that do not support * direct reading. */ void createStagingBuffer(); /** * Maps the specified texture surface for reading/writing. * * @param[in] res Texture resource to map. * @param[in] flags Mapping flags that let the API know what are we planning to do with mapped memory. * @param[in] mipLevel Mip level to map (0 being the base level). * @param[in] face Texture face to map, in case texture has more than one. * @param[out] rowPitch Output size of a single row in bytes. * @param[out] slicePitch Output size of a single slice in bytes (relevant only for 3D textures). * @return Pointer to the mapped area of memory. * * @note * Non-staging textures must be dynamic in order to be mapped directly and only for writing. No restrictions are * made on staging textures. */ void* map(ID3D11Resource* res, D3D11_MAP flags, UINT32 mipLevel, UINT32 face, UINT32& rowPitch, UINT32& slicePitch); /** Unmaps a previously mapped texture. */ void unmap(ID3D11Resource* res); /** * Copies texture data into a staging buffer and maps the staging buffer. Will create a staging buffer if one * doesn't already exist (potentially wasting a lot of memory). * * @param[in] flags Mapping flags that let the API know what are we planning to do with mapped memory. * @param[in] mipLevel Mip level to map (0 being the base level). * @param[in] face Texture face to map, in case texture has more than one. * @param[out] rowPitch Output size of a single row in bytes. * @param[out] slicePitch Output size of a single slice in bytes (relevant only for 3D textures). * @return Pointer to the mapped area of memory. */ void* mapstagingbuffer(D3D11_MAP flags, UINT32 mipLevel, UINT32 face, UINT32& rowPitch, UINT32& slicePitch); /** Unmaps a previously mapped staging buffer. */ void unmapstagingbuffer(); /** * Maps a static buffer, for writing only. Returned pointer points to temporary CPU memory that will be copied to * the mapped resource on "unmap" call. * * @param[in] lock Area of the texture to lock. * @param[in] mipLevel Mip level to map (0 being the base level). * @param[in] face Texture face to map, in case texture has more than one. */ void* mapstaticbuffer(PixelData lock, UINT32 mipLevel, UINT32 face); /** Unmaps a previously mapped static buffer and flushes its data to the actual GPU buffer. */ void unmapstaticbuffer(); /** Creates an empty and uninitialized texture view object. */ SPtr createView(const TEXTURE_VIEW_DESC& desc) override; protected: ID3D11Texture1D* m1DTex; ID3D11Texture2D* m2DTex; ID3D11Texture3D* m3DTex; ID3D11Resource* mTex; SPtr mShaderResourceView; PixelFormat mInternalFormat; DXGI_FORMAT mDXGIFormat; DXGI_FORMAT mDXGIColorFormat; DXGI_FORMAT mDXGIDepthStencilFormat; ID3D11Resource* mStagingBuffer; PixelData* mStaticBuffer; UINT32 mLockedSubresourceIdx; bool mLockedForReading; }; /** @} */ }}