#pragma once #include "BsD3D11Prerequisites.h" #include "BsTexture.h" namespace BansheeEngine { /** * @brief DirectX 11 implementation of a texture. */ class D3D11TextureCore : public TextureCore { public: ~D3D11TextureCore(); /** * @brief Returns internal DX11 texture resource object. */ ID3D11Resource* getDX11Resource() const { return mTex; } /** * @brief Returns shader resource view associated with the texture. */ ID3D11ShaderResourceView* getSRV() const { return mShaderResourceView; } /** * @brief Returns DXGI pixel format used by the texture. */ DXGI_FORMAT getDXGIFormat() const { return mDXGIFormat; } protected: friend class D3D11TextureCoreManager; D3D11TextureCore(TextureType textureType, UINT32 width, UINT32 height, UINT32 depth, UINT32 numMipmaps, PixelFormat format, int usage, bool hwGamma, UINT32 multisampleCount); /** * @copydoc CoreObjectCore::initialize() */ void initialize() override; /** * @copydoc Texture::lockImpl */ PixelData lockImpl(GpuLockOptions options, UINT32 mipLevel = 0, UINT32 face = 0) override; /** * @copydoc Texture::unlockImpl */ void unlockImpl() override; /** * @copydoc Texture::copyImpl */ void copyImpl(UINT32 srcFace, UINT32 srcMipLevel, UINT32 destFace, UINT32 destMipLevel, const SPtr& target) override; /** * @copydoc Texture::readData */ void readData(PixelData& dest, UINT32 mipLevel = 0, UINT32 face = 0) override; /** * @copydoc Texture::writeData */ void writeData(const PixelData& src, UINT32 mipLevel = 0, UINT32 face = 0, bool discardWholeBuffer = false) override; /** * @brief Creates a blank DX11 1D texture object. */ void create1DTex(); /** * @brief Creates a blank DX11 2D texture object. */ void create2DTex(); /** * @brief Creates a blank DX11 3D texture object. */ void create3DTex(); /** * @brief Creates a staging buffer that is used as a temporary buffer for read operations on textures * that do not support direct reading. */ void createStagingBuffer(); /** * @brief Maps the specified texture surface for reading/writing. * * @param res Texture resource to map. * @param flags Mapping flags that let the API know what are we planning to do with mapped memory. * @param mipLevel Mip level to map (0 being the base level). * @param face Texture face to map, in case texture has more than one. * @param rowPitch Output size of a single row in bytes. * @param slicePitch Output size of a single slice in bytes (relevant only for 3D textures). * * @returns 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); /** * @brief Unmaps a previously mapped texture. */ void unmap(ID3D11Resource* res); /** * @brief 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 flags Mapping flags that let the API know what are we planning to do with mapped memory. * @param mipLevel Mip level to map (0 being the base level). * @param face Texture face to map, in case texture has more than one. * @param rowPitch Output size of a single row in bytes. * @param slicePitch Output size of a single slice in bytes (relevant only for 3D textures). * * @returns Pointer to the mapped area of memory. */ void* mapstagingbuffer(D3D11_MAP flags, UINT32 mipLevel, UINT32 face, UINT32& rowPitch, UINT32& slicePitch); /** * @brief Unmaps a previously mapped staging buffer. */ void unmapstagingbuffer(); /** * @brief 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 flags Mapping flags that let the API know what are we planning to do with mapped memory. * @param mipLevel Mip level to map (0 being the base level). * @param face Texture face to map, in case texture has more than one. * @param rowPitch Output size of a single row in bytes. * @param slicePitch Output size of a single slice in bytes (relevant only for 3D textures). * * @returns Pointer to the mapped area of memory. */ void* mapstaticbuffer(PixelData lock, UINT32 mipLevel, UINT32 slice); /** * @brief Unmaps a previously mapped static buffer and flushes its data to the actual GPU buffer. */ void unmapstaticbuffer(); /** * @brief Creates an empty and uninitialized texture view object. */ TextureViewPtr createView(const SPtr& texture, const TEXTURE_VIEW_DESC& desc); protected: ID3D11Texture1D* m1DTex; ID3D11Texture2D* m2DTex; ID3D11Texture3D* m3DTex; ID3D11Resource* mTex; ID3D11ShaderResourceView* mShaderResourceView; D3D11_SHADER_RESOURCE_VIEW_DESC mSRVDesc; D3D11_SRV_DIMENSION mDimension; DXGI_FORMAT mDXGIFormat; ID3D11Resource* mStagingBuffer; PixelData* mStaticBuffer; UINT32 mLockedSubresourceIdx; bool mLockedForReading; }; }