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- /*
- -----------------------------------------------------------------------------
- This source file is part of OGRE
- (Object-oriented Graphics Rendering Engine)
- For the latest info, see http://www.ogre3d.org/
- Copyright (c) 2000-2011 Torus Knot Software Ltd
- 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.
- -----------------------------------------------------------------------------
- */
- #ifndef __D3D9TEXTURE_H__
- #define __D3D9TEXTURE_H__
- #include "CmD3D9Prerequisites.h"
- #include "CmTexture.h"
- #include "CmRenderTexture.h"
- #include "CmException.h"
- #include "CmD3D9PixelBuffer.h"
- #include "CmD3D9Resource.h"
- namespace CamelotFramework {
- class CM_D3D9_EXPORT D3D9Texture : public Texture, public D3D9Resource
- {
- public:
- ~D3D9Texture();
- /**
- * @copydoc Texture::isBindableAsShaderResource
- */
- bool isBindableAsShaderResource() const { return mIsBindableAsShaderResource; }
- /// retrieves a pointer to the actual texture
- IDirect3DBaseTexture9 *getTexture_internal();
- /// retrieves a pointer to the normal 1D/2D texture
- IDirect3DTexture9 *getNormTexture_internal();
- /// retrieves a pointer to the cube texture
- IDirect3DCubeTexture9 *getCubeTexture_internal();
- /** Indicates whether the hardware gamma is actually enabled and supported.
- @remarks
- Because hardware gamma might not actually be supported, we need to
- ignore it sometimes. Because D3D doesn't encode sRGB in the format but
- as a sampler state, and we don't want to change the original requested
- hardware gamma flag (e.g. serialisation) we need another indicator.
- */
- bool isHardwareGammaReadToBeUsed() const { return mHwGamma && mHwGammaReadSupported; }
-
- /// Will this texture need to be in the default pool?
- bool useDefaultPool();
- /** Return hardware pixel buffer for a surface. This buffer can then
- be used to copy data from and to a particular level of the texture.
- @param face Face number, in case of a cubemap texture. Must be 0
- for other types of textures.
- For cubemaps, this is one of
- +X (0), -X (1), +Y (2), -Y (3), +Z (4), -Z (5)
- @param mipmap Mipmap level. This goes from 0 for the first, largest
- mipmap level to getNumMipmaps()-1 for the smallest.
- @returns A shared pointer to a hardware pixel buffer
- @remarks The buffer is invalidated when the resource is unloaded or destroyed.
- Do not use it after the lifetime of the containing texture.
- */
- PixelBufferPtr getBuffer(UINT32 face, UINT32 mipmap);
- // Called immediately after the Direct3D device has been created.
- virtual void notifyOnDeviceCreate(IDirect3DDevice9* d3d9Device);
- // Called before the Direct3D device is going to be destroyed.
- virtual void notifyOnDeviceDestroy(IDirect3DDevice9* d3d9Device);
- // Called immediately after the Direct3D device has entered a lost state.
- virtual void notifyOnDeviceLost(IDirect3DDevice9* d3d9Device);
- // Called immediately after the Direct3D device has been reset
- virtual void notifyOnDeviceReset(IDirect3DDevice9* d3d9Device);
- protected:
- friend class D3D9TextureManager;
- friend class D3D9PixelBuffer;
- struct TextureResources
- {
- /// 1D/2D normal texture pointer
- IDirect3DTexture9* pNormTex;
- /// cubic texture pointer
- IDirect3DCubeTexture9* pCubeTex;
- /// Volume texture
- IDirect3DVolumeTexture9* pVolumeTex;
- /// actual texture pointer
- IDirect3DBaseTexture9* pBaseTex;
- /// Optional FSAA surface
- IDirect3DSurface9* pFSAASurface;
- /// Optional depth stencil surface
- IDirect3DSurface9* pDepthStencilSurface;
- };
-
- typedef Map<IDirect3DDevice9*, TextureResources*>::type DeviceToTextureResourcesMap;
- typedef DeviceToTextureResourcesMap::iterator DeviceToTextureResourcesIterator;
- /// Map between device to texture resources.
- DeviceToTextureResourcesMap mMapDeviceToTextureResources;
- /// Vector of pointers to subsurfaces
- typedef Vector<PixelBufferPtr>::type SurfaceList;
- SurfaceList mSurfaceList;
- /// The memory pool being used
- D3DPOOL mD3DPool;
- // Dynamic textures?
- bool mDynamicTextures;
- bool mIsBindableAsShaderResource;
- PixelBufferPtr mLockedBuffer;
- /// Is hardware gamma supported (read)?
- bool mHwGammaReadSupported;
- /// Is hardware gamma supported (write)?
- bool mHwGammaWriteSupported;
- D3DMULTISAMPLE_TYPE mFSAAType;
- DWORD mFSAAQuality;
- D3D9Texture();
- /**
- * @copydoc Texture::initialize_internal()
- */
- void initialize_internal();
-
- /**
- * @copydoc Texture::destroy_internal()
- */
- void destroy_internal();
- /**
- * @copydoc Texture::lock
- */
- PixelData lockImpl(GpuLockOptions options, UINT32 mipLevel = 0, UINT32 face = 0);
- /**
- * @copydoc Texture::unlock
- */
- void unlockImpl();
- /**
- * @copydoc Texture::copy
- */
- void copyImpl(TexturePtr& target);
- /**
- * @copydoc Texture::readData
- */
- void readData(PixelData& dest, UINT32 mipLevel = 0, UINT32 face = 0);
- /**
- * @copydoc Texture::writeData
- */
- void writeData(const PixelData& src, UINT32 mipLevel = 0, UINT32 face = 0, bool discardWholeBuffer = false);
- /// internal method, create a blank normal 1D/2D texture
- void _createNormTex(IDirect3DDevice9* d3d9Device);
- /// internal method, create a blank cube texture
- void _createCubeTex(IDirect3DDevice9* d3d9Device);
- /// internal method, create a blank cube texture
- void _createVolumeTex(IDirect3DDevice9* d3d9Device);
- /// internal method, return a D3D pixel format for texture creation
- D3DFORMAT _chooseD3DFormat(IDirect3DDevice9* d3d9Device);
- /// @copydoc Resource::calculateSize
- UINT32 calculateSize(void) const;
- /// Creates this texture resources on the specified device.
- void createInternalResources(IDirect3DDevice9* d3d9Device);
- /// internal method, set Texture class final texture protected attributes
- void _setFinalAttributes(IDirect3DDevice9* d3d9Device, TextureResources* textureResources,
- unsigned long width, unsigned long height, unsigned long depth, PixelFormat format);
- /// internal method, return the best by hardware supported filter method
- D3DTEXTUREFILTERTYPE _getBestFilterMethod(IDirect3DDevice9* d3d9Device);
- /// internal method, return true if the device/texture combination can use dynamic textures
- bool _canUseDynamicTextures(IDirect3DDevice9* d3d9Device, DWORD srcUsage, D3DRESOURCETYPE srcType, D3DFORMAT srcFormat);
- /// internal method, return true if the device/texture combination can auto gen. mip maps
- bool _canAutoGenMipmaps(IDirect3DDevice9* d3d9Device, DWORD srcUsage, D3DRESOURCETYPE srcType, D3DFORMAT srcFormat);
- /// internal method, return true if the device/texture combination can use hardware gamma
- bool _canUseHardwareGammaCorrection(IDirect3DDevice9* d3d9Device, DWORD srcUsage, D3DRESOURCETYPE srcType, D3DFORMAT srcFormat, bool forwriting);
- /// internal method, create D3D9HardwarePixelBuffers for every face and
- /// mipmap level. This method must be called after the D3D texture object was created
- void _createSurfaceList(IDirect3DDevice9* d3d9Device, TextureResources* textureResources);
-
- /// gets the texture resources attached to the given device.
- TextureResources* getTextureResources(IDirect3DDevice9* d3d9Device);
- /// allocates new texture resources structure attached to the given device.
- TextureResources* allocateTextureResources(IDirect3DDevice9* d3d9Device);
- /// creates this texture resources according to the current settings.
- void createTextureResources(IDirect3DDevice9* d3d9Device);
- /// frees the given texture resources.
- void freeTextureResources(IDirect3DDevice9* d3d9Device, TextureResources* textureResources);
- void determinePool();
- };
- }
- #endif
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