mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 21:39:52 +00:00
49f6c461ad
Particularly in Common, avoid including Core/Reporting.h.
531 lines
16 KiB
C++
531 lines
16 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
|
|
|
|
// This program is free software: you can redistribute it and/or modify
|
|
// it under the terms of the GNU General Public License as published by
|
|
// the Free Software Foundation, version 2.0 or later versions.
|
|
|
|
// This program is distributed in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
// GNU General Public License 2.0 for more details.
|
|
|
|
// A copy of the GPL 2.0 should have been included with the program.
|
|
// If not, see http://www.gnu.org/licenses/
|
|
|
|
// Official git repository and contact information can be found at
|
|
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
|
|
|
|
#include <algorithm>
|
|
#include <cstring>
|
|
#include <cfloat>
|
|
|
|
#include <d3d11.h>
|
|
|
|
#include "Common/TimeUtil.h"
|
|
#include "Core/MemMap.h"
|
|
#include "GPU/ge_constants.h"
|
|
#include "GPU/GPUState.h"
|
|
#include "GPU/Common/GPUStateUtils.h"
|
|
#include "GPU/Common/DrawEngineCommon.h"
|
|
#include "GPU/D3D11/TextureCacheD3D11.h"
|
|
#include "GPU/D3D11/FramebufferManagerD3D11.h"
|
|
#include "GPU/D3D11/ShaderManagerD3D11.h"
|
|
#include "GPU/Common/TextureShaderCommon.h"
|
|
#include "GPU/D3D11/D3D11Util.h"
|
|
#include "GPU/Common/FramebufferManagerCommon.h"
|
|
#include "GPU/Common/TextureDecoder.h"
|
|
#include "Core/Config.h"
|
|
#include "Core/Host.h"
|
|
|
|
#include "ext/xxhash.h"
|
|
#include "Common/Math/math_util.h"
|
|
|
|
// For depth depal
|
|
struct DepthPushConstants {
|
|
float z_scale;
|
|
float z_offset;
|
|
float pad[2];
|
|
};
|
|
|
|
#define INVALID_TEX (ID3D11ShaderResourceView *)(-1LL)
|
|
|
|
static const D3D11_INPUT_ELEMENT_DESC g_QuadVertexElements[] = {
|
|
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, },
|
|
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12,},
|
|
};
|
|
|
|
// NOTE: In the D3D backends, we flip R and B in the shaders, so while these look wrong, they're OK.
|
|
|
|
Draw::DataFormat FromD3D11Format(u32 fmt) {
|
|
switch (fmt) {
|
|
case DXGI_FORMAT_B4G4R4A4_UNORM:
|
|
return Draw::DataFormat::A4R4G4B4_UNORM_PACK16;
|
|
case DXGI_FORMAT_B5G5R5A1_UNORM:
|
|
return Draw::DataFormat::A1R5G5B5_UNORM_PACK16;
|
|
case DXGI_FORMAT_B5G6R5_UNORM:
|
|
return Draw::DataFormat::R5G6B5_UNORM_PACK16;
|
|
case DXGI_FORMAT_R8_UNORM:
|
|
return Draw::DataFormat::R8_UNORM;
|
|
case DXGI_FORMAT_B8G8R8A8_UNORM:
|
|
default:
|
|
return Draw::DataFormat::R8G8B8A8_UNORM;
|
|
}
|
|
}
|
|
|
|
DXGI_FORMAT ToDXGIFormat(Draw::DataFormat fmt) {
|
|
switch (fmt) {
|
|
case Draw::DataFormat::R8G8B8A8_UNORM: default: return DXGI_FORMAT_B8G8R8A8_UNORM;
|
|
}
|
|
}
|
|
|
|
SamplerCacheD3D11::~SamplerCacheD3D11() {
|
|
for (auto &iter : cache_) {
|
|
iter.second->Release();
|
|
}
|
|
}
|
|
|
|
ID3D11SamplerState *SamplerCacheD3D11::GetOrCreateSampler(ID3D11Device *device, const SamplerCacheKey &key) {
|
|
auto iter = cache_.find(key);
|
|
if (iter != cache_.end()) {
|
|
return iter->second;
|
|
}
|
|
|
|
D3D11_SAMPLER_DESC samp{};
|
|
samp.AddressU = key.sClamp ? D3D11_TEXTURE_ADDRESS_CLAMP : D3D11_TEXTURE_ADDRESS_WRAP;
|
|
samp.AddressV = key.tClamp ? D3D11_TEXTURE_ADDRESS_CLAMP : D3D11_TEXTURE_ADDRESS_WRAP;
|
|
samp.AddressW = samp.AddressU; // Mali benefits from all clamps being the same, and this one is irrelevant.
|
|
if (key.aniso) {
|
|
samp.MaxAnisotropy = (float)(1 << g_Config.iAnisotropyLevel);
|
|
} else {
|
|
samp.MaxAnisotropy = 1.0f;
|
|
}
|
|
int filterKey = ((int)key.minFilt << 2) | ((int)key.magFilt << 1) | ((int)key.mipFilt);
|
|
static const D3D11_FILTER filters[8] = {
|
|
D3D11_FILTER_MIN_MAG_MIP_POINT,
|
|
D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR,
|
|
D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT,
|
|
D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR,
|
|
D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT,
|
|
D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR,
|
|
D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT,
|
|
D3D11_FILTER_MIN_MAG_MIP_LINEAR,
|
|
};
|
|
// Only switch to aniso if linear min and mag are set.
|
|
if (key.aniso && key.magFilt != 0 && key.minFilt != 0)
|
|
samp.Filter = D3D11_FILTER_ANISOTROPIC;
|
|
else
|
|
samp.Filter = filters[filterKey];
|
|
// Can't set MaxLOD on Feature Level <= 9_3.
|
|
if (device->GetFeatureLevel() <= D3D_FEATURE_LEVEL_9_3) {
|
|
samp.MaxLOD = FLT_MAX;
|
|
samp.MinLOD = -FLT_MAX;
|
|
samp.MipLODBias = 0.0f;
|
|
} else {
|
|
samp.MaxLOD = key.maxLevel / 256.0f;
|
|
samp.MinLOD = key.minLevel / 256.0f;
|
|
samp.MipLODBias = key.lodBias / 256.0f;
|
|
}
|
|
samp.ComparisonFunc = D3D11_COMPARISON_NEVER;
|
|
for (int i = 0; i < 4; i++) {
|
|
samp.BorderColor[i] = 1.0f;
|
|
}
|
|
|
|
ID3D11SamplerState *sampler;
|
|
ASSERT_SUCCESS(device->CreateSamplerState(&samp, &sampler));
|
|
cache_[key] = sampler;
|
|
return sampler;
|
|
}
|
|
|
|
TextureCacheD3D11::TextureCacheD3D11(Draw::DrawContext *draw, Draw2D *draw2D)
|
|
: TextureCacheCommon(draw, draw2D) {
|
|
device_ = (ID3D11Device *)draw->GetNativeObject(Draw::NativeObject::DEVICE);
|
|
context_ = (ID3D11DeviceContext *)draw->GetNativeObject(Draw::NativeObject::CONTEXT);
|
|
|
|
isBgraBackend_ = true;
|
|
lastBoundTexture = INVALID_TEX;
|
|
|
|
D3D11_BUFFER_DESC desc{ sizeof(DepthPushConstants), D3D11_USAGE_DYNAMIC, D3D11_BIND_CONSTANT_BUFFER, D3D11_CPU_ACCESS_WRITE };
|
|
HRESULT hr = device_->CreateBuffer(&desc, nullptr, &depalConstants_);
|
|
_dbg_assert_(SUCCEEDED(hr));
|
|
|
|
HRESULT result = 0;
|
|
|
|
nextTexture_ = nullptr;
|
|
}
|
|
|
|
TextureCacheD3D11::~TextureCacheD3D11() {
|
|
depalConstants_->Release();
|
|
|
|
// pFramebufferVertexDecl->Release();
|
|
Clear(true);
|
|
}
|
|
|
|
void TextureCacheD3D11::SetFramebufferManager(FramebufferManagerD3D11 *fbManager) {
|
|
framebufferManagerD3D11_ = fbManager;
|
|
framebufferManager_ = fbManager;
|
|
}
|
|
|
|
void TextureCacheD3D11::ReleaseTexture(TexCacheEntry *entry, bool delete_them) {
|
|
ID3D11Texture2D *texture = (ID3D11Texture2D *)entry->texturePtr;
|
|
ID3D11ShaderResourceView *view = (ID3D11ShaderResourceView *)entry->textureView;
|
|
if (texture) {
|
|
texture->Release();
|
|
entry->texturePtr = nullptr;
|
|
}
|
|
if (view) {
|
|
view->Release();
|
|
entry->textureView = nullptr;
|
|
}
|
|
}
|
|
|
|
void TextureCacheD3D11::ForgetLastTexture() {
|
|
InvalidateLastTexture();
|
|
|
|
ID3D11ShaderResourceView *nullTex[4]{};
|
|
context_->PSSetShaderResources(0, 4, nullTex);
|
|
}
|
|
|
|
void TextureCacheD3D11::InvalidateLastTexture() {
|
|
lastBoundTexture = INVALID_TEX;
|
|
}
|
|
|
|
void TextureCacheD3D11::StartFrame() {
|
|
TextureCacheCommon::StartFrame();
|
|
|
|
InvalidateLastTexture();
|
|
timesInvalidatedAllThisFrame_ = 0;
|
|
replacementTimeThisFrame_ = 0.0;
|
|
|
|
if (texelsScaledThisFrame_) {
|
|
// INFO_LOG(G3D, "Scaled %i texels", texelsScaledThisFrame_);
|
|
}
|
|
texelsScaledThisFrame_ = 0;
|
|
if (clearCacheNextFrame_) {
|
|
Clear(true);
|
|
clearCacheNextFrame_ = false;
|
|
} else {
|
|
Decimate();
|
|
}
|
|
}
|
|
|
|
void TextureCacheD3D11::UpdateCurrentClut(GEPaletteFormat clutFormat, u32 clutBase, bool clutIndexIsSimple) {
|
|
const u32 clutBaseBytes = clutBase * (clutFormat == GE_CMODE_32BIT_ABGR8888 ? sizeof(u32) : sizeof(u16));
|
|
// Technically, these extra bytes weren't loaded, but hopefully it was loaded earlier.
|
|
// If not, we're going to hash random data, which hopefully doesn't cause a performance issue.
|
|
//
|
|
// TODO: Actually, this seems like a hack. The game can upload part of a CLUT and reference other data.
|
|
// clutTotalBytes_ is the last amount uploaded. We should hash clutMaxBytes_, but this will often hash
|
|
// unrelated old entries for small palettes.
|
|
// Adding clutBaseBytes may just be mitigating this for some usage patterns.
|
|
const u32 clutExtendedBytes = std::min(clutTotalBytes_ + clutBaseBytes, clutMaxBytes_);
|
|
|
|
if (replacer_.Enabled())
|
|
clutHash_ = XXH32((const char *)clutBufRaw_, clutExtendedBytes, 0xC0108888);
|
|
else
|
|
clutHash_ = XXH3_64bits((const char *)clutBufRaw_, clutExtendedBytes) & 0xFFFFFFFF;
|
|
clutBuf_ = clutBufRaw_;
|
|
|
|
// Special optimization: fonts typically draw clut4 with just alpha values in a single color.
|
|
clutAlphaLinear_ = false;
|
|
clutAlphaLinearColor_ = 0;
|
|
if (clutFormat == GE_CMODE_16BIT_ABGR4444 && clutIndexIsSimple) {
|
|
const u16_le *clut = GetCurrentClut<u16_le>();
|
|
clutAlphaLinear_ = true;
|
|
clutAlphaLinearColor_ = clut[15] & 0x0FFF;
|
|
for (int i = 0; i < 16; ++i) {
|
|
u16 step = clutAlphaLinearColor_ | (i << 12);
|
|
if (clut[i] != step) {
|
|
clutAlphaLinear_ = false;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
clutLastFormat_ = gstate.clutformat;
|
|
}
|
|
|
|
void TextureCacheD3D11::BindTexture(TexCacheEntry *entry) {
|
|
if (!entry) {
|
|
ID3D11ShaderResourceView *textureView = nullptr;
|
|
context_->PSSetShaderResources(0, 1, &textureView);
|
|
return;
|
|
}
|
|
ID3D11ShaderResourceView *textureView = DxView(entry);
|
|
if (textureView != lastBoundTexture) {
|
|
context_->PSSetShaderResources(0, 1, &textureView);
|
|
lastBoundTexture = textureView;
|
|
}
|
|
int maxLevel = (entry->status & TexCacheEntry::STATUS_NO_MIPS) ? 0 : entry->maxLevel;
|
|
SamplerCacheKey samplerKey = GetSamplingParams(maxLevel, entry);
|
|
ID3D11SamplerState *state = samplerCache_.GetOrCreateSampler(device_, samplerKey);
|
|
context_->PSSetSamplers(0, 1, &state);
|
|
gstate_c.SetUseShaderDepal(ShaderDepalMode::OFF);
|
|
}
|
|
|
|
void TextureCacheD3D11::ApplySamplingParams(const SamplerCacheKey &key) {
|
|
ID3D11SamplerState *state = samplerCache_.GetOrCreateSampler(device_, key);
|
|
context_->PSSetSamplers(0, 1, &state);
|
|
}
|
|
|
|
void TextureCacheD3D11::Unbind() {
|
|
ID3D11ShaderResourceView *nullView = nullptr;
|
|
context_->PSSetShaderResources(0, 1, &nullView);
|
|
InvalidateLastTexture();
|
|
}
|
|
|
|
void TextureCacheD3D11::BindAsClutTexture(Draw::Texture *tex, bool smooth) {
|
|
ID3D11ShaderResourceView *clutTexture = (ID3D11ShaderResourceView *)draw_->GetNativeObject(Draw::NativeObject::TEXTURE_VIEW, tex);
|
|
context_->PSSetShaderResources(TEX_SLOT_CLUT, 1, &clutTexture);
|
|
context_->PSSetSamplers(3, 1, smooth ? &stockD3D11.samplerLinear2DClamp : &stockD3D11.samplerPoint2DClamp);
|
|
}
|
|
|
|
void TextureCacheD3D11::BuildTexture(TexCacheEntry *const entry) {
|
|
BuildTexturePlan plan;
|
|
if (!PrepareBuildTexture(plan, entry)) {
|
|
// We're screwed?
|
|
return;
|
|
}
|
|
|
|
DXGI_FORMAT dstFmt = GetDestFormat(GETextureFormat(entry->format), gstate.getClutPaletteFormat());
|
|
if (plan.replaceValid) {
|
|
dstFmt = ToDXGIFormat(plan.replaced->Format(plan.baseLevelSrc));
|
|
} else if (plan.scaleFactor > 1 || plan.saveTexture) {
|
|
dstFmt = DXGI_FORMAT_B8G8R8A8_UNORM;
|
|
} else if (plan.decodeToClut8) {
|
|
dstFmt = DXGI_FORMAT_R8_UNORM;
|
|
}
|
|
|
|
int levels;
|
|
|
|
ID3D11ShaderResourceView *view;
|
|
ID3D11Resource *texture = DxTex(entry);
|
|
_assert_(texture == nullptr);
|
|
|
|
int tw;
|
|
int th;
|
|
plan.GetMipSize(0, &tw, &th);
|
|
if (tw > 16384)
|
|
tw = 16384;
|
|
if (th > 16384)
|
|
th = 16384;
|
|
|
|
if (plan.depth == 1) {
|
|
// We don't yet have mip generation, so clamp the number of levels to the ones we can load directly.
|
|
levels = std::min(plan.levelsToCreate, plan.levelsToLoad);
|
|
|
|
ID3D11Texture2D *tex = nullptr;
|
|
D3D11_TEXTURE2D_DESC desc{};
|
|
desc.CPUAccessFlags = 0;
|
|
desc.Usage = D3D11_USAGE_DEFAULT;
|
|
desc.ArraySize = 1;
|
|
desc.SampleDesc.Count = 1;
|
|
desc.Width = tw;
|
|
desc.Height = th;
|
|
desc.Format = dstFmt;
|
|
desc.MipLevels = levels;
|
|
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
|
|
|
|
ASSERT_SUCCESS(device_->CreateTexture2D(&desc, nullptr, &tex));
|
|
texture = tex;
|
|
} else {
|
|
ID3D11Texture3D *tex = nullptr;
|
|
D3D11_TEXTURE3D_DESC desc{};
|
|
desc.CPUAccessFlags = 0;
|
|
desc.Usage = D3D11_USAGE_DEFAULT;
|
|
desc.Width = tw;
|
|
desc.Height = th;
|
|
desc.Depth = plan.depth;
|
|
desc.Format = dstFmt;
|
|
desc.MipLevels = 1;
|
|
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
|
|
ASSERT_SUCCESS(device_->CreateTexture3D(&desc, nullptr, &tex));
|
|
texture = tex;
|
|
|
|
levels = plan.depth;
|
|
}
|
|
|
|
ASSERT_SUCCESS(device_->CreateShaderResourceView(texture, nullptr, &view));
|
|
entry->texturePtr = texture;
|
|
entry->textureView = view;
|
|
|
|
Draw::DataFormat texFmt = FromD3D11Format(dstFmt);
|
|
|
|
for (int i = 0; i < levels; i++) {
|
|
int srcLevel = (i == 0) ? plan.baseLevelSrc : i;
|
|
|
|
int mipWidth;
|
|
int mipHeight;
|
|
plan.GetMipSize(i, &mipWidth, &mipHeight);
|
|
|
|
u8 *data = nullptr;
|
|
int stride = 0;
|
|
int bpp = 0;
|
|
|
|
// For UpdateSubresource, we can't decode directly into the texture so we allocate a buffer :(
|
|
// NOTE: Could reuse it between levels or textures!
|
|
if (plan.replaceValid) {
|
|
bpp = (int)Draw::DataFormatSizeInBytes(plan.replaced->Format(srcLevel));
|
|
} else {
|
|
if (plan.scaleFactor > 1) {
|
|
bpp = 4;
|
|
} else {
|
|
bpp = dstFmt == DXGI_FORMAT_B8G8R8A8_UNORM ? 4 : 2;
|
|
}
|
|
}
|
|
|
|
stride = std::max(mipWidth * bpp, 16);
|
|
data = (u8 *)AllocateAlignedMemory(stride * mipHeight, 16);
|
|
|
|
if (!data) {
|
|
ERROR_LOG(G3D, "Ran out of RAM trying to allocate a temporary texture upload buffer (%dx%d)", mipWidth, mipHeight);
|
|
return;
|
|
}
|
|
|
|
LoadTextureLevel(*entry, data, stride, *plan.replaced, srcLevel, plan.scaleFactor, texFmt, TexDecodeFlags{});
|
|
if (plan.depth == 1) {
|
|
context_->UpdateSubresource(texture, i, nullptr, data, stride, 0);
|
|
} else {
|
|
D3D11_BOX box{};
|
|
box.front = i;
|
|
box.back = i + 1;
|
|
box.right = mipWidth;
|
|
box.bottom = mipHeight;
|
|
context_->UpdateSubresource(texture, 0, &box, data, stride, 0);
|
|
}
|
|
FreeAlignedMemory(data);
|
|
}
|
|
|
|
// Signal that we support depth textures so use it as one.
|
|
if (plan.depth > 1) {
|
|
entry->status |= TexCacheEntry::STATUS_3D;
|
|
}
|
|
|
|
if (levels == 1) {
|
|
entry->status |= TexCacheEntry::STATUS_NO_MIPS;
|
|
} else {
|
|
entry->status &= ~TexCacheEntry::STATUS_NO_MIPS;
|
|
}
|
|
|
|
if (plan.replaceValid) {
|
|
entry->SetAlphaStatus(TexCacheEntry::TexStatus(plan.replaced->AlphaStatus()));
|
|
}
|
|
}
|
|
|
|
DXGI_FORMAT GetClutDestFormatD3D11(GEPaletteFormat format) {
|
|
switch (format) {
|
|
case GE_CMODE_16BIT_ABGR4444:
|
|
return DXGI_FORMAT_B4G4R4A4_UNORM;
|
|
case GE_CMODE_16BIT_ABGR5551:
|
|
return DXGI_FORMAT_B5G5R5A1_UNORM;
|
|
case GE_CMODE_16BIT_BGR5650:
|
|
return DXGI_FORMAT_B5G6R5_UNORM;
|
|
case GE_CMODE_32BIT_ABGR8888:
|
|
return DXGI_FORMAT_B8G8R8A8_UNORM;
|
|
}
|
|
// Should never be here !
|
|
return DXGI_FORMAT_B8G8R8A8_UNORM;
|
|
}
|
|
|
|
DXGI_FORMAT TextureCacheD3D11::GetDestFormat(GETextureFormat format, GEPaletteFormat clutFormat) const {
|
|
if (!gstate_c.Use(GPU_USE_16BIT_FORMATS)) {
|
|
return DXGI_FORMAT_B8G8R8A8_UNORM;
|
|
}
|
|
|
|
switch (format) {
|
|
case GE_TFMT_CLUT4:
|
|
case GE_TFMT_CLUT8:
|
|
case GE_TFMT_CLUT16:
|
|
case GE_TFMT_CLUT32:
|
|
return GetClutDestFormatD3D11(clutFormat);
|
|
case GE_TFMT_4444:
|
|
return DXGI_FORMAT_B4G4R4A4_UNORM;
|
|
case GE_TFMT_5551:
|
|
return DXGI_FORMAT_B5G5R5A1_UNORM;
|
|
case GE_TFMT_5650:
|
|
return DXGI_FORMAT_B5G6R5_UNORM;
|
|
case GE_TFMT_8888:
|
|
case GE_TFMT_DXT1:
|
|
case GE_TFMT_DXT3:
|
|
case GE_TFMT_DXT5:
|
|
default:
|
|
return DXGI_FORMAT_B8G8R8A8_UNORM;
|
|
}
|
|
}
|
|
|
|
bool TextureCacheD3D11::GetCurrentTextureDebug(GPUDebugBuffer &buffer, int level, bool *isFramebuffer) {
|
|
SetTexture();
|
|
if (!nextTexture_) {
|
|
return GetCurrentFramebufferTextureDebug(buffer, isFramebuffer);
|
|
}
|
|
|
|
// Apply texture may need to rebuild the texture if we're about to render, or bind a framebuffer.
|
|
TexCacheEntry *entry = nextTexture_;
|
|
ApplyTexture();
|
|
|
|
ID3D11Texture2D *texture = (ID3D11Texture2D *)entry->texturePtr;
|
|
if (!texture)
|
|
return false;
|
|
|
|
D3D11_TEXTURE2D_DESC desc;
|
|
texture->GetDesc(&desc);
|
|
|
|
int width = desc.Width >> level;
|
|
int height = desc.Height >> level;
|
|
|
|
switch (desc.Format) {
|
|
case DXGI_FORMAT_B8G8R8A8_UNORM:
|
|
buffer.Allocate(width, height, GPU_DBG_FORMAT_8888);
|
|
break;
|
|
|
|
case DXGI_FORMAT_B5G6R5_UNORM:
|
|
buffer.Allocate(width, height, GPU_DBG_FORMAT_565);
|
|
break;
|
|
|
|
case DXGI_FORMAT_B4G4R4A4_UNORM:
|
|
buffer.Allocate(width, height, GPU_DBG_FORMAT_4444);
|
|
break;
|
|
|
|
case DXGI_FORMAT_B5G5R5A1_UNORM:
|
|
buffer.Allocate(width, height, GPU_DBG_FORMAT_5551);
|
|
break;
|
|
|
|
case DXGI_FORMAT_R8_UNORM:
|
|
buffer.Allocate(width, height, GPU_DBG_FORMAT_8BIT);
|
|
break;
|
|
|
|
default:
|
|
return false;
|
|
}
|
|
|
|
desc.BindFlags = 0;
|
|
desc.Usage = D3D11_USAGE_STAGING;
|
|
desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
|
|
|
|
ID3D11Texture2D *stagingCopy = nullptr;
|
|
device_->CreateTexture2D(&desc, nullptr, &stagingCopy);
|
|
if (!stagingCopy)
|
|
return false;
|
|
context_->CopyResource(stagingCopy, texture);
|
|
|
|
D3D11_MAPPED_SUBRESOURCE map;
|
|
if (FAILED(context_->Map(stagingCopy, level, D3D11_MAP_READ, 0, &map))) {
|
|
stagingCopy->Release();
|
|
return false;
|
|
}
|
|
|
|
int bufferRowSize = buffer.PixelSize() * width;
|
|
for (int y = 0; y < height; y++) {
|
|
memcpy(buffer.GetData() + bufferRowSize * y, (const uint8_t *)map.pData + map.RowPitch * y, bufferRowSize);
|
|
}
|
|
|
|
context_->Unmap(stagingCopy, level);
|
|
stagingCopy->Release();
|
|
*isFramebuffer = false;
|
|
return true;
|
|
}
|
|
|
|
void *TextureCacheD3D11::GetNativeTextureView(const TexCacheEntry *entry) {
|
|
ID3D11ShaderResourceView *textureView = DxView(entry);
|
|
return (void *)textureView;
|
|
}
|