ppsspp/gfx/texture_dx11.cpp

272 lines
6.5 KiB
C++

// WIP, please ignore
#include <d3d11_1.h>
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#if !defined(USING_GLES2)
#include "image/png_load.h"
#include "ext/etcpack/etcdec.h"
#endif
#include "image/zim_load.h"
#include "base/logging.h"
#include "gfx/texture.h"
#include "gfx/texture_gen.h"
#include "gfx/gl_debug_log.h"
#include "gfx/gl_lost_manager.h"
Texture::Texture() : tex_(0) {
register_gl_resource_holder(this);
}
void Texture::Destroy() {
if (tex_) {
tex_->Release();
tex_ = 0;
}
}
void Texture::GLLost() {
ILOG("Reloading lost texture %s", filename_.c_str());
Load(filename_.c_str());
}
Texture::~Texture() {
unregister_gl_resource_holder(this);
Destroy();
}
static void SetTextureParameters(int zim_flags) {
/*
GLenum wrap = GL_REPEAT;
if (zim_flags & ZIM_CLAMP) wrap = GL_CLAMP_TO_EDGE;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap);
GL_CHECK();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if ((zim_flags & (ZIM_HAS_MIPS | ZIM_GEN_MIPS))) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
} else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
GL_CHECK();*/
}
bool Texture::Load(const char *filename) {
// hook for generated textures
if (!memcmp(filename, "gen:", 4)) {
// TODO
// return false;
tex_ = (LPVOID)generateTexture(filename);
if (tex_) {
this->filename_ = filename;
}
return true;
}
filename_ = filename;
// Currently contains many Rollerball-specific workarounds.
// They shouldn't really hurt anything else very much though.
int len = strlen(filename);
char fn[256];
strcpy(fn, filename);
bool zim = false;
if (!strcmp("dds", &filename[len-3])) {
strcpy(&fn[len-3], "zim");
zim = true;
}
if (!strcmp("6TX", &filename[len-3]) || !strcmp("6tx", &filename[len-3])) {
ILOG("Detected 6TX %s", filename);
strcpy(&fn[len-3], "zim");
zim = true;
}
for (int i = 0; i < (int)strlen(fn); i++) {
if (fn[i] == '\\') fn[i] = '/';
}
if (fn[0] == 'm') fn[0] = 'M';
const char *name = fn;
if (zim && 0 == memcmp(name, "Media/textures/", strlen("Media/textures"))) name += strlen("Media/textures/");
len = strlen(name);
#if !defined(USING_GLES2)
if (!strcmp("png", &name[len-3]) ||
!strcmp("PNG", &name[len-3])) {
if (!LoadPNG(fn)) {
LoadXOR();
return false;
} else {
return true;
}
} else
#endif
if (!strcmp("zim", &name[len-3])) {
if (!LoadZIM(name)) {
LoadXOR();
return false;
} else {
return true;
}
}
LoadXOR();
return false;
}
#ifndef METRO
#if !defined(USING_GLES2)
bool Texture::LoadPNG(const char *filename) {
unsigned char *image_data;
if (1 != pngLoad(filename, &width_, &height_, &image_data, false)) {
return false;
}
GL_CHECK();
glGenTextures(1, &id_);
glBindTexture(GL_TEXTURE_2D, id_);
SetTextureParameters(ZIM_GEN_MIPS);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width_, height_, 0,
GL_RGBA, GL_UNSIGNED_BYTE, image_data);
glGenerateMipmap(GL_TEXTURE_2D);
GL_CHECK();
free(image_data);
return true;
}
#endif
#endif
bool Texture::LoadXOR() {
width_ = height_ = 256;
unsigned char *buf = new unsigned char[width_*height_*4];
for (int y = 0; y < 256; y++) {
for (int x = 0; x < 256; x++) {
buf[(y*width_ + x)*4 + 0] = x^y;
buf[(y*width_ + x)*4 + 1] = x^y;
buf[(y*width_ + x)*4 + 2] = x^y;
buf[(y*width_ + x)*4 + 3] = 0xFF;
}
}
GL_CHECK();
ID3D11Device *ctx;
D3D11_TEXTURE2D_DESC desc;
desc.Width = width_;
desc.Height = height_;
desc.MipLevels = 0;
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
if (FAILED(ctx->CreateTexture2D(&desc, 0, &tex_))) {
FLOG("Failed creating XOR texture");
}
SetTextureParameters(ZIM_GEN_MIPS);
GL_CHECK();
delete [] buf;
return true;
}
#if !defined(USING_GLES2)
// Allocates using new[], doesn't free.
uint8_t *ETC1ToRGBA(uint8_t *etc1, int width, int height) {
uint8_t *rgba = new uint8_t[width * height * 4];
memset(rgba, 0xFF, width * height * 4);
for (int y = 0; y < height; y += 4) {
for (int x = 0; x < width; x += 4) {
DecompressBlock(etc1 + ((y / 4) * width/4 + (x / 4)) * 8,
rgba + (y * width + x) * 4, width, 255);
}
}
return rgba;
}
#endif
bool Texture::LoadZIM(const char *filename) {
uint8_t *image_data[ZIM_MAX_MIP_LEVELS];
int width[ZIM_MAX_MIP_LEVELS];
int height[ZIM_MAX_MIP_LEVELS];
int flags;
int num_levels = ::LoadZIM(filename, &width[0], &height[0], &flags, &image_data[0]);
if (!num_levels)
return false;
width_ = width[0];
height_ = height[0];
int data_type = GL_UNSIGNED_BYTE;
int colors = GL_RGBA;
int storage = GL_RGBA;
bool compressed = false;
switch (flags & ZIM_FORMAT_MASK) {
case ZIM_RGBA8888:
data_type = GL_UNSIGNED_BYTE;
break;
case ZIM_RGBA4444:
data_type = DXGI_FORMAT_B4G4R4A4_UNORM;
break;
case ZIM_RGB565:
data_type = DXGI_FORMAT_B5G6R5_UNORM;
colors = GL_RGB;
storage = GL_RGB;
break;
case ZIM_ETC1:
compressed = true;
break;
}
GL_CHECK();
//glGenTextures(1, &id_);
//glBindTexture(GL_TEXTURE_2D, id_);
SetTextureParameters(flags);
if (compressed) {
for (int l = 0; l < num_levels; l++) {
int data_w = width[l];
int data_h = height[l];
if (data_w < 4) data_w = 4;
if (data_h < 4) data_h = 4;
#if defined(USING_GLES2)
int compressed_image_bytes = data_w * data_h / 2;
glCompressedTexImage2D(GL_TEXTURE_2D, l, GL_ETC1_RGB8_OES, width[l], height[l], 0, compressed_image_bytes, image_data[l]);
GL_CHECK();
#else
//image_data[l] = ETC1ToRGBA(image_data[l], data_w, data_h);
//glTexImage2D(GL_TEXTURE_2D, l, GL_RGBA, width[l], height[l], 0,
// GL_RGBA, GL_UNSIGNED_BYTE, image_data[l]);
#endif
}
GL_CHECK();
#if !defined(USING_GLES2)
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, num_levels - 2);
#endif
} else {
for (int l = 0; l < num_levels; l++) {
//glTexImage2D(GL_TEXTURE_2D, l, storage, width[l], height[l], 0,
// colors, data_type, image_data[l]);
}
if (num_levels == 1 && (flags & ZIM_GEN_MIPS)) {
//glGenerateMipmap(GL_TEXTURE_2D);
}
}
SetTextureParameters(flags);
GL_CHECK();
// Only free the top level, since the allocation is used for all of them.
delete [] image_data[0];
return true;
}
void Texture::Bind(int stage) {
GL_CHECK();
//if (stage != -1)
// glActiveTexture(GL_TEXTURE0 + stage);
// glBindTexture(GL_TEXTURE_2D, id_);
GL_CHECK();
}