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								// Copyright 2010 Dolphin Emulator Project
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								// Licensed under GPLv2+
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								// Refer to the license.txt file included.
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								#include "Common/CommonTypes.h"
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								#include "Common/MsgHandler.h"
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								#include "VideoBackends/D3D/D3DBase.h"
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								#include "VideoBackends/D3D/D3DTexture.h"
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											2011-01-29 20:16:51 +00:00
										 
									 
								 
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								namespace DX11
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								{
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								namespace D3D
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								{
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								void ReplaceRGBATexture2D(ID3D11Texture2D* pTexture, const u8* buffer, unsigned int width, unsigned int height, unsigned int pitch, unsigned int level, D3D11_USAGE usage)
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								{
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									if (usage == D3D11_USAGE_DYNAMIC || usage == D3D11_USAGE_STAGING)
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									{
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										D3D11_MAPPED_SUBRESOURCE map;
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										D3D::context->Map(pTexture, level, D3D11_MAP_WRITE_DISCARD, 0, &map);
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										if (4 * pitch == map.RowPitch)
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										{
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											memcpy(map.pData, buffer, map.RowPitch * height);
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										}
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										else
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										{
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											for (unsigned int y = 0; y < height; ++y)
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												memcpy((u8*)map.pData + y * map.RowPitch, (u32*)buffer + y * pitch, 4 * pitch);
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										}
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										D3D::context->Unmap(pTexture, level);
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									}
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									else
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									{
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										D3D11_BOX dest_region = CD3D11_BOX(0, 0, 0, width, height, 1);
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										D3D::context->UpdateSubresource(pTexture, level, &dest_region, buffer, 4*pitch, 4*pitch*height);
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									}
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								}
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								}  // namespace
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								D3DTexture2D* D3DTexture2D::Create(unsigned int width, unsigned int height, D3D11_BIND_FLAG bind, D3D11_USAGE usage, DXGI_FORMAT fmt, unsigned int levels, unsigned int slices, D3D11_SUBRESOURCE_DATA* data)
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								{
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									ID3D11Texture2D* pTexture = nullptr;
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									HRESULT hr;
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									D3D11_CPU_ACCESS_FLAG cpuflags;
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									if (usage == D3D11_USAGE_STAGING)
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										cpuflags = (D3D11_CPU_ACCESS_FLAG)((int)D3D11_CPU_ACCESS_WRITE|(int)D3D11_CPU_ACCESS_READ);
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									else if (usage == D3D11_USAGE_DYNAMIC)
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										cpuflags = D3D11_CPU_ACCESS_WRITE;
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									else
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										cpuflags = (D3D11_CPU_ACCESS_FLAG)0;
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									D3D11_TEXTURE2D_DESC texdesc = CD3D11_TEXTURE2D_DESC(fmt, width, height, slices, levels, bind, usage, cpuflags);
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									hr = D3D::device->CreateTexture2D(&texdesc, data, &pTexture);
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									if (FAILED(hr))
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									{
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										PanicAlert("Failed to create texture at %s, line %d: hr=%#x\n", __FILE__, __LINE__, hr);
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										return nullptr;
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									}
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									D3DTexture2D* ret = new D3DTexture2D(pTexture, bind);
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									SAFE_RELEASE(pTexture);
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									return ret;
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								}
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								void D3DTexture2D::AddRef()
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								{
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									++ref;
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								}
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								UINT D3DTexture2D::Release()
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									--ref;
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									if (ref == 0)
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									{
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										delete this;
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										return 0;
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									}
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									return ref;
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								}
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								ID3D11Texture2D* &D3DTexture2D::GetTex() { return tex; }
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								ID3D11ShaderResourceView* &D3DTexture2D::GetSRV() { return srv; }
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								ID3D11RenderTargetView* &D3DTexture2D::GetRTV() { return rtv; }
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								ID3D11DepthStencilView* &D3DTexture2D::GetDSV() { return dsv; }
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								D3DTexture2D::D3DTexture2D(ID3D11Texture2D* texptr, D3D11_BIND_FLAG bind,
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															DXGI_FORMAT srv_format, DXGI_FORMAT dsv_format, DXGI_FORMAT rtv_format, bool multisampled)
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															: ref(1), tex(texptr), srv(nullptr), rtv(nullptr), dsv(nullptr)
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								{
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									D3D11_SRV_DIMENSION srv_dim = multisampled ? D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY : D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
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									D3D11_DSV_DIMENSION dsv_dim = multisampled ? D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY : D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
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									D3D11_RTV_DIMENSION rtv_dim = multisampled ? D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY : D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
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									D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc = CD3D11_SHADER_RESOURCE_VIEW_DESC(srv_dim, srv_format);
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									D3D11_DEPTH_STENCIL_VIEW_DESC dsv_desc = CD3D11_DEPTH_STENCIL_VIEW_DESC(dsv_dim, dsv_format);
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									D3D11_RENDER_TARGET_VIEW_DESC rtv_desc = CD3D11_RENDER_TARGET_VIEW_DESC(rtv_dim, rtv_format);
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									if (bind & D3D11_BIND_SHADER_RESOURCE)
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										D3D::device->CreateShaderResourceView(tex, &srv_desc, &srv);
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									if (bind & D3D11_BIND_RENDER_TARGET)
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										D3D::device->CreateRenderTargetView(tex, &rtv_desc, &rtv);
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									if (bind & D3D11_BIND_DEPTH_STENCIL)
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										D3D::device->CreateDepthStencilView(tex, &dsv_desc, &dsv);
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									tex->AddRef();
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								}
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								D3DTexture2D::~D3DTexture2D()
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								{
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									SAFE_RELEASE(srv);
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									SAFE_RELEASE(rtv);
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									SAFE_RELEASE(dsv);
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									SAFE_RELEASE(tex);
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								}
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								}  // namespace DX11
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