176 lines
6.9 KiB
C#
176 lines
6.9 KiB
C#
// MonoGame - Copyright (C) The MonoGame Team
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// This file is subject to the terms and conditions defined in
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// file 'LICENSE.txt', which is part of this source code package.
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using System;
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using System.IO;
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using System.Runtime.InteropServices;
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using SharpDX;
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using SharpDX.Direct3D11;
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using SharpDX.DXGI;
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using MapFlags = SharpDX.Direct3D11.MapFlags;
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using MonoGame.Utilities;
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namespace Microsoft.Xna.Framework.Graphics
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{
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public partial class TextureCube
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{
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private bool _renderTarget;
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private bool _mipMap;
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private void PlatformConstruct(GraphicsDevice graphicsDevice, int size, bool mipMap, SurfaceFormat format, bool renderTarget)
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{
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_renderTarget = renderTarget;
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_mipMap = mipMap;
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// Create texture
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GetTexture();
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}
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internal override SharpDX.Direct3D11.Resource CreateTexture()
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{
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var description = new Texture2DDescription
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{
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Width = size,
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Height = size,
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MipLevels = _levelCount,
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ArraySize = 6, // A texture cube is a 2D texture array with 6 textures.
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Format = SharpDXHelper.ToFormat(_format),
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BindFlags = BindFlags.ShaderResource,
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CpuAccessFlags = CpuAccessFlags.None,
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SampleDescription = { Count = 1, Quality = 0 },
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Usage = ResourceUsage.Default,
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OptionFlags = ResourceOptionFlags.TextureCube
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};
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if (_renderTarget)
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{
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description.BindFlags |= BindFlags.RenderTarget;
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if (_mipMap)
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description.OptionFlags |= ResourceOptionFlags.GenerateMipMaps;
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}
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return new SharpDX.Direct3D11.Texture2D(GraphicsDevice._d3dDevice, description);
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}
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private void PlatformGetData<T>(CubeMapFace cubeMapFace, int level, Rectangle rect, T[] data, int startIndex, int elementCount) where T : struct
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{
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// Create a temp staging resource for copying the data.
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//
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// TODO: Like in Texture2D, we should probably be pooling these staging resources
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// and not creating a new one each time.
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//
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var min = _format.IsCompressedFormat() ? 4 : 1;
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var levelSize = Math.Max(size >> level, min);
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var desc = new Texture2DDescription
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{
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Width = levelSize,
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Height = levelSize,
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MipLevels = 1,
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ArraySize = 1,
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Format = SharpDXHelper.ToFormat(_format),
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SampleDescription = new SampleDescription(1, 0),
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BindFlags = BindFlags.None,
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CpuAccessFlags = CpuAccessFlags.Read,
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Usage = ResourceUsage.Staging,
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OptionFlags = ResourceOptionFlags.None,
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};
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var d3dContext = GraphicsDevice._d3dContext;
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using (var stagingTex = new SharpDX.Direct3D11.Texture2D(GraphicsDevice._d3dDevice, desc))
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{
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lock (d3dContext)
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{
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// Copy the data from the GPU to the staging texture.
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var subresourceIndex = CalculateSubresourceIndex(cubeMapFace, level);
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var elementsInRow = rect.Width;
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var rows = rect.Height;
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var region = new ResourceRegion(rect.Left, rect.Top, 0, rect.Right, rect.Bottom, 1);
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d3dContext.CopySubresourceRegion(GetTexture(), subresourceIndex, region, stagingTex, 0);
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// Copy the data to the array.
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DataStream stream = null;
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try
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{
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var databox = d3dContext.MapSubresource(stagingTex, 0, MapMode.Read, MapFlags.None, out stream);
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var elementSize = _format.GetSize();
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if (_format.IsCompressedFormat())
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{
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// for 4x4 block compression formats an element is one block, so elementsInRow
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// and number of rows are 1/4 of number of pixels in width and height of the rectangle
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elementsInRow /= 4;
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rows /= 4;
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}
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var rowSize = elementSize * elementsInRow;
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if (rowSize == databox.RowPitch)
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stream.ReadRange(data, startIndex, elementCount);
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else
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{
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// Some drivers may add pitch to rows.
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// We need to copy each row separatly and skip trailing zeros.
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stream.Seek(0, SeekOrigin.Begin);
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var elementSizeInByte = ReflectionHelpers.SizeOf<T>.Get();
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for (var row = 0; row < rows; row++)
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{
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int i;
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for (i = row * rowSize / elementSizeInByte; i < (row + 1) * rowSize / elementSizeInByte; i++)
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data[i + startIndex] = stream.Read<T>();
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if (i >= elementCount)
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break;
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stream.Seek(databox.RowPitch - rowSize, SeekOrigin.Current);
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}
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}
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}
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finally
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{
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SharpDX.Utilities.Dispose(ref stream);
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}
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}
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}
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}
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private void PlatformSetData<T>(CubeMapFace face, int level, Rectangle rect, T[] data, int startIndex, int elementCount)
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{
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var elementSizeInByte = ReflectionHelpers.SizeOf<T>.Get();
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var dataHandle = GCHandle.Alloc(data, GCHandleType.Pinned);
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// Use try..finally to make sure dataHandle is freed in case of an error
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try
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{
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var dataPtr = (IntPtr) (dataHandle.AddrOfPinnedObject().ToInt64() + startIndex*elementSizeInByte);
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var box = new DataBox(dataPtr, GetPitch(rect.Width), 0);
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var subresourceIndex = CalculateSubresourceIndex(face, level);
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var region = new ResourceRegion
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{
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Top = rect.Top,
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Front = 0,
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Back = 1,
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Bottom = rect.Bottom,
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Left = rect.Left,
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Right = rect.Right
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};
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var d3dContext = GraphicsDevice._d3dContext;
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lock (d3dContext)
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d3dContext.UpdateSubresource(box, GetTexture(), subresourceIndex, region);
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}
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finally
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{
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dataHandle.Free();
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}
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}
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private int CalculateSubresourceIndex(CubeMapFace face, int level)
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{
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return (int) face * _levelCount + level;
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}
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}
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}
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