ebiten/internal/graphicsdriver/directx/image11_windows.go
2024-01-09 00:30:21 +09:00

217 lines
5.6 KiB
Go

// Copyright 2023 The Ebitengine Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package directx
import (
"fmt"
"image"
"unsafe"
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
)
type image11 struct {
graphics *graphics11
id graphicsdriver.ImageID
width int
height int
screen bool
texture *_ID3D11Texture2D
stencil *_ID3D11Texture2D
renderTargetView *_ID3D11RenderTargetView
stencilView *_ID3D11DepthStencilView
shaderResourceView *_ID3D11ShaderResourceView
}
func (i *image11) internalSize() (int, int) {
if i.screen {
return i.width, i.height
}
return graphics.InternalImageSize(i.width), graphics.InternalImageSize(i.height)
}
func (i *image11) ID() graphicsdriver.ImageID {
return i.id
}
func (i *image11) Dispose() {
i.disposeBuffers()
i.graphics.removeImage(i)
}
func (i *image11) disposeBuffers() {
if i.texture != nil {
i.texture.Release()
i.texture = nil
}
if i.stencil != nil {
i.stencil.Release()
i.stencil = nil
}
if i.renderTargetView != nil {
i.renderTargetView.Release()
i.renderTargetView = nil
}
if i.stencilView != nil {
i.stencilView.Release()
i.stencilView = nil
}
if i.shaderResourceView != nil {
i.shaderResourceView.Release()
i.shaderResourceView = nil
}
}
func (i *image11) ReadPixels(args []graphicsdriver.PixelsArgs) error {
var unionRegion image.Rectangle
for _, a := range args {
unionRegion = unionRegion.Union(a.Region)
}
staging, err := i.graphics.device.CreateTexture2D(&_D3D11_TEXTURE2D_DESC{
Width: uint32(unionRegion.Dx()),
Height: uint32(unionRegion.Dy()),
MipLevels: 0,
ArraySize: 1,
Format: _DXGI_FORMAT_R8G8B8A8_UNORM,
SampleDesc: _DXGI_SAMPLE_DESC{
Count: 1,
Quality: 0,
},
Usage: _D3D11_USAGE_STAGING,
BindFlags: 0,
CPUAccessFlags: uint32(_D3D11_CPU_ACCESS_READ),
MiscFlags: 0,
}, nil)
if err != nil {
return err
}
defer staging.Release()
i.graphics.deviceContext.CopySubresourceRegion(unsafe.Pointer(staging), 0, 0, 0, 0, unsafe.Pointer(i.texture), 0, &_D3D11_BOX{
left: uint32(unionRegion.Min.X),
top: uint32(unionRegion.Min.Y),
front: 0,
right: uint32(unionRegion.Max.X),
bottom: uint32(unionRegion.Max.Y),
back: 1,
})
var mapped _D3D11_MAPPED_SUBRESOURCE
if err := i.graphics.deviceContext.Map(unsafe.Pointer(staging), 0, _D3D11_MAP_READ, 0, &mapped); err != nil {
return err
}
stride := int(mapped.RowPitch)
srcPix := unsafe.Slice((*byte)(mapped.pData), stride*unionRegion.Dy())
for _, a := range args {
w := a.Region.Dx()
if unionRegion == a.Region && stride == 4*w {
copy(a.Pixels, srcPix)
continue
}
offset := 4*(a.Region.Min.X-unionRegion.Min.X) + stride*(a.Region.Min.Y-unionRegion.Min.Y)
for j := 0; j < a.Region.Dy(); j++ {
copy(a.Pixels[j*4*w:(j+1)*4*w], srcPix[offset+j*stride:])
}
}
i.graphics.deviceContext.Unmap(unsafe.Pointer(staging), 0)
return nil
}
func (i *image11) WritePixels(args []graphicsdriver.PixelsArgs) error {
for _, a := range args {
i.graphics.deviceContext.UpdateSubresource(unsafe.Pointer(i.texture), 0, &_D3D11_BOX{
left: uint32(a.Region.Min.X),
top: uint32(a.Region.Min.Y),
front: 0,
right: uint32(a.Region.Max.X),
bottom: uint32(a.Region.Max.Y),
back: 1,
}, unsafe.Pointer(&a.Pixels[0]), uint32(4*a.Region.Dx()), 0)
}
return nil
}
func (i *image11) setAsRenderTarget(useStencil bool) error {
if i.renderTargetView == nil {
rtv, err := i.graphics.device.CreateRenderTargetView(unsafe.Pointer(i.texture), nil)
if err != nil {
return err
}
i.renderTargetView = rtv
}
if !useStencil {
i.graphics.deviceContext.OMSetRenderTargets([]*_ID3D11RenderTargetView{i.renderTargetView}, nil)
return nil
}
if i.screen {
return fmt.Errorf("directx: a stencil buffer is not available for a screen image")
}
if i.stencil == nil {
w, h := i.internalSize()
s, err := i.graphics.device.CreateTexture2D(&_D3D11_TEXTURE2D_DESC{
Width: uint32(w),
Height: uint32(h),
MipLevels: 0,
ArraySize: 1,
Format: _DXGI_FORMAT_D24_UNORM_S8_UINT,
SampleDesc: _DXGI_SAMPLE_DESC{
Count: 1,
Quality: 0,
},
Usage: _D3D11_USAGE_DEFAULT,
BindFlags: uint32(_D3D11_BIND_DEPTH_STENCIL),
CPUAccessFlags: 0,
MiscFlags: 0,
}, nil)
if err != nil {
return err
}
i.stencil = s
}
if i.stencilView == nil {
sv, err := i.graphics.device.CreateDepthStencilView(unsafe.Pointer(i.stencil), nil)
if err != nil {
return err
}
i.stencilView = sv
}
i.graphics.deviceContext.OMSetRenderTargets([]*_ID3D11RenderTargetView{i.renderTargetView}, i.stencilView)
i.graphics.deviceContext.ClearDepthStencilView(i.stencilView, uint8(_D3D11_CLEAR_STENCIL), 0, 0)
return nil
}
func (i *image11) getShaderResourceView() (*_ID3D11ShaderResourceView, error) {
if i.shaderResourceView == nil {
srv, err := i.graphics.device.CreateShaderResourceView(unsafe.Pointer(i.texture), nil)
if err != nil {
return nil, err
}
i.shaderResourceView = srv
}
return i.shaderResourceView, nil
}