#region Using Statements using System; using System.IO; using ANX.Framework.Graphics; using ANX.Framework.NonXNA.RenderSystem; using SharpDX; #endregion // This file is part of the ANX.Framework created by the // "ANX.Framework developer group" and released under the Ms-PL license. // For details see: http://anxframework.codeplex.com/license using Dx10 = SharpDX.Direct3D10; namespace ANX.RenderSystem.Windows.DX10 { public partial class DxTexture2D : INativeTexture2D { private Dx10.Texture2D NativeTextureStaging; public int Width { get { return NativeTexture != null ? NativeTexture.Description.Width : 0; } } public int Height { get { return NativeTexture != null ? NativeTexture.Description.Height : 0; } } internal Dx10.ShaderResourceView NativeShaderResourceView { get; set; } internal Dx10.Texture2D NativeTexture { get; set; } #region Constructor internal DxTexture2D(GraphicsDevice graphicsDevice, SurfaceFormat surfaceFormat) : this(graphicsDevice, surfaceFormat, 1) { } public DxTexture2D(GraphicsDevice graphicsDevice, int width, int height, SurfaceFormat surfaceFormat, int mipCount) : this(graphicsDevice, surfaceFormat, mipCount) { Dx10.Device device = (graphicsDevice.NativeDevice as GraphicsDeviceDX).NativeDevice; if (useRenderTexture) { var descriptionStaging = new Dx10.Texture2DDescription() { Width = width, Height = height, MipLevels = mipCount, ArraySize = mipCount, Format = DxFormatConverter.Translate(surfaceFormat), SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0), Usage = Dx10.ResourceUsage.Staging, CpuAccessFlags = Dx10.CpuAccessFlags.Write, }; NativeTextureStaging = new Dx10.Texture2D(device, descriptionStaging); } var description = new Dx10.Texture2DDescription() { Width = width, Height = height, MipLevels = mipCount, ArraySize = mipCount, Format = DxFormatConverter.Translate(surfaceFormat), SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0), Usage = useRenderTexture ? Dx10.ResourceUsage.Default : Dx10.ResourceUsage.Dynamic, BindFlags = Dx10.BindFlags.ShaderResource, CpuAccessFlags = useRenderTexture ? Dx10.CpuAccessFlags.None : Dx10.CpuAccessFlags.Write, OptionFlags = Dx10.ResourceOptionFlags.None, }; NativeTexture = new Dx10.Texture2D(device, description); NativeShaderResourceView = new Dx10.ShaderResourceView(device, NativeTexture); } #endregion #region GetHashCode public override int GetHashCode() { return NativeTexture.NativePointer.ToInt32(); } #endregion #region SaveAsJpeg (TODO) public void SaveAsJpeg(Stream stream, int width, int height) { // TODO: handle width and height? Dx10.Texture2D.ToStream(NativeTexture, Dx10.ImageFileFormat.Jpg, stream); } #endregion #region SaveAsPng (TODO) public void SaveAsPng(Stream stream, int width, int height) { // TODO: handle width and height? Dx10.Texture2D.ToStream(NativeTexture, Dx10.ImageFileFormat.Png, stream); } #endregion #region GetData (TODO) public void GetData(T[] data) where T : struct { GetData(data, 0, data.Length); } public void GetData(T[] data, int startIndex, int elementCount) where T : struct { throw new NotImplementedException(); } public void GetData(int level, Framework.Rectangle? rect, T[] data, int startIndex, int elementCount) where T : struct { throw new NotImplementedException(); } #endregion #region MapWrite protected IntPtr MapWrite(int level) { tempSubresource = Dx10.Texture2D.CalculateSubResourceIndex(level, 0, mipCount); var texture = useRenderTexture ? NativeTextureStaging : NativeTexture; DataRectangle rect = texture.Map(tempSubresource, useRenderTexture ? Dx10.MapMode.Write : Dx10.MapMode.WriteDiscard, Dx10.MapFlags.None); pitch = rect.Pitch; return rect.DataPointer; } #endregion #region MapRead protected IntPtr MapRead(int level) { tempSubresource = Dx10.Texture2D.CalculateSubResourceIndex(level, 0, mipCount); var texture = useRenderTexture ? NativeTextureStaging : NativeTexture; DataRectangle rect = texture.Map(tempSubresource, Dx10.MapMode.Read, Dx10.MapFlags.None); pitch = rect.Pitch; return rect.DataPointer; } #endregion #region Unmap protected void Unmap() { var texture = useRenderTexture ? NativeTextureStaging : NativeTexture; texture.Unmap(tempSubresource); if (useRenderTexture) texture.Device.CopyResource(NativeTextureStaging, NativeTexture); } #endregion } }