// Copyright (c) 2010-2014 SharpDX - Alexandre Mutel
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
using System;
using System.IO;
using System.Runtime.InteropServices;
using SharpDX.Direct3D;
using SharpDX.DXGI;
namespace SharpDX.Direct3D10
{
public partial class Resource
{
///
/// Gets a swap chain back buffer.
///
/// The type of the buffer.
/// The swap chain to get the buffer from.
/// The index of the desired buffer.
/// The buffer interface, or null on failure.
public static T FromSwapChain(SwapChain swapChain, int index) where T : Resource
{
return swapChain.GetBackBuffer(index);
}
///
/// Loads a texture from an image file.
///
/// The device used to load the texture.
/// Path to the file on disk.
/// The loaded texture object.
public static T FromFile(Device device, string fileName) where T : Resource
{
IntPtr temp;
Result resultOut;
D3DX10.CreateTextureFromFile(device, fileName, null, IntPtr.Zero, out temp, out resultOut);
// TODO Test resultOut
return FromPointer(temp);
}
///
/// Loads a texture from an image file.
///
/// The device used to load the texture.
/// Path to the file on disk.
/// Specifies information used to load the texture.
/// The loaded texture object.
public static T FromFile(Device device, string fileName, ImageLoadInformation loadInfo) where T : Resource
{
IntPtr temp;
Result resultOut;
D3DX10.CreateTextureFromFile(device, fileName, loadInfo, IntPtr.Zero, out temp, out resultOut);
// TODO test resultOut?
return FromPointer(temp);
}
///
/// Loads a texture from an image in memory.
///
/// The device used to load the texture.
/// Array of memory containing the image data to load.
/// The loaded texture object.
public static T FromMemory(Device device, byte[] memory) where T : Resource
{
unsafe
{
IntPtr temp;
Result resultOut;
fixed (void* pBuffer = &memory[0])
D3DX10.CreateTextureFromMemory(device, (IntPtr)pBuffer, memory.Length, null, IntPtr.Zero,
out temp, out resultOut);
// TODO test resultOut
return FromPointer(temp);
}
}
///
/// Loads a texture from an image in memory.
///
/// The device used to load the texture.
/// Array of memory containing the image data to load.
/// Specifies information used to load the texture.
/// The loaded texture object.
public static T FromMemory(Device device, byte[] memory, ImageLoadInformation loadInfo) where T : Resource
{
unsafe
{
IntPtr temp;
Result resultOut;
fixed (void* pBuffer = &memory[0])
D3DX10.CreateTextureFromMemory(device, (IntPtr)pBuffer, memory.Length, loadInfo, IntPtr.Zero,
out temp, out resultOut);
// TODO test resultOut?
return FromPointer(temp);
}
}
///
/// Loads a texture from a stream of data.
///
/// The device used to load the texture.
/// A stream containing the image data to load.
/// Size of the image to load.
/// The loaded texture object.
public static T FromStream(Device device, Stream stream, int sizeInBytes) where T : Resource
{
byte[] buffer = Utilities.ReadStream(stream, ref sizeInBytes);
return FromMemory(device, buffer);
}
///
/// Loads a texture from a stream of data.
///
/// The device used to load the texture.
/// A stream containing the image data to load.
/// Size of the image to load.
/// Specifies information used to load the texture.
/// The loaded texture object.
public static T FromStream(Device device, Stream stream, int sizeInBytes, ImageLoadInformation loadInfo)
where T : Resource
{
byte[] buffer = Utilities.ReadStream(stream, ref sizeInBytes);
return FromMemory(device, buffer, loadInfo);
}
///
/// Saves a texture to file.
///
/// The texture to save.
/// The format the texture will be saved as.
/// Name of the destination output file where the texture will be saved.
/// A object describing the result of the operation.
public static void ToFile(T texture, ImageFileFormat format, string fileName)
where T : Resource
{
D3DX10.SaveTextureToFile(texture, format, fileName);
}
///
/// Saves a texture to a stream.
///
/// The texture to save.
/// The format the texture will be saved as.
/// Destination memory stream where the image will be saved.
/// A object describing the result of the operation.
public static void ToStream(T texture, ImageFileFormat format, Stream stream)
where T : Resource
{
Blob blob;
D3DX10.SaveTextureToMemory(texture, format, out blob, 0);
IntPtr bufferPtr = blob.BufferPointer;
int blobSize = blob.BufferSize;
// Write byte-by-byte to avoid allocating a managed byte[] that will wastefully persist.
for (int byteIndex = 0; byteIndex < blobSize; ++byteIndex)
stream.WriteByte(Marshal.ReadByte(bufferPtr, byteIndex));
blob.Dispose();
}
///
/// Load a texture from a texture.
///
/// Pointer to the source texture. See .
/// Pointer to the destination texture. See .
/// Pointer to texture loading parameters. See .
/// The return value is one of the values listed in {{Direct3D 10 Return Codes}}.
/// HRESULT D3DX10LoadTextureFromTexture([None] ID3D10Resource* pSrcTexture,[None] D3DX10_TEXTURE_LOAD_INFO* pLoadInfo,[None] ID3D10Resource* pDstTexture)
public static void LoadTextureFromTexture(Resource source, Resource destination, TextureLoadInformation loadInformation)
{
D3DX10.LoadTextureFromTexture(source, loadInformation, destination);
}
///
/// Generates mipmap chain using a particular texture filter.
///
/// The mipmap level whose data is used to generate the rest of the mipmap chain.
/// Flags controlling how each miplevel is filtered (or D3DX10_DEFAULT for D3DX10_FILTER_BOX). See .
/// The return value is one of the values listed in {{Direct3D 10 Return Codes}}.
/// HRESULT D3DX10FilterTexture([None] ID3D10Resource* pTexture,[None] int SrcLevel,[None] int MipFilter)
public void FilterTexture(int sourceLevel, FilterFlags mipFilter)
{
D3DX10.FilterTexture(this, sourceLevel, (int) mipFilter);
}
///
/// Returns a DXGI Surface for this resource.
///
/// The buffer interface, or null on failure.
public Surface AsSurface()
{
return QueryInterface();
}
///
/// Calculates a subresource index.
///
/// The index of the desired mip slice.
/// The index of the desired array slice.
/// The total number of mip levels.
/// The subresource index (equivalent to mipSlice + (arraySlice * mipLevels)).
public static int CalculateSubResourceIndex(int mipSlice, int arraySlice, int mipLevels)
{
return ((arraySlice * mipLevels) + mipSlice);
}
///
/// Calculate the MipSize
///
///
///
///
internal static int GetMipSize(int mipSlice, int baseSliceSize)
{
float size = baseSliceSize;
if (mipSlice > 0)
{
do
{
size = (float)Math.Floor(size * 0.5f);
mipSlice -= 1;
}
while (mipSlice > 0);
}
return (int)size;
}
}
}