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