Beispiel #1
0
        /// <summary>
        /// Gets the handle that can be used for resource sharing.
        /// </summary>
        /// <param name="texture">The texture to be shared.</param>
        private IntPtr GetSharedHandle(D3D11.ID3D11Texture2D texture)
        {
            texture.EnsureNotNull(nameof(texture));

            using (var resource = texture.QueryInterface <IDXGIResource>())
            {
                return(resource.SharedHandle);
            }
        }
Beispiel #2
0
        /// <summary>
        /// Loads a bitmap from the given texture. Be careful: The texture must have CPU read access and this only matches for staging textures.
        /// </summary>
        /// <param name="device">The device on which the texture is created.</param>
        /// <param name="stagingTexture">The texture to be loaded into the bitmap.</param>
        /// <param name="targetBitmap">The target bitmap to write all contents to.</param>
        /// <param name="pixelWidth">With of the bitmap in pixels.</param>
        /// <param name="pixelHeight">Height of the bitmap in pixels.</param>
        /// <param name="lockTimeout">Timeout for locking the target bitmap.</param>
        internal static void LoadBitmapFromStagingTexture(EngineDevice device, D3D11.ID3D11Texture2D stagingTexture, WriteableBitmap targetBitmap, int pixelWidth, int pixelHeight, TimeSpan lockTimeout)
        {
            device.EnsureNotNull(nameof(device));
            stagingTexture.EnsureNotNull(nameof(stagingTexture));
            targetBitmap.EnsureNotNull(nameof(targetBitmap));

            var textureDesc = stagingTexture.Description;

            pixelWidth.EnsureEqualComparable(textureDesc.Width, $"{nameof(textureDesc)}.{nameof(textureDesc.Width)}");
            pixelHeight.EnsureEqualComparable(textureDesc.Height, $"{nameof(textureDesc)}.{nameof(textureDesc.Height)}");

            // Prepare target bitmap
            var dataBox = device.Internals.DeviceImmediateContextD3D11.Map(stagingTexture, 0, D3D11.MapMode.Read, D3D11.MapFlags.None);

            try
            {
                if (!targetBitmap.TryLock(new Duration(lockTimeout)))
                {
                    return;
                }

                try
                {
                    // Copy data row by row
                    //  => Rows from data source may have more pixels because driver changes the size of textures
                    var rowPitch = (uint)(pixelWidth * 4);
                    for (var loopRow = 0; loopRow < pixelHeight; loopRow++)
                    {
                        var rowPitchSource      = dataBox.RowPitch;
                        var rowPitchDestination = pixelWidth * 4;
                        SeeingSharpUtil.CopyMemory(
                            dataBox.DataPointer + loopRow * rowPitchSource,
                            targetBitmap.BackBuffer + loopRow * rowPitchDestination,
                            rowPitch);
                    }
                }
                finally
                {
                    targetBitmap.AddDirtyRect(new Int32Rect(0, 0, pixelWidth, pixelHeight));
                    targetBitmap.Unlock();
                }
            }
            finally
            {
                device.Internals.DeviceImmediateContextD3D11.Unmap(stagingTexture, 0);
            }
        }
        /// <summary>
        /// Loads a bitmap from the given texture. Be careful: The texture must have CPU read access and this only matches for staging textures.
        /// </summary>
        /// <param name="device">The device on which the texture is created.</param>
        /// <param name="stagingTexture">The texture to be loaded into the bitmap.</param>
        /// <param name="width">The width of the texture.</param>
        /// <param name="height">The height of the texture.</param>
        internal static GDI.Bitmap LoadBitmapFromStagingTexture(EngineDevice device, D3D11.ID3D11Texture2D stagingTexture, int width, int height)
        {
            device.EnsureNotNull(nameof(device));
            stagingTexture.EnsureNotNull(nameof(stagingTexture));
            width.EnsurePositiveOrZero(nameof(width));
            height.EnsurePositiveOrZero(nameof(height));

            //Prepare target bitmap
            var resultBitmap = new GDI.Bitmap(width, height);
            var dataBox      = device.Internals.DeviceImmediateContextD3D11.Map(stagingTexture, 0, D3D11.MapMode.Read, D3D11.MapFlags.None);

            try
            {
                //Lock bitmap so it can be accessed for texture loading
                var bitmapData = resultBitmap.LockBits(
                    new GDI.Rectangle(0, 0, resultBitmap.Width, resultBitmap.Height),
                    ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);

                try
                {
                    //Copy data row by row
                    // => Rows form data source may have more pixels because driver changes the size of textures
                    var rowPitch = (uint)(width * 4);

                    for (var loopRow = 0; loopRow < height; loopRow++)
                    {
                        // Copy bitmap data
                        var rowPitchSource      = dataBox.RowPitch;
                        var rowPitchDestination = width * 4;
                        SeeingSharpUtil.CopyMemory(
                            dataBox.DataPointer + loopRow * rowPitchSource,
                            bitmapData.Scan0 + loopRow * rowPitchDestination,
                            rowPitch);
                    }
                }
                finally
                {
                    resultBitmap.UnlockBits(bitmapData);
                }
            }
            finally
            {
                device.Internals.DeviceImmediateContextD3D11.Unmap(stagingTexture, 0);
            }
            return(resultBitmap);
        }