/// <summary> /// Sets the data to the texture. /// </summary> /// <typeparam name="T">Type of data in the array.</typeparam> /// <param name="data">Array of data.</param> /// <param name="mipLevel">Mip map level to access.</param> /// <param name="subimage">Rectangle representing a sub-image of the 2D texture to write to, if null the whole image is written to.</param> /// <param name="startIndex">Starting index in the array to start reading from.</param> /// <param name="elementCount">Number of elements to write.</param> /// <exception cref="System.ArgumentException">Thrown if the format byte size of the type to write and the texture do not match, the subimage /// dimensions are invalid, or if the total size to write and the total size in the texture do not match</exception> /// <exception cref="Tesla.Core.TeslaException">Thrown if there was an error writing to the texture.</exception> public override void SetData <T>(T[] data, int mipLevel, Math.Rectangle?subimage, int startIndex, int elementCount) { if (_texture2D == null || _texture2D.Disposed) { throw new ObjectDisposedException(GetType().Name); } if (mipLevel < 0 || mipLevel >= _mipCount) { throw new ArgumentOutOfRangeException("mipLevel", String.Format("Mip level is out of range. Must be between 0 and {0}.", _mipCount.ToString())); } //Throws null or out of range exception D3D10Helper.CheckArrayBounds(data, startIndex, elementCount); int formatSize = D3D10Helper.FormatSize(base.Format); SurfaceFormat format = base.Format; int elemSize = MemoryHelper.SizeOf <T>(); CheckSizes(formatSize, elemSize); //Calc subresource dimensions int width = (int)MathHelper.Max(1, base.Width >> mipLevel); int height = (int)MathHelper.Max(1, base.Height >> mipLevel); //Get the dimensions, if its null we copy the whole texture Rectangle rect; if (subimage.HasValue) { rect = subimage.Value; CheckRectangle(rect, ref width, ref height); } else { rect = new Rectangle(0, 0, width, height); } CheckTotalSize(base.Format, ref formatSize, ref width, ref height, elemSize, elementCount); //Create staging for non-dynamic textures if (_usage == D3D.ResourceUsage.Default) { CreateStaging(); } try { if (_usage == D3D.ResourceUsage.Default) { SDX.DataRectangle dataRect = _staging.Map(mipLevel, D3D.MapMode.Write, D3D.MapFlags.None); SDX.DataStream ds = dataRect.Data; int row = rect.Y; int col = rect.X; int pitch = dataRect.Pitch; int index = startIndex; int count = elementCount; //Compute the actual number of elements based on the format size and the element size we're copying the bytes into int actWidth = (int)MathHelper.Floor(width * (formatSize / elemSize)); //Go row by row for (int i = row; i < height; i++) { //Set the position ds.Position = (i * pitch) + (col * formatSize); //Break if we've run out of elements or on the very last row that isn't complete if (count <= 0) { break; } else if (count < actWidth) { ds.WriteRange <T>(data, index, count); break; } //Otherwise, copy the whole row and increment/decrement the index and count ds.WriteRange <T>(data, index, actWidth); index += actWidth; count -= actWidth; } _staging.Unmap(mipLevel); //Do resource copy if (format == SurfaceFormat.DXT1 || format == SurfaceFormat.DXT3 || format == SurfaceFormat.DXT5) { _graphicsDevice.CopyResource(_staging, _texture2D); } else { D3D.ResourceRegion region = new D3D.ResourceRegion(); region.Left = col; region.Right = col + width; region.Top = row; region.Bottom = row + height; region.Front = 0; region.Back = 1; _graphicsDevice.CopySubresourceRegion(_staging, mipLevel, region, _texture2D, mipLevel, col, row, 0); } } else { SDX.DataRectangle dataRect = _texture2D.Map(mipLevel, D3D.MapMode.WriteDiscard, D3D.MapFlags.None); SDX.DataStream ds = dataRect.Data; int row = rect.Y; int col = rect.X; int pitch = dataRect.Pitch; int index = startIndex; int count = elementCount; //Compute the actual number of elements based on the format size and the element size we're copying the bytes into int actWidth = (int)MathHelper.Floor(width * (formatSize / elemSize)); //Go row by row for (int i = row; i < height; i++) { //Set the position ds.Position = (i * pitch) + (col * formatSize); //Break if we've run out of elements or on the very last row that isn't complete if (count <= 0) { break; } else if (count < actWidth) { ds.WriteRange <T>(data, index, count); break; } //Otherwise, copy the whole row and increment/decrement the index and count ds.WriteRange <T>(data, index, actWidth); index += actWidth; count -= actWidth; } _texture2D.Unmap(mipLevel); } } catch (Exception e) { throw new TeslaException("Error writing to D3D10 Texture2D.", e); } }
/// <summary> /// Gets the back buffer data. /// </summary> /// <typeparam name="T"></typeparam> /// <param name="subimage">The rectangle representing the sub-image. Null value means to grab the whole back buffer.</param> /// <param name="data">The data.</param> /// <param name="startIndex">The starting index in the array.</param> /// <param name="elementCount">The number of eleemnts to read</param> public override void GetBackBufferData <T>(Rectangle?subimage, T[] data, int startIndex, int elementCount) { if (_backBuffer.Disposed) { throw new ObjectDisposedException(GetType().Name); } //Throws null or out of range exception D3D10Helper.CheckArrayBounds(data, startIndex, elementCount); //Calc subresource dimensions int width = _presentParams.BackBufferWidth; int height = _presentParams.BackBufferHeight; //Get the dimensions, if its null we copy the whole texture Rectangle rect; if (subimage.HasValue) { rect = subimage.Value; CheckRectangle(rect, width, height); } else { rect = new Rectangle(0, 0, width, height); } if (elementCount > rect.Width * rect.Height) { throw new ArgumentOutOfRangeException("elementCount", "Number of elements to read is larger than contained in the specified subimage."); } //Create staging CreateStaging(); try { int row = rect.Y; int col = rect.X; int rectWidth = rect.Width; int rectHeight = rect.Height; //Do resource copy if (row == 0 && col == 0 && rectWidth == width && rectHeight == height) { _graphicsDevice.CopyResource(_backBuffer, _staging); } else { D3D.ResourceRegion region = new D3D.ResourceRegion(); region.Left = col; region.Right = col + rectWidth; region.Top = row; region.Bottom = row + rectHeight; region.Front = 0; region.Back = 1; _graphicsDevice.CopySubresourceRegion(_backBuffer, 0, region, _staging, 0, col, row, 0); } SDX.DataRectangle dataRect = _staging.Map(0, D3D.MapMode.Read, D3D.MapFlags.None); SDX.DataStream ds = dataRect.Data; int elemSize = MemoryHelper.SizeOf <T>(); int formatSize = D3D10Helper.FormatSize(_presentParams.BackBufferFormat); int pitch = dataRect.Pitch; int index = startIndex; int count = elementCount; //Compute the actual number of elements based on the format size and the element size we're copying the bytes into int actWidth = (int)MathHelper.Floor(rectWidth * (formatSize / elemSize)); //Go row by row for (int i = row; i < height; i++) { //Set the position ds.Position = (i * pitch) + (col * formatSize); //Break if we've run out of elements or on the very last row that isn't complete if (count <= 0) { break; } else if (count < actWidth) { ds.ReadRange <T>(data, index, count); break; } //Otherwise, copy the whole row and increment/decrement the index and count ds.ReadRange <T>(data, index, actWidth); index += actWidth; count -= actWidth; } _staging.Unmap(0); } catch (Exception e) { throw new TeslaException("Error reading from D3D10 Texture2D.", e); } }
/// <summary> /// Sets the data from the texture. /// </summary> /// <typeparam name="T">Type of data in the array</typeparam> /// <param name="data">The array of data</param> /// <param name="mipLevel">Mip map level to read from</param> /// <param name="left">Right-most width position in the texture at which to acess. (0 or greater)</param> /// <param name="right">Right-most width position in the texture at which to acess. (width or less)</param> /// <param name="top">Top-most height position in the texture at which to acess. (0 or greater)</param> /// <param name="bottom">Bottom-most height position in the texture at which to acess. (height or less)</param> /// <param name="front">Front-most depth position in the texture at which to acess. (0 or greater)</param> /// <param name="back">Back-most depth position in the texture at which to acess. (depth or less)</param> /// <param name="startIndex">Starting index in the array to start reading from.</param> /// <param name="elementCount">Number of elements to write.</param> /// <exception cref="System.ArgumentException">Thrown if the format byte size of the type to write and the texture do not match, the subimage /// dimensions are invalid, or if the total size to write and the total size in the texture do not match</exception> /// <exception cref="Tesla.Core.TeslaException">Thrown if there was an error writing to the texture.</exception> public override void SetData <T>(T[] data, int mipLevel, int left, int right, int top, int bottom, int front, int back, int startIndex, int elementCount) { if (_texture3D == null || _texture3D.Disposed) { throw new ObjectDisposedException(GetType().Name); } if (mipLevel < 0 || mipLevel >= _mipCount) { throw new ArgumentOutOfRangeException("mipLevel", String.Format("Mip level is out of range. Must be between 0 and {0}.", _mipCount.ToString())); } //Throws null or out of range exception D3D10Helper.CheckArrayBounds(data, startIndex, elementCount); int formatSize = D3D10Helper.FormatSize(base.Format); int elemSize = MemoryHelper.SizeOf <T>(); CheckSizes(formatSize, elemSize); //Calc subresource dimensions int width = (int)MathHelper.Max(1, base.Width >> mipLevel); int height = (int)MathHelper.Max(1, base.Height >> mipLevel); int depth = (int)MathHelper.Max(1, base.Depth >> mipLevel); //Ensure box dimensions CheckBox(left, right, top, bottom, front, back, ref width, ref height, ref depth); CheckTotalSize(base.Format, ref formatSize, ref width, ref height, ref depth, elemSize, elementCount); //Create staging for non-dynamic textures if (_usage == D3D.ResourceUsage.Default) { CreateStaging(); } try { if (_usage == D3D.ResourceUsage.Default) { SDX.DataBox dataBox = _staging.Map(mipLevel, D3D.MapMode.Write, D3D.MapFlags.None); SDX.DataStream ds = dataBox.Data; int row = left; int col = top; int slice = front; int rowPitch = dataBox.RowPitch; int slicePitch = dataBox.SlicePitch; int index = startIndex; int count = elementCount; //Compute the actual number of elements based on the format size and the element size we're copying the bytes into int actWidth = (int)MathHelper.Floor(width * (formatSize / elemSize)); //Go slice by slice for (int k = slice; k < back; k++) { //Go row by row for (int i = row; i < bottom; i++) { //Set the position ds.Position = (k * slicePitch) + (i * rowPitch) + (col * formatSize); //Break if we've run out of elements or on the very last row that isn't complete if (count <= 0) { break; } else if (count < actWidth) { ds.WriteRange <T>(data, index, count); break; } //Otherwise, copy the whole row and increment/decrement the index and count ds.WriteRange <T>(data, index, actWidth); index += actWidth; count -= actWidth; } } _staging.Unmap(mipLevel); //Do resource copy if (base.Format == SurfaceFormat.DXT1 || base.Format == SurfaceFormat.DXT3 || base.Format == SurfaceFormat.DXT5) { _graphicsDevice.CopyResource(_staging, _texture3D); } else { D3D.ResourceRegion region = new D3D.ResourceRegion(); region.Left = col; region.Right = right; region.Top = row; region.Bottom = bottom; region.Front = slice; region.Back = back; _graphicsDevice.CopySubresourceRegion(_staging, mipLevel, region, _texture3D, mipLevel, col, row, slice); } } else { SDX.DataBox dataBox = _texture3D.Map(mipLevel, D3D.MapMode.Write, D3D.MapFlags.None); SDX.DataStream ds = dataBox.Data; int row = left; int col = top; int slice = front; int rowPitch = dataBox.RowPitch; int slicePitch = dataBox.SlicePitch; int index = startIndex; int count = elementCount; //Compute the actual number of elements based on the format size and the element size we're copying the bytes into int actWidth = (int)MathHelper.Floor(width * (formatSize / elemSize)); //Go slice by slice for (int k = slice; k < back; k++) { //Go row by row for (int i = row; i < bottom; i++) { //Set the position ds.Position = (k * slicePitch) + (i * rowPitch) + (col * formatSize); //Break if we've run out of elements or on the very last row that isn't complete if (count <= 0) { break; } else if (count < actWidth) { ds.WriteRange <T>(data, index, count); break; } //Otherwise, copy the whole row and increment/decrement the index and count ds.WriteRange <T>(data, index, actWidth); index += actWidth; count -= actWidth; } } _texture3D.Unmap(mipLevel); } } catch (Exception e) { throw new TeslaException("Error writing to D3D10 Texture3D.", e); } }
/// <summary> /// Sets the data from the array to the texture. /// </summary> /// <typeparam name="T">Type of data in the array.</typeparam> /// <param name="data">Array of data</param> /// <param name="mipLevel">Mip map level to access</param> /// <param name="left">The left-most position in the 1D texture at which to access.</param> /// <param name="right">The right-most position in the 1D texture at which to acess.</param> /// <param name="startIndex">Starting index in the array to start reading from.</param> /// <param name="elementCount">Number of elements to write.</param> public override void SetData <T>(T[] data, int mipLevel, int left, int right, int startIndex, int elementCount) { if (_texture1D.Disposed) { throw new ObjectDisposedException(GetType().Name); } if (mipLevel < 0 || mipLevel >= _mipCount) { throw new ArgumentOutOfRangeException("mipLevel", String.Format("Mip level is out of range. Must be between 0 and {0}.", _mipCount.ToString())); } //Throws null or out of range exception D3D10Helper.CheckArrayBounds(data, startIndex, elementCount); SurfaceFormat format = base.Format; int formatSize = D3D10Helper.FormatSize(format); int elemSize = MemoryHelper.SizeOf <T>(); CheckSizes(formatSize, elemSize); //Calc subresource dimensions int width = (int)MathHelper.Max(1, base.Width >> mipLevel); //Check the line CheckLine(ref width, left, right); CheckTotalSize(format, ref formatSize, ref width, elemSize, elementCount); //Create staging if (_usage == D3D.ResourceUsage.Default) { CreateStaging(); } try { if (_usage == D3D.ResourceUsage.Default) { SDX.DataStream ds = _staging.Map(mipLevel, D3D.MapMode.Write, D3D.MapFlags.None); //Compute the actual number of elements based on the format size and the element size we're copying the bytes into int actWidth = (int)MathHelper.Floor(width * (formatSize / elemSize)); //Read data ds.Position = left * formatSize; ds.WriteRange <T>(data, startIndex, actWidth); _staging.Unmap(mipLevel); //Copy from the staging to texture if (format == SurfaceFormat.DXT1 || format == SurfaceFormat.DXT3 || format == SurfaceFormat.DXT5) { _graphicsDevice.CopyResource(_staging, _texture1D); } else { D3D.ResourceRegion region = new D3D.ResourceRegion(); region.Left = left; region.Right = right; region.Top = 0; region.Bottom = 1; region.Front = 0; region.Back = 1; _graphicsDevice.CopySubresourceRegion(_staging, mipLevel, region, _texture1D, mipLevel, left, 0, 0); } } else { SDX.DataStream ds = _texture1D.Map(mipLevel, D3D.MapMode.WriteDiscard, D3D.MapFlags.None); //Compute the actual number of elements based on the format size and the element size we're copying the bytes into int actWidth = (int)MathHelper.Floor(width * (formatSize / elemSize)); //Read data ds.Position = left * formatSize; ds.WriteRange <T>(data, startIndex, actWidth); _texture1D.Unmap(mipLevel); } } catch (Exception e) { throw new TeslaException("Error writing to D3D10 Texture1D.", e); } }