コード例 #1
0
        public unsafe BitmapBuffer ResolveTexture2d(Texture2d tex)
        {
            //TODO - lazy create and cache resolving target in RT
            var target = new d3d9.Texture(dev, tex.IntWidth, tex.IntHeight, 1, d3d9.Usage.None, d3d9.Format.A8R8G8B8, d3d9.Pool.SystemMemory);
            var tw     = tex.Opaque as TextureWrapper;

            dev.GetRenderTargetData(tw.Texture.GetSurfaceLevel(0), target.GetSurfaceLevel(0));
            var dr = target.LockRectangle(0, LockFlags.ReadOnly);

            if (dr.Pitch != tex.IntWidth * 4)
            {
                throw new InvalidOperationException();
            }
            int[] pixels = new int[tex.IntWidth * tex.IntHeight];
            dr.Data.ReadRange(pixels, 0, tex.IntWidth * tex.IntHeight);
            var bb = new BitmapBuffer(tex.IntWidth, tex.IntHeight, pixels);

            target.UnlockRectangle(0);
            target.Dispose();             //buffer churn warning
            return(bb);
        }
コード例 #2
0
        public Bitmap GetScreen()
        {
            Bitmap saveBmp;

            if (useDirectX)
            {
                saveBmp = new Bitmap(SlimDX.Direct3D9.Surface.ToStream(dxDisplay.GetSurfaceLevel(0), SlimDX.Direct3D9.ImageFileFormat.Bmp));
            }
            else
            {
                System.Drawing.Imaging.BitmapData bmpData = gdiDisplay.LockBits(
                    screenRect,
                    System.Drawing.Imaging.ImageLockMode.WriteOnly, System.Drawing.Imaging.PixelFormat.Format32bppRgb);

                //Copy the data from the byte array into BitmapData.Scan0
                lock (ziggyWin.zx)
                {
                    System.Runtime.InteropServices.Marshal.Copy(ziggyWin.zx.ScreenBuffer, 0, bmpData.Scan0, (ScreenWidth) * (ScreenHeight));
                }
                //Unlock the pixels
                gdiDisplay.UnlockBits(bmpData);
                Graphics g1 = this.CreateGraphics();
                saveBmp = new Bitmap(this.Width, this.Height, g1);
                Graphics      g2    = Graphics.FromImage(saveBmp);
                System.IntPtr hdc   = g2.GetHdc();
                System.IntPtr hbmp  = gdiDisplay.GetHbitmap();
                System.IntPtr memdc = CreateCompatibleDC(hdc);

                SelectObject(memdc, hbmp);
                StretchBlt(hdc, 0, 0, this.Width, this.Height, memdc, 0, 0, ScreenWidth, ScreenHeight, 0xCC0020);

                g2.ReleaseHdc(hdc);

                DeleteObject(hbmp);
                DeleteDC(memdc);
            }
            return(saveBmp);
        }
コード例 #3
0
ファイル: IGL_SlimDX9.cs プロジェクト: SaxxonPike/BizHawk
		public unsafe BitmapBuffer ResolveTexture2d(Texture2d tex)
		{
			//TODO - lazy create and cache resolving target in RT
			var target = new d3d9.Texture(dev, tex.IntWidth, tex.IntHeight, 1, d3d9.Usage.None, d3d9.Format.A8R8G8B8, d3d9.Pool.SystemMemory);
			var tw = tex.Opaque as TextureWrapper;
			dev.GetRenderTargetData(tw.Texture.GetSurfaceLevel(0), target.GetSurfaceLevel(0));
			var dr = target.LockRectangle(0, LockFlags.ReadOnly);
			if (dr.Pitch != tex.IntWidth * 4) throw new InvalidOperationException();
			int[] pixels = new int[tex.IntWidth * tex.IntHeight];
			dr.Data.ReadRange(pixels, 0, tex.IntWidth * tex.IntHeight);
			var bb = new BitmapBuffer(tex.IntWidth, tex.IntHeight, pixels);
			target.UnlockRectangle(0);
			target.Dispose(); //buffer churn warning
			return bb;
		}
コード例 #4
0
		///<summary>
		///    Copies a region of this pixelbuffer to normal memory.
		///</summary>
		///<param name="srcBox">BasicBox describing the source region of this buffer</param>
		///<param name="dst">PixelBox describing the destination pixels and format in memory</param>
		///<remarks>
		///    The source and destination regions don't have to match, in which
		///    case scaling is done.
		///    Only call this function when the buffer is unlocked.
		///</remarks>
		public override void BlitToMemory( BasicBox srcBox, PixelBox dst )
		{
			// Decide on pixel format of temp surface
			PixelFormat tmpFormat = Format;
			if ( D3DHelper.ConvertEnum( dst.Format ) == D3D.Format.Unknown )
				tmpFormat = dst.Format;
			if ( surface != null )
			{
				Debug.Assert( srcBox.Depth == 1 && dst.Depth == 1 );
				// Create temp texture
				D3D.Texture tmp =
					new D3D.Texture( device, dst.Width, dst.Height,
									1, // 1 mip level ie topmost, generate no mipmaps
									0, D3DHelper.ConvertEnum( tmpFormat ),
									D3D.Pool.Scratch );
				D3D.Surface subSurface = tmp.GetSurfaceLevel( 0 );
				// Copy texture to this temp surface
				System.Drawing.Rectangle destRect, srcRect;
				srcRect = ToD3DRectangle( srcBox );
				destRect = ToD3DRectangleExtent( dst );

				D3D.Surface.FromSurface( subSurface, surface, D3D.Filter.None, 0, srcRect, destRect );

				// Lock temp surface and copy it to memory
				int pitch; // Filled in by D3D
				DX.DataRectangle data = subSurface.LockRectangle( D3D.LockFlags.ReadOnly );
				// Copy it
				PixelBox locked = new PixelBox( dst.Width, dst.Height, dst.Depth, tmpFormat );
				FromD3DLock( locked, data );
				PixelConverter.BulkPixelConversion( locked, dst );
				subSurface.UnlockRectangle();
				// Release temporary surface and texture
				subSurface.Dispose();
				tmp.Dispose();
			}
			else
			{
				// Create temp texture
				D3D.VolumeTexture tmp =
					new D3D.VolumeTexture( device, dst.Width, dst.Height, dst.Depth,
										   0, D3D.Usage.None,
										   D3DHelper.ConvertEnum( tmpFormat ),
										   D3D.Pool.Scratch );
				D3D.Volume subVolume = tmp.GetVolumeLevel( 0 );
				// Volume
				D3D.Box ddestBox = ToD3DBoxExtent( dst );
				D3D.Box dsrcBox = ToD3DBox( srcBox );

				D3D.Volume.FromVolume( subVolume, volume, D3D.Filter.None, 0, dsrcBox, ddestBox );
				// Lock temp surface and copy it to memory
				//D3D.LockedBox lbox; // Filled in by D3D
				DX.DataBox data = subVolume.LockBox( D3D.LockFlags.ReadOnly );

				// Copy it
				PixelBox locked = new PixelBox( dst.Width, dst.Height, dst.Depth, tmpFormat );
				FromD3DLock( locked, data );
				PixelConverter.BulkPixelConversion( locked, dst );
				subVolume.UnlockBox();
				// Release temporary surface and texture
				subVolume.Dispose();
				tmp.Dispose();
			}
		}