Fixes the backend logic for setting/creating 3DTextures in D3D11

This commit is contained in:
Areloch 2020-08-07 01:10:36 -05:00
parent 2b686bf713
commit 45d304ee31
6 changed files with 49 additions and 24 deletions

View file

@ -70,9 +70,17 @@ GFXLockedRect *GFXD3D11TextureObject::lock(U32 mipLevel /*= 0*/, RectI *inRect /
if( !mStagingTex ||
mStagingTex->getWidth() != getWidth() ||
mStagingTex->getHeight() != getHeight() )
mStagingTex->getHeight() != getHeight() ||
mStagingTex->getDepth() != getDepth())
{
mStagingTex.set( getWidth(), getHeight(), mFormat, &GFXSystemMemTextureProfile, avar("%s() - mLockTex (line %d)", __FUNCTION__, __LINE__) );
if (getDepth() != 0)
{
mStagingTex.set(getWidth(), getHeight(), getDepth(), mFormat, &GFXSystemMemTextureProfile, avar("%s() - mLockTex (line %d)", __FUNCTION__, __LINE__, 0));
}
else
{
mStagingTex.set(getWidth(), getHeight(), mFormat, &GFXSystemMemTextureProfile, avar("%s() - mLockTex (line %d)", __FUNCTION__, __LINE__));
}
}
ID3D11DeviceContext* pContext = D3D11DEVICECONTEXT;
@ -82,13 +90,20 @@ GFXLockedRect *GFXD3D11TextureObject::lock(U32 mipLevel /*= 0*/, RectI *inRect /
GFXD3D11TextureObject* pD3DStagingTex = (GFXD3D11TextureObject*)&(*mStagingTex);
//map staging texture
HRESULT hr = pContext->Map(pD3DStagingTex->get2DTex(), mLockedSubresource, D3D11_MAP_READ, 0, &mapInfo);
HRESULT hr;
bool is3D = mStagingTex->getDepth() != 0;
if (is3D) //3d texture
hr = pContext->Map(pD3DStagingTex->get3DTex(), mLockedSubresource, D3D11_MAP_READ, 0, &mapInfo);
else
hr = pContext->Map(pD3DStagingTex->get2DTex(), mLockedSubresource, D3D11_MAP_READ, 0, &mapInfo);
if (FAILED(hr))
AssertFatal(false, "GFXD3D11TextureObject:lock - failed to map render target resource!");
const U32 width = mTextureSize.x >> mipLevel;
const U32 height = mTextureSize.y >> mipLevel;
const U32 depth = is3D ? mTextureSize.z >> mipLevel : 1;
//calculate locked box region and offset
if (inRect)
@ -100,7 +115,7 @@ GFXLockedRect *GFXD3D11TextureObject::lock(U32 mipLevel /*= 0*/, RectI *inRect /
mLockBox.left = inRect->point.x;
mLockBox.bottom = inRect->point.y + inRect->extent.y;
mLockBox.right = inRect->point.x + inRect->extent.x;
mLockBox.back = 1;
mLockBox.back = depth;
mLockBox.front = 0;
//calculate offset
@ -112,7 +127,7 @@ GFXLockedRect *GFXD3D11TextureObject::lock(U32 mipLevel /*= 0*/, RectI *inRect /
mLockBox.left = 0;
mLockBox.bottom = height;
mLockBox.right = width;
mLockBox.back = 1;
mLockBox.back = depth;
mLockBox.front = 0;
}
@ -132,12 +147,27 @@ void GFXD3D11TextureObject::unlock(U32 mipLevel)
ID3D11DeviceContext* pContext = D3D11DEVICECONTEXT;
GFXD3D11TextureObject* pD3DStagingTex = (GFXD3D11TextureObject*)&(*mStagingTex);
ID3D11Texture2D *pStagingTex = pD3DStagingTex->get2DTex();
//unmap staging texture
pContext->Unmap(pStagingTex, mLockedSubresource);
//copy lock box region from the staging texture to our regular texture
pContext->CopySubresourceRegion(mD3DTexture, mLockedSubresource, mLockBox.left, mLockBox.top, 0, pStagingTex, mLockedSubresource, &mLockBox);
bool is3D = mStagingTex->getDepth() != 0;
if (is3D)
{
ID3D11Texture3D* pStagingTex = pD3DStagingTex->get3DTex();
//unmap staging texture
pContext->Unmap(pStagingTex, mLockedSubresource);
//copy lock box region from the staging texture to our regular texture
pContext->CopySubresourceRegion(mD3DTexture, mLockedSubresource, mLockBox.left, mLockBox.top, mLockBox.front, pStagingTex, mLockedSubresource, &mLockBox);
}
else
{
ID3D11Texture2D* pStagingTex = pD3DStagingTex->get2DTex();
//unmap staging texture
pContext->Unmap(pStagingTex, mLockedSubresource);
//copy lock box region from the staging texture to our regular texture
pContext->CopySubresourceRegion(mD3DTexture, mLockedSubresource, mLockBox.left, mLockBox.top, 0, pStagingTex, mLockedSubresource, &mLockBox);
}
PROFILE_END();