Merge pull request #2247 from rextimmy/d3d11_tex_lock_fix

Corrects a problem with the D3D11 texture lock/unlock mechanism
This commit is contained in:
Areloch 2018-07-12 15:17:49 -05:00 committed by GitHub
commit 4cb701b0c3
2 changed files with 97 additions and 73 deletions

View file

@ -65,59 +65,56 @@ GFXLockedRect *GFXD3D11TextureObject::lock(U32 mipLevel /*= 0*/, RectI *inRect /
{
AssertFatal( !mLocked, "GFXD3D11TextureObject::lock - The texture is already locked!" );
D3D11_MAPPED_SUBRESOURCE mapInfo;
if( mProfile->isRenderTarget() )
if( !mStagingTex ||
mStagingTex->getWidth() != getWidth() ||
mStagingTex->getHeight() != getHeight() )
{
//AssertFatal( 0, "GFXD3D11TextureObject::lock - Need to handle mapping render targets" );
if( !mLockTex ||
mLockTex->getWidth() != getWidth() ||
mLockTex->getHeight() != getHeight() )
{
mLockTex.set( getWidth(), getHeight(), mFormat, &GFXSystemMemTextureProfile, avar("%s() - mLockTex (line %d)", __FUNCTION__, __LINE__) );
}
mStagingTex.set( getWidth(), getHeight(), mFormat, &GFXSystemMemTextureProfile, avar("%s() - mLockTex (line %d)", __FUNCTION__, __LINE__) );
}
PROFILE_START(GFXD3D11TextureObject_lockRT);
ID3D11DeviceContext* pContext = D3D11DEVICECONTEXT;
D3D11_MAPPED_SUBRESOURCE mapInfo;
U32 offset = 0;
mLockedSubresource = D3D11CalcSubresource(mipLevel, 0, getMipLevels());
GFXD3D11TextureObject* pD3DStagingTex = (GFXD3D11TextureObject*)&(*mStagingTex);
GFXD3D11Device* dev = D3D11;
//map staging texture
HRESULT hr = pContext->Map(pD3DStagingTex->get2DTex(), mLockedSubresource, D3D11_MAP_READ, 0, &mapInfo);
GFXD3D11TextureObject* to = (GFXD3D11TextureObject*) &(*mLockTex);
dev->getDeviceContext()->CopyResource(to->get2DTex(), mD3DTexture);
if (FAILED(hr))
AssertFatal(false, "GFXD3D11TextureObject:lock - failed to map render target resource!");
mLockedSubresource = D3D11CalcSubresource(0, 0, 1);
HRESULT hr = dev->getDeviceContext()->Map(to->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;
mLocked = true;
//calculate locked box region and offset
if (inRect)
{
if ((inRect->point.x + inRect->extent.x > width) || (inRect->point.y + inRect->extent.y > height))
AssertFatal(false, "GFXD3D11TextureObject::lock - Rectangle too big!");
mLockBox.top = inRect->point.y;
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.front = 0;
PROFILE_END();
//calculate offset
offset = inRect->point.x * getFormatByteSize() + inRect->point.y * mapInfo.RowPitch;
}
else
{
RECT r;
if(inRect)
{
r.top = inRect->point.y;
r.left = inRect->point.x;
r.bottom = inRect->point.y + inRect->extent.y;
r.right = inRect->point.x + inRect->extent.x;
}
mLockedSubresource = D3D11CalcSubresource(mipLevel, 0, getMipLevels());
HRESULT hr = D3D11DEVICECONTEXT->Map(mD3DTexture, mLockedSubresource, D3D11_MAP_WRITE_DISCARD, 0, &mapInfo);
if ( FAILED(hr) )
AssertFatal(false, "GFXD3D11TextureObject::lock - Failed to map subresource.");
mLocked = true;
mLockBox.top = 0;
mLockBox.left = 0;
mLockBox.bottom = height;
mLockBox.right = width;
mLockBox.back = 1;
mLockBox.front = 0;
}
mLockRect.pBits = static_cast<U8*>(mapInfo.pData);
mLocked = true;
mLockRect.pBits = static_cast<U8*>(mapInfo.pData) + offset;
mLockRect.Pitch = mapInfo.RowPitch;
return (GFXLockedRect*)&mLockRect;
@ -127,22 +124,22 @@ void GFXD3D11TextureObject::unlock(U32 mipLevel)
{
AssertFatal( mLocked, "GFXD3D11TextureObject::unlock - Attempting to unlock a surface that has not been locked" );
if( mProfile->isRenderTarget() )
{
//AssertFatal( 0, "GFXD3D11TextureObject::unlock - Need to handle mapping render targets" );
GFXD3D11TextureObject* to = (GFXD3D11TextureObject*)&(*mLockTex);
D3D11->getDeviceContext()->Unmap(to->get2DTex(), mLockedSubresource);
mLockedSubresource = 0;
mLocked = false;
}
else
{
D3D11DEVICECONTEXT->Unmap(get2DTex(), mLockedSubresource);
mLockedSubresource = 0;
mLocked = false;
}
//profile in the unlock function because all the heavy lifting is done here
PROFILE_START(GFXD3D11TextureObject_lockRT);
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);
PROFILE_END();
mLockedSubresource = 0;
mLocked = false;
}
void GFXD3D11TextureObject::release()
@ -186,10 +183,10 @@ bool GFXD3D11TextureObject::copyToBmp(GBitmap* bmp)
PROFILE_START(GFXD3D11TextureObject_copyToBmp);
AssertFatal(bmp->getWidth() == getWidth(), "doh");
AssertFatal(bmp->getHeight() == getHeight(), "doh");
U32 width = getWidth();
U32 height = getHeight();
AssertFatal(bmp->getWidth() == getWidth(), "GFXD3D11TextureObject::copyToBmp - source/dest width does not match");
AssertFatal(bmp->getHeight() == getHeight(), "GFXD3D11TextureObject::copyToBmp - source/dest height does not match");
const U32 width = getWidth();
const U32 height = getHeight();
bmp->setHasTransparency(mHasTransparency);
@ -204,21 +201,47 @@ bool GFXD3D11TextureObject::copyToBmp(GBitmap* bmp)
destBytesPerPixel = 3;
else
// unsupported
AssertFatal(false, "unsupported bitmap format");
AssertFatal(false, "GFXD3D11TextureObject::copyToBmp - unsupported bitmap format");
PROFILE_START(GFXD3D11TextureObject_copyToBmp_pixCopy);
// lock the texture
DXGI_MAPPED_RECT* lockRect = (DXGI_MAPPED_RECT*) lock();
//create temp staging texture
D3D11_TEXTURE2D_DESC desc;
static_cast<ID3D11Texture2D*>(mD3DTexture)->GetDesc(&desc);
desc.BindFlags = 0;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
desc.Usage = D3D11_USAGE_STAGING;
ID3D11Texture2D* pStagingTexture = NULL;
HRESULT hr = D3D11DEVICE->CreateTexture2D(&desc, NULL, &pStagingTexture);
if (FAILED(hr))
{
Con::errorf("GFXD3D11TextureObject::copyToBmp - Failed to create staging texture");
return false;
}
//copy the classes texture to the staging texture
D3D11DEVICECONTEXT->CopyResource(pStagingTexture, mD3DTexture);
//map the staging resource
D3D11_MAPPED_SUBRESOURCE mappedRes;
hr = D3D11DEVICECONTEXT->Map(pStagingTexture, 0, D3D11_MAP_READ, 0, &mappedRes);
if (FAILED(hr))
{
//cleanup
SAFE_RELEASE(pStagingTexture);
Con::errorf("GFXD3D11TextureObject::copyToBmp - Failed to map staging texture");
return false;
}
// set pointers
U8* srcPtr = (U8*)lockRect->pBits;
const U8* srcPtr = (U8*)mappedRes.pData;
U8* destPtr = bmp->getWritableBits();
// we will want to skip over any D3D cache data in the source texture
const S32 sourceCacheSize = lockRect->Pitch - width * sourceBytesPerPixel;
AssertFatal(sourceCacheSize >= 0, "copyToBmp: cache size is less than zero?");
const S32 sourceCacheSize = mappedRes.RowPitch - width * sourceBytesPerPixel;
AssertFatal(sourceCacheSize >= 0, "GFXD3D11TextureObject::copyToBmp - cache size is less than zero?");
PROFILE_START(GFXD3D11TextureObject_copyToBmp_pixCopy);
// copy data into bitmap
for (U32 row = 0; row < height; ++row)
{
@ -239,14 +262,14 @@ bool GFXD3D11TextureObject::copyToBmp(GBitmap* bmp)
// skip past the cache data for this row (if any)
srcPtr += sourceCacheSize;
}
PROFILE_END();
// assert if we stomped or underran memory
AssertFatal(U32(destPtr - bmp->getWritableBits()) == width * height * destBytesPerPixel, "copyToBmp: doh, memory error");
AssertFatal(U32(srcPtr - (U8*)lockRect->pBits) == height * lockRect->Pitch, "copyToBmp: doh, memory error");
AssertFatal(U32(destPtr - bmp->getWritableBits()) == width * height * destBytesPerPixel, "GFXD3D11TextureObject::copyToBmp - memory error");
AssertFatal(U32(srcPtr - (U8*)mappedRes.pData) == height * mappedRes.RowPitch, "GFXD3D11TextureObject::copyToBmp - memory error");
// unlock
unlock();
D3D11DEVICECONTEXT->Unmap(pStagingTexture, 0);
SAFE_RELEASE(pStagingTexture);
PROFILE_END();

View file

@ -31,8 +31,9 @@ class GFXD3D11TextureObject : public GFXTextureObject
{
protected:
static U32 mTexCount;
GFXTexHandle mLockTex;
GFXTexHandle mStagingTex;
DXGI_MAPPED_RECT mLockRect;
D3D11_BOX mLockBox;
bool mLocked;
U32 mLockedSubresource;