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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
Correct GFXD3D11TextureObject lock/unlock issues
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58d2e30af7
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@ -76,7 +76,7 @@ void GFXD3D11TextureManager::_innerCreateTexture( GFXD3D11TextureObject *retTex,
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else if ( retTex->mProfile->isSystemMemory() )
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{
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usage |= D3D11_USAGE_STAGING;
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cpuFlags |= D3D11_CPU_ACCESS_READ;
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cpuFlags |= D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
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}
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else
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{
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@ -90,17 +90,13 @@ GFXLockedRect *GFXD3D11TextureObject::lock(U32 mipLevel /*= 0*/, RectI *inRect /
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GFXD3D11TextureObject* pD3DStagingTex = (GFXD3D11TextureObject*)&(*mStagingTex);
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//map staging texture
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HRESULT hr;
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bool is3D = mStagingTex->getDepth() != 0;
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if (is3D) //3d texture
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hr = pContext->Map(pD3DStagingTex->get3DTex(), mLockedSubresource, D3D11_MAP_READ, 0, &mapInfo);
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else
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hr = pContext->Map(pD3DStagingTex->get2DTex(), mLockedSubresource, D3D11_MAP_READ, 0, &mapInfo);
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HRESULT hr = pContext->Map(pD3DStagingTex->getResource(), mLockedSubresource, D3D11_MAP_WRITE, 0, &mapInfo);
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if (FAILED(hr))
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AssertFatal(false, "GFXD3D11TextureObject:lock - failed to map render target resource!");
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bool is3D = mStagingTex->getDepth() != 0;
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const U32 width = mTextureSize.x >> mipLevel;
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const U32 height = mTextureSize.y >> mipLevel;
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const U32 depth = is3D ? mTextureSize.z >> mipLevel : 1;
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@ -147,27 +143,13 @@ void GFXD3D11TextureObject::unlock(U32 mipLevel)
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ID3D11DeviceContext* pContext = D3D11DEVICECONTEXT;
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GFXD3D11TextureObject* pD3DStagingTex = (GFXD3D11TextureObject*)&(*mStagingTex);
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ID3D11Resource* pStagingResource = pD3DStagingTex->getResource();
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const bool is3D = mStagingTex->getDepth() != 0;
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bool is3D = mStagingTex->getDepth() != 0;
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if (is3D)
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{
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ID3D11Texture3D* pStagingTex = pD3DStagingTex->get3DTex();
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//unmap staging texture
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pContext->Unmap(pStagingTex, mLockedSubresource);
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//copy lock box region from the staging texture to our regular texture
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pContext->CopySubresourceRegion(mD3DTexture, mLockedSubresource, mLockBox.left, mLockBox.top, mLockBox.front, pStagingTex, mLockedSubresource, &mLockBox);
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}
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else
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{
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ID3D11Texture2D* pStagingTex = pD3DStagingTex->get2DTex();
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//unmap staging texture
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pContext->Unmap(pStagingTex, mLockedSubresource);
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//copy lock box region from the staging texture to our regular texture
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pContext->CopySubresourceRegion(mD3DTexture, mLockedSubresource, mLockBox.left, mLockBox.top, 0, pStagingTex, mLockedSubresource, &mLockBox);
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}
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//unmap staging texture
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pContext->Unmap(pStagingResource, mLockedSubresource);
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//copy lock box region from the staging texture to our regular texture
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pContext->CopySubresourceRegion(mD3DTexture, mLockedSubresource, mLockBox.left, mLockBox.top, is3D ? mLockBox.back : 0, pStagingResource, mLockedSubresource, &mLockBox);
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PROFILE_END();
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