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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-20 23:23:47 +00:00
Corrects a problem with the D3D11 texture lock/unlock mechanism
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parent
bc1b506205
commit
96c71a4d5d
2 changed files with 55 additions and 57 deletions
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@ -65,59 +65,56 @@ GFXLockedRect *GFXD3D11TextureObject::lock(U32 mipLevel /*= 0*/, RectI *inRect /
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{
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AssertFatal( !mLocked, "GFXD3D11TextureObject::lock - The texture is already locked!" );
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D3D11_MAPPED_SUBRESOURCE mapInfo;
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if( mProfile->isRenderTarget() )
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if( !mStagingTex ||
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mStagingTex->getWidth() != getWidth() ||
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mStagingTex->getHeight() != getHeight() )
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{
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//AssertFatal( 0, "GFXD3D11TextureObject::lock - Need to handle mapping render targets" );
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if( !mLockTex ||
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mLockTex->getWidth() != getWidth() ||
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mLockTex->getHeight() != getHeight() )
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{
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mLockTex.set( getWidth(), getHeight(), mFormat, &GFXSystemMemTextureProfile, avar("%s() - mLockTex (line %d)", __FUNCTION__, __LINE__) );
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}
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mStagingTex.set( getWidth(), getHeight(), mFormat, &GFXSystemMemTextureProfile, avar("%s() - mLockTex (line %d)", __FUNCTION__, __LINE__) );
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}
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PROFILE_START(GFXD3D11TextureObject_lockRT);
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ID3D11DeviceContext* pContext = D3D11DEVICECONTEXT;
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D3D11_MAPPED_SUBRESOURCE mapInfo;
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U32 offset = 0;
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mLockedSubresource = D3D11CalcSubresource(mipLevel, 0, getMipLevels());
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GFXD3D11TextureObject* pD3DStagingTex = (GFXD3D11TextureObject*)&(*mStagingTex);
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GFXD3D11Device* dev = D3D11;
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//map staging texture
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HRESULT hr = pContext->Map(pD3DStagingTex->get2DTex(), mLockedSubresource, D3D11_MAP_READ, 0, &mapInfo);
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GFXD3D11TextureObject* to = (GFXD3D11TextureObject*) &(*mLockTex);
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dev->getDeviceContext()->CopyResource(to->get2DTex(), mD3DTexture);
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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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mLockedSubresource = D3D11CalcSubresource(0, 0, 1);
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HRESULT hr = dev->getDeviceContext()->Map(to->get2DTex(), mLockedSubresource, D3D11_MAP_READ, 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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const U32 width = mTextureSize.x >> mipLevel;
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const U32 height = mTextureSize.y >> mipLevel;
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mLocked = true;
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//calculate locked box region and offset
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if (inRect)
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{
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if ((inRect->point.x + inRect->extent.x > width) || (inRect->point.y + inRect->extent.y > height))
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AssertFatal(false, "GFXD3D11TextureObject::lock - Rectangle too big!");
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mLockBox.top = inRect->point.y;
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mLockBox.left = inRect->point.x;
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mLockBox.bottom = inRect->point.y + inRect->extent.y;
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mLockBox.right = inRect->point.x + inRect->extent.x;
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mLockBox.back = 1;
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mLockBox.front = 0;
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PROFILE_END();
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//calculate offset
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offset = inRect->point.x * getFormatByteSize() + inRect->point.y * mapInfo.RowPitch;
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}
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else
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{
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RECT r;
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if(inRect)
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{
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r.top = inRect->point.y;
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r.left = inRect->point.x;
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r.bottom = inRect->point.y + inRect->extent.y;
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r.right = inRect->point.x + inRect->extent.x;
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}
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mLockedSubresource = D3D11CalcSubresource(mipLevel, 0, getMipLevels());
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HRESULT hr = D3D11DEVICECONTEXT->Map(mD3DTexture, mLockedSubresource, D3D11_MAP_WRITE_DISCARD, 0, &mapInfo);
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if ( FAILED(hr) )
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AssertFatal(false, "GFXD3D11TextureObject::lock - Failed to map subresource.");
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mLocked = true;
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mLockBox.top = 0;
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mLockBox.left = 0;
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mLockBox.bottom = height;
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mLockBox.right = width;
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mLockBox.back = 1;
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mLockBox.front = 0;
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}
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mLockRect.pBits = static_cast<U8*>(mapInfo.pData);
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mLocked = true;
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mLockRect.pBits = static_cast<U8*>(mapInfo.pData) + offset;
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mLockRect.Pitch = mapInfo.RowPitch;
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return (GFXLockedRect*)&mLockRect;
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@ -127,22 +124,22 @@ void GFXD3D11TextureObject::unlock(U32 mipLevel)
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{
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AssertFatal( mLocked, "GFXD3D11TextureObject::unlock - Attempting to unlock a surface that has not been locked" );
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if( mProfile->isRenderTarget() )
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{
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//AssertFatal( 0, "GFXD3D11TextureObject::unlock - Need to handle mapping render targets" );
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GFXD3D11TextureObject* to = (GFXD3D11TextureObject*)&(*mLockTex);
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D3D11->getDeviceContext()->Unmap(to->get2DTex(), mLockedSubresource);
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mLockedSubresource = 0;
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mLocked = false;
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}
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else
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{
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D3D11DEVICECONTEXT->Unmap(get2DTex(), mLockedSubresource);
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mLockedSubresource = 0;
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mLocked = false;
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}
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//profile in the unlock function because all the heavy lifting is done here
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PROFILE_START(GFXD3D11TextureObject_lockRT);
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ID3D11DeviceContext* pContext = D3D11DEVICECONTEXT;
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GFXD3D11TextureObject* pD3DStagingTex = (GFXD3D11TextureObject*)&(*mStagingTex);
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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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PROFILE_END();
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mLockedSubresource = 0;
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mLocked = false;
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}
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void GFXD3D11TextureObject::release()
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@ -31,8 +31,9 @@ class GFXD3D11TextureObject : public GFXTextureObject
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{
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protected:
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static U32 mTexCount;
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GFXTexHandle mLockTex;
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GFXTexHandle mStagingTex;
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DXGI_MAPPED_RECT mLockRect;
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D3D11_BOX mLockBox;
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bool mLocked;
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U32 mLockedSubresource;
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