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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
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:
commit
e6e5e24d23
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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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@ -186,10 +183,10 @@ bool GFXD3D11TextureObject::copyToBmp(GBitmap* bmp)
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PROFILE_START(GFXD3D11TextureObject_copyToBmp);
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AssertFatal(bmp->getWidth() == getWidth(), "doh");
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AssertFatal(bmp->getHeight() == getHeight(), "doh");
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U32 width = getWidth();
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U32 height = getHeight();
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AssertFatal(bmp->getWidth() == getWidth(), "GFXD3D11TextureObject::copyToBmp - source/dest width does not match");
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AssertFatal(bmp->getHeight() == getHeight(), "GFXD3D11TextureObject::copyToBmp - source/dest height does not match");
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const U32 width = getWidth();
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const U32 height = getHeight();
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bmp->setHasTransparency(mHasTransparency);
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@ -204,21 +201,47 @@ bool GFXD3D11TextureObject::copyToBmp(GBitmap* bmp)
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destBytesPerPixel = 3;
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else
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// unsupported
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AssertFatal(false, "unsupported bitmap format");
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AssertFatal(false, "GFXD3D11TextureObject::copyToBmp - unsupported bitmap format");
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PROFILE_START(GFXD3D11TextureObject_copyToBmp_pixCopy);
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// lock the texture
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DXGI_MAPPED_RECT* lockRect = (DXGI_MAPPED_RECT*) lock();
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//create temp staging texture
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D3D11_TEXTURE2D_DESC desc;
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static_cast<ID3D11Texture2D*>(mD3DTexture)->GetDesc(&desc);
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desc.BindFlags = 0;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
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desc.Usage = D3D11_USAGE_STAGING;
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ID3D11Texture2D* pStagingTexture = NULL;
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HRESULT hr = D3D11DEVICE->CreateTexture2D(&desc, NULL, &pStagingTexture);
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if (FAILED(hr))
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{
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Con::errorf("GFXD3D11TextureObject::copyToBmp - Failed to create staging texture");
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return false;
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}
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//copy the classes texture to the staging texture
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D3D11DEVICECONTEXT->CopyResource(pStagingTexture, mD3DTexture);
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//map the staging resource
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D3D11_MAPPED_SUBRESOURCE mappedRes;
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hr = D3D11DEVICECONTEXT->Map(pStagingTexture, 0, D3D11_MAP_READ, 0, &mappedRes);
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if (FAILED(hr))
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{
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//cleanup
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SAFE_RELEASE(pStagingTexture);
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Con::errorf("GFXD3D11TextureObject::copyToBmp - Failed to map staging texture");
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return false;
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}
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// set pointers
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U8* srcPtr = (U8*)lockRect->pBits;
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const U8* srcPtr = (U8*)mappedRes.pData;
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U8* destPtr = bmp->getWritableBits();
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// we will want to skip over any D3D cache data in the source texture
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const S32 sourceCacheSize = lockRect->Pitch - width * sourceBytesPerPixel;
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AssertFatal(sourceCacheSize >= 0, "copyToBmp: cache size is less than zero?");
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const S32 sourceCacheSize = mappedRes.RowPitch - width * sourceBytesPerPixel;
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AssertFatal(sourceCacheSize >= 0, "GFXD3D11TextureObject::copyToBmp - cache size is less than zero?");
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PROFILE_START(GFXD3D11TextureObject_copyToBmp_pixCopy);
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// copy data into bitmap
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for (U32 row = 0; row < height; ++row)
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{
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@ -239,14 +262,14 @@ bool GFXD3D11TextureObject::copyToBmp(GBitmap* bmp)
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// skip past the cache data for this row (if any)
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srcPtr += sourceCacheSize;
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}
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PROFILE_END();
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// assert if we stomped or underran memory
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AssertFatal(U32(destPtr - bmp->getWritableBits()) == width * height * destBytesPerPixel, "copyToBmp: doh, memory error");
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AssertFatal(U32(srcPtr - (U8*)lockRect->pBits) == height * lockRect->Pitch, "copyToBmp: doh, memory error");
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AssertFatal(U32(destPtr - bmp->getWritableBits()) == width * height * destBytesPerPixel, "GFXD3D11TextureObject::copyToBmp - memory error");
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AssertFatal(U32(srcPtr - (U8*)mappedRes.pData) == height * mappedRes.RowPitch, "GFXD3D11TextureObject::copyToBmp - memory error");
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// unlock
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unlock();
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D3D11DEVICECONTEXT->Unmap(pStagingTexture, 0);
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SAFE_RELEASE(pStagingTexture);
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PROFILE_END();
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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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