modify readback API

what_if_no_video_threads
cosmonaut 2024-03-05 17:47:37 -08:00
parent c84752f38c
commit 3c832550d0
3 changed files with 113 additions and 95 deletions

@ -1 +1 @@
Subproject commit 7465d4d4de1a0f2c5de5a2d0b3240671e83776d1
Subproject commit 859675dbab86e6eeda662ef9bdb0c688cce4cec3

View File

@ -1950,100 +1950,6 @@ namespace MoonWorks.Graphics
);
}
/// <summary>
/// Downloads data from a Texture to a TransferBuffer.
/// This copy occurs on the GPU timeline.
///
/// You MAY NOT assume that the data in the TransferBuffer is
/// fully copied until the command buffer has finished execution.
/// </summary>
public void DownloadFromTexture(
in TextureRegion textureRegion,
TransferBuffer transferBuffer,
in BufferImageCopy copyParams,
TransferOptions option
) {
#if DEBUG
AssertNotSubmitted();
AssertInCopyPass("Cannot download from texture outside of copy pass!");
AssertBufferBoundsCheck(transferBuffer.Size, copyParams.BufferOffset, textureRegion.Size);
#endif
Refresh.Refresh_DownloadFromTexture(
Device.Handle,
Handle,
textureRegion.ToRefreshTextureRegion(),
transferBuffer.Handle,
copyParams.ToRefresh(),
(Refresh.TransferOptions) option
);
}
/// <summary>
/// Downloads the contents of a Texture with no mips into a TransferBuffer.
/// </summary>
public void DownloadFromTexture(
Texture texture,
TransferBuffer transferBuffer,
TransferOptions option
) {
DownloadFromTexture(
new TextureRegion(texture),
transferBuffer,
new BufferImageCopy(0, 0, 0),
option
);
}
/// <summary>
/// Downloads data from a GpuBuffer to a TransferBuffer.
/// This copy occurs on the GPU timeline.
///
/// You MAY NOT assume that the data in the TransferBuffer is
/// fully copied until the command buffer has finished execution.
/// </summary>
public void DownloadFromBuffer(
GpuBuffer gpuBuffer,
TransferBuffer transferBuffer,
in BufferCopy copyParams,
TransferOptions option
) {
#if DEBUG
AssertNotSubmitted();
AssertInCopyPass("Cannot download from texture outside of copy pass!");
AssertBufferBoundsCheck(transferBuffer.Size, copyParams.DstOffset, copyParams.Size);
#endif
Refresh.Refresh_DownloadFromBuffer(
Device.Handle,
Handle,
gpuBuffer.Handle,
transferBuffer.Handle,
copyParams.ToRefresh(),
(Refresh.TransferOptions) option
);
}
/// <summary>
/// Downloads data from a GpuBuffer to a TransferBuffer.
/// This copy occurs on the GPU timeline.
///
/// You MAY NOT assume that the data in the TransferBuffer is
/// fully copied until the command buffer has finished execution.
/// </summary>
public void DownloadFromBuffer(
GpuBuffer gpuBuffer,
TransferBuffer transferBuffer,
TransferOptions option
) {
DownloadFromBuffer(
gpuBuffer,
transferBuffer,
new BufferCopy(0, 0, gpuBuffer.Size),
option
);
}
/// <summary>
/// Copies the contents of a TextureSlice to another TextureSlice.
/// The slices must have the same dimensions.

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@ -467,6 +467,118 @@ namespace MoonWorks.Graphics
FencePool.Return(fence);
}
/// <summary>
/// ⚠️⚠️⚠️ <br/>
/// Downloads data from a Texture to a TransferBuffer.
/// This copy occurs immediately on the CPU timeline.<br/>
///
/// If you modify this texture in a command buffer and then call this function without calling
/// SubmitAndAcquireFence and WaitForFences first, the results will not be what you expect.<br/>
///
/// This method forces a sync point and is generally a bad thing to do.
/// Only use it if you have exhausted all other options.<br/>
///
/// Remember: friends don't let friends readback.<br/>
/// ⚠️⚠️⚠️
/// </summary>
public void DownloadFromTexture(
in TextureRegion textureRegion,
TransferBuffer transferBuffer,
in BufferImageCopy copyParams,
TransferOptions transferOption
) {
Refresh.Refresh_DownloadFromTexture(
Handle,
textureRegion.ToRefreshTextureRegion(),
transferBuffer.Handle,
copyParams.ToRefresh(),
(Refresh.TransferOptions) transferOption
);
}
/// <summary>
/// ⚠️⚠️⚠️ <br/>
/// Downloads all data from a 2D texture with no mips to a TransferBuffer.
/// This copy occurs immediately on the CPU timeline.<br/>
///
/// If you modify this texture in a command buffer and then call this function without calling
/// SubmitAndAcquireFence and WaitForFences first, the results will not be what you expect.<br/>
///
/// This method forces a sync point and is generally a bad thing to do.
/// Only use it if you have exhausted all other options.<br/>
///
/// Remember: friends don't let friends readback.<br/>
/// ⚠️⚠️⚠️
/// </summary>
public void DownloadFromTexture(
Texture texture,
TransferBuffer transferBuffer,
TransferOptions transferOption
) {
DownloadFromTexture(
new TextureRegion(texture),
transferBuffer,
new BufferImageCopy(0, 0, 0),
transferOption
);
}
/// <summary>
/// ⚠️⚠️⚠️ <br/>
/// Downloads data from a GpuBuffer to a TransferBuffer.
/// This copy occurs immediately on the CPU timeline.<br/>
///
/// If you modify this GpuBuffer in a command buffer and then call this function without calling
/// SubmitAndAcquireFence and WaitForFences first, the results will not be what you expect.<br/>
///
/// This method forces a sync point and is generally a bad thing to do.
/// Only use it if you have exhausted all other options.<br/>
///
/// Remember: friends don't let friends readback.<br/>
/// ⚠️⚠️⚠️
/// </summary>
public void DownloadFromBuffer(
GpuBuffer gpuBuffer,
TransferBuffer transferBuffer,
in BufferCopy copyParams,
TransferOptions transferOption
) {
Refresh.Refresh_DownloadFromBuffer(
Handle,
gpuBuffer.Handle,
transferBuffer.Handle,
copyParams.ToRefresh(),
(Refresh.TransferOptions) transferOption
);
}
/// <summary>
/// ⚠️⚠️⚠️ <br/>
/// Downloads all data in a GpuBuffer to a TransferBuffer.
/// This copy occurs immediately on the CPU timeline.<br/>
///
/// If you modify this GpuBuffer in a command buffer and then call this function without calling
/// SubmitAndAcquireFence and WaitForFences first, the results will not be what you expect.<br/>
///
/// This method forces a sync point and is generally a bad thing to do.
/// Only use it if you have exhausted all other options.<br/>
///
/// Remember: friends don't let friends readback.<br/>
/// ⚠️⚠️⚠️
/// </summary>
public void DownloadFromBuffer(
GpuBuffer gpuBuffer,
TransferBuffer transferBuffer,
TransferOptions option
) {
DownloadFromBuffer(
gpuBuffer,
transferBuffer,
new BufferCopy(0, 0, gpuBuffer.Size),
option
);
}
private TextureFormat GetSwapchainFormat(Window window)
{
return (TextureFormat) Refresh.Refresh_GetSwapchainFormat(Handle, window.Handle);