d3d11 copy pass implementation + filling in more APIs
continuous-integration/drone/push Build is failing
Details
continuous-integration/drone/push Build is failing
Details
parent
52ac3e1980
commit
128bd1f5f0
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@ -437,7 +437,8 @@ typedef struct D3D11Buffer
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typedef struct D3D11TransferBuffer
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{
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D3D11Buffer buffer;
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uint8_t *data;
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uint32_t size;
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SDL_atomic_t referenceCount;
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} D3D11TransferBuffer;
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@ -1850,10 +1851,8 @@ static D3D11TransferBuffer* D3D11_INTERNAL_CreateTransferBuffer(
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ERROR_CHECK_RETURN("Could not create buffer", NULL);
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transferBuffer = (D3D11TransferBuffer*) SDL_malloc(sizeof(D3D11TransferBuffer));
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transferBuffer->buffer.handle = bufferHandle;
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transferBuffer->buffer.size = sizeInBytes;
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transferBuffer->buffer.uav = NULL;
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transferBuffer->data = (uint8_t*) SDL_malloc(sizeInBytes);
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transferBuffer->size = sizeInBytes;
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SDL_AtomicSet(&transferBuffer->referenceCount, 0);
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return transferBuffer;
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@ -1896,7 +1895,7 @@ static void D3D11_INTERNAL_DiscardActiveTransferBuffer(
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container->activeBuffer = D3D11_INTERNAL_CreateTransferBuffer(
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renderer,
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container->activeBuffer->buffer.size
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container->activeBuffer->size
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);
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EXPAND_ARRAY_IF_NEEDED(
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@ -1923,8 +1922,6 @@ static void D3D11_SetTransferData(
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11TransferBufferContainer *container = (D3D11TransferBufferContainer*) transferBuffer;
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D3D11TransferBuffer *buffer = container->activeBuffer;
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D3D11_MAPPED_SUBRESOURCE mappedSubresource;
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HRESULT res;
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/* Rotate the transfer buffer if necessary */
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if (
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@ -1938,38 +1935,11 @@ static void D3D11_SetTransferData(
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buffer = container->activeBuffer;
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}
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res = ID3D11DeviceContext_Map(
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renderer->immediateContext,
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buffer->buffer.handle,
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0,
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D3D11_MAP_WRITE,
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D3D11_MAP_FLAG_DO_NOT_WAIT,
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&mappedSubresource
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);
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if (FAILED(res))
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{
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D3D11_INTERNAL_LogError(
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renderer->device,
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"Failed to map transfer buffer for write!",
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res
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);
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return;
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}
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uint8_t *bufferPointer =
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(uint8_t*) mappedSubresource.pData + copyParams->dstOffset;
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SDL_memcpy(
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bufferPointer,
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(uint8_t*) buffer->data + copyParams->dstOffset,
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((uint8_t*) data) + copyParams->srcOffset,
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copyParams->size
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);
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ID3D11DeviceContext_Unmap(
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renderer->immediateContext,
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buffer->buffer.handle,
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0
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);
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}
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static void D3D11_GetTransferData(
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@ -1981,41 +1951,12 @@ static void D3D11_GetTransferData(
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11TransferBufferContainer *container = (D3D11TransferBufferContainer*) transferBuffer;
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D3D11TransferBuffer *buffer = container->activeBuffer;
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D3D11_MAPPED_SUBRESOURCE mappedSubresource;
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HRESULT res;
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res = ID3D11DeviceContext_Map(
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renderer->immediateContext,
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buffer->buffer.handle,
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0,
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D3D11_MAP_READ,
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0,
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&mappedSubresource
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);
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if (FAILED(res))
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{
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D3D11_INTERNAL_LogError(
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renderer->device,
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"Failed to map transfer buffer for read!",
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res
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);
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return;
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}
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uint8_t *bufferPointer =
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(uint8_t*) mappedSubresource.pData + copyParams->srcOffset;
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SDL_memcpy(
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((uint8_t*) data) + copyParams->dstOffset,
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bufferPointer,
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(uint8_t*) buffer->data + copyParams->srcOffset,
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copyParams->size
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);
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ID3D11DeviceContext_Unmap(
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renderer->immediateContext,
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buffer->buffer.handle,
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0
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);
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}
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/* Copy Pass */
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@ -2040,8 +1981,6 @@ static void D3D11_UploadToTexture(
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D3D11TransferBufferContainer *container = (D3D11TransferBufferContainer*) transferBuffer;
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D3D11TransferBuffer *d3d11TransferBuffer = container->activeBuffer;
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D3D11Texture *d3d11Texture = (D3D11Texture*) textureRegion->textureSlice.texture;
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D3D11_MAPPED_SUBRESOURCE mappedSubresource;
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HRESULT res;
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int32_t w = textureRegion->w;
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int32_t h = textureRegion->h;
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@ -2053,85 +1992,28 @@ static void D3D11_UploadToTexture(
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h = (h + blockSize - 1) & ~(blockSize - 1);
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}
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if (
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(copyParams->bufferStride == 0 || copyParams->bufferStride == BytesPerRow(w, d3d11Texture->format)) &&
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(copyParams->bufferImageHeight == 0 || copyParams->bufferImageHeight == h )
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) {
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/* Fast path */
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D3D11_BOX srcBox;
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srcBox.left = copyParams->bufferOffset;
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srcBox.top = 0;
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srcBox.front = 0;
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srcBox.right = copyParams->bufferOffset + BytesPerImage(w, h, d3d11Texture->format);
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srcBox.bottom = 1;
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srcBox.back = 1;
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D3D11_BOX dstBox;
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dstBox.left = textureRegion->x;
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dstBox.top = textureRegion->y;
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dstBox.front = textureRegion->d;
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dstBox.right = textureRegion->x + w;
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dstBox.bottom = textureRegion->y + h;
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dstBox.back = textureRegion->d + 1;
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ID3D11DeviceContext1_CopySubresourceRegion1(
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d3d11CommandBuffer->context,
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d3d11Texture->handle,
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D3D11_INTERNAL_CalcSubresource(
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textureRegion->textureSlice.mipLevel,
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textureRegion->textureSlice.layer,
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1
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),
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textureRegion->x,
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textureRegion->y,
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textureRegion->z,
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d3d11TransferBuffer->buffer.handle,
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0,
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&srcBox,
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writeOption == REFRESH_WRITEOPTIONS_SAFEDISCARD ? D3D11_COPY_DISCARD : 0
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);
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}
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else
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{
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D3D11_BOX dstBox;
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dstBox.left = textureRegion->x;
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dstBox.top = textureRegion->y;
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dstBox.front = textureRegion->d;
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dstBox.right = textureRegion->x + w;
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dstBox.bottom = textureRegion->y + h;
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dstBox.back = textureRegion->d + 1;
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res = ID3D11DeviceContext1_Map(
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d3d11CommandBuffer->context,
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d3d11TransferBuffer->buffer.handle,
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0,
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D3D11_MAP_READ,
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D3D11_MAP_FLAG_DO_NOT_WAIT,
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&mappedSubresource
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);
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if (FAILED(res))
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{
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D3D11_INTERNAL_LogError(
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renderer->device,
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"Failed to map transfer buffer for read!",
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res
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);
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return;
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}
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ID3D11DeviceContext1_UpdateSubresource1(
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d3d11CommandBuffer->context,
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d3d11Texture->handle,
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D3D11_INTERNAL_CalcSubresource(
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textureRegion->textureSlice.mipLevel,
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textureRegion->textureSlice.layer,
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1
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),
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&dstBox,
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(uint8_t*) mappedSubresource.pData + copyParams->bufferOffset,
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copyParams->bufferStride,
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copyParams->bufferStride * copyParams->bufferImageHeight,
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writeOption == REFRESH_WRITEOPTIONS_SAFEDISCARD ? D3D11_COPY_DISCARD : 0
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);
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ID3D11DeviceContext1_Unmap(
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renderer->immediateContext,
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d3d11TransferBuffer->buffer.handle,
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0
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);
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}
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ID3D11DeviceContext1_UpdateSubresource1(
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d3d11CommandBuffer->context,
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d3d11Texture->handle,
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D3D11_INTERNAL_CalcSubresource(
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textureRegion->textureSlice.mipLevel,
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textureRegion->textureSlice.layer,
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1
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),
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&dstBox,
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(uint8_t*) d3d11TransferBuffer->data + copyParams->bufferOffset,
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copyParams->bufferStride,
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copyParams->bufferStride * copyParams->bufferImageHeight,
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writeOption == REFRESH_WRITEOPTIONS_SAFEDISCARD ? D3D11_COPY_DISCARD : 0
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);
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D3D11_INTERNAL_TrackTransferBuffer(d3d11CommandBuffer, d3d11TransferBuffer);
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}
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@ -2157,7 +2039,7 @@ static void D3D11_UploadToBuffer(
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copyParams->dstOffset,
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0,
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0,
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d3d11TransferBuffer->buffer.handle,
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d3d11TransferBuffer->data,
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0,
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&srcBox,
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writeOption == REFRESH_WRITEOPTIONS_SAFEDISCARD ? D3D11_COPY_DISCARD : 0
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@ -2176,7 +2058,94 @@ static void D3D11_DownloadFromTexture(
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) {
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
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D3D11TransferBufferContainer *container = (D3D11TransferBufferContainer*) transferBuffer;
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D3D11TransferBuffer *d3d11TransferBuffer = container->activeBuffer;
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D3D11Texture *d3d11Texture = (D3D11Texture*) textureRegion->textureSlice.texture;
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D3D11_TEXTURE2D_DESC stagingDesc;
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ID3D11Resource *stagingTexture;
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uint32_t subresourceIndex = D3D11_INTERNAL_CalcSubresource(
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textureRegion->textureSlice.mipLevel,
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textureRegion->textureSlice.layer,
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d3d11Texture->levelCount
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);
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int32_t formatSize = Texture_GetFormatSize(d3d11Texture->format);
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D3D11_BOX srcBox = {textureRegion->x, textureRegion->y, textureRegion->z, textureRegion->x + textureRegion->w, textureRegion->y + textureRegion->h, 1};
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D3D11_MAPPED_SUBRESOURCE subresource;
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HRESULT res;
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/* Rotate the transfer buffer if necessary */
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if (
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transferOption == REFRESH_TRANSFEROPTIONS_SAFEDISCARD &&
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SDL_AtomicGet(&container->activeBuffer->referenceCount) > 0
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) {
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D3D11_INTERNAL_DiscardActiveTransferBuffer(
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renderer,
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container
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);
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d3d11TransferBuffer = container->activeBuffer;
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}
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stagingDesc.Width = textureRegion->w;
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stagingDesc.Height = textureRegion->h;
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stagingDesc.MipLevels = 1;
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stagingDesc.ArraySize = 1;
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stagingDesc.Format = RefreshToD3D11_TextureFormat[d3d11Texture->format];
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stagingDesc.SampleDesc.Count = 1;
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stagingDesc.SampleDesc.Quality = 0;
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stagingDesc.Usage = D3D11_USAGE_STAGING;
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stagingDesc.BindFlags = 0;
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stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
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stagingDesc.MiscFlags = 0;
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res = ID3D11Device_CreateTexture2D(
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renderer->device,
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&stagingDesc,
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NULL,
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(ID3D11Texture2D**) &stagingTexture
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);
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ERROR_CHECK_RETURN("Staging texture creation failed",)
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ID3D11DeviceContext1_CopySubresourceRegion1(
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d3d11CommandBuffer->context,
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stagingTexture,
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0,
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0,
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0,
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0,
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d3d11Texture->handle,
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subresourceIndex,
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&srcBox,
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D3D11_COPY_NO_OVERWRITE
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);
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/* Read from the staging texture */
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res = ID3D11DeviceContext1_Map(
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d3d11CommandBuffer->context,
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stagingTexture,
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subresourceIndex,
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D3D11_MAP_READ,
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0,
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&subresource
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);
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ERROR_CHECK_RETURN("Could not map texture for reading",)
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uint8_t* dataPtr = (uint8_t*) d3d11TransferBuffer->data + copyParams->bufferOffset;
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for (int32_t row = textureRegion->y; row < copyParams->bufferImageHeight; row += 1)
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{
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SDL_memcpy(
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dataPtr,
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(uint8_t*) subresource.pData + (row * copyParams->bufferStride) + (textureRegion->x * formatSize),
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textureRegion->w * formatSize
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);
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}
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ID3D11DeviceContext1_Unmap(
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d3d11CommandBuffer->context,
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stagingTexture,
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0
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);
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ID3D11Texture2D_Release(stagingTexture);
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}
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static void D3D11_DownloadFromBuffer(
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@ -2192,7 +2161,11 @@ static void D3D11_DownloadFromBuffer(
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D3D11TransferBufferContainer *container = (D3D11TransferBufferContainer*) transferBuffer;
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D3D11TransferBuffer *d3d11TransferBuffer = container->activeBuffer;
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D3D11Buffer *d3d11Buffer = (D3D11Buffer*) gpuBuffer;
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D3D11_BOX srcBox = { copyParams->srcOffset, 0, 0, copyParams->srcOffset + copyParams->size, 1, 1 };
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D3D11_BOX srcBox = { copyParams->srcOffset, 0, 0, copyParams->size, 1, 1 };
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ID3D11Resource *stagingBuffer;
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D3D11_MAPPED_SUBRESOURCE mappedSubresource;
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D3D11_BUFFER_DESC stagingBufferDesc;
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HRESULT res;
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/* Rotate the transfer buffer if necessary */
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if (
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@ -2206,90 +2179,8 @@ static void D3D11_DownloadFromBuffer(
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d3d11TransferBuffer = container->activeBuffer;
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}
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ID3D11DeviceContext1_CopySubresourceRegion1(
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d3d11CommandBuffer->context,
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d3d11TransferBuffer->buffer.handle,
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0,
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copyParams->dstOffset,
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0,
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0,
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d3d11Buffer->handle,
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0,
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&srcBox,
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D3D11_COPY_NO_OVERWRITE
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);
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D3D11_INTERNAL_TrackTransferBuffer(d3d11CommandBuffer, d3d11TransferBuffer);
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}
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static void D3D11_CopyTextureToTexture(
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer,
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Refresh_TextureSlice *sourceTextureSlice,
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Refresh_TextureSlice *destinationTextureSlice,
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Refresh_Filter filter
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) {
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NOT_IMPLEMENTED
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}
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static void D3D11_CopyTextureToBuffer(
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer,
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Refresh_TextureSlice *textureSlice,
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Refresh_Buffer *buffer
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) {
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NOT_IMPLEMENTED
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}
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static void D3D11_EndCopyPass(
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer
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) {
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/* no-op */
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}
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/* Buffer Data */
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static void D3D11_SetBufferData(
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer,
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Refresh_Buffer *buffer,
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uint32_t offsetInBytes,
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void* data,
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uint32_t dataLength
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) {
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D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
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D3D11Buffer *d3d11Buffer = (D3D11Buffer*) buffer;
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D3D11_BOX dstBox = { offsetInBytes, 0, 0, offsetInBytes + dataLength, 1, 1 };
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ID3D11DeviceContext1_UpdateSubresource1(
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d3d11CommandBuffer->context,
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(ID3D11Resource*) d3d11Buffer->handle,
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0,
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&dstBox,
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data,
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dataLength,
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1,
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dataLength == d3d11Buffer->size ? D3D11_COPY_DISCARD : 0
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);
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}
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static void D3D11_GetBufferData(
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Refresh_Renderer *driverData,
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Refresh_Buffer *buffer,
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void* data,
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uint32_t dataLengthInBytes
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) {
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11Buffer *d3d11Buffer = (D3D11Buffer*) buffer;
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D3D11_BUFFER_DESC stagingBufferDesc;
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ID3D11Resource *stagingBuffer;
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D3D11_BOX srcBox = { 0, 0, 0, dataLengthInBytes, 1, 1 };
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D3D11_MAPPED_SUBRESOURCE mappedSubresource;
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HRESULT res;
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/* Create staging buffer */
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stagingBufferDesc.ByteWidth = dataLengthInBytes;
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stagingBufferDesc.ByteWidth = copyParams->size;
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stagingBufferDesc.Usage = D3D11_USAGE_STAGING;
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stagingBufferDesc.BindFlags = 0;
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stagingBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
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|
@ -2304,23 +2195,22 @@ static void D3D11_GetBufferData(
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);
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ERROR_CHECK_RETURN("Could not create staging buffer for readback", );
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/* Copy data into staging buffer */
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SDL_LockMutex(renderer->contextLock);
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ID3D11DeviceContext_CopySubresourceRegion(
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renderer->immediateContext,
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ID3D11DeviceContext1_CopySubresourceRegion1(
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d3d11CommandBuffer->context,
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stagingBuffer,
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0,
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0,
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0,
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0,
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(ID3D11Resource*) d3d11Buffer->handle,
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d3d11Buffer->handle,
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0,
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&srcBox
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&srcBox,
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D3D11_COPY_NO_OVERWRITE
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);
|
||||
|
||||
/* Read from the staging buffer */
|
||||
res = ID3D11DeviceContext_Map(
|
||||
renderer->immediateContext,
|
||||
res = ID3D11DeviceContext1_Map(
|
||||
d3d11CommandBuffer->context,
|
||||
stagingBuffer,
|
||||
0,
|
||||
D3D11_MAP_READ,
|
||||
|
@ -2335,21 +2225,95 @@ static void D3D11_GetBufferData(
|
|||
res
|
||||
);
|
||||
ID3D11Buffer_Release(stagingBuffer);
|
||||
SDL_UnlockMutex(renderer->contextLock);
|
||||
return;
|
||||
}
|
||||
|
||||
SDL_memcpy(data, mappedSubresource.pData, dataLengthInBytes);
|
||||
SDL_memcpy(
|
||||
d3d11TransferBuffer->data + copyParams->dstOffset,
|
||||
mappedSubresource.pData,
|
||||
copyParams->size
|
||||
);
|
||||
|
||||
ID3D11DeviceContext_Unmap(
|
||||
renderer->immediateContext,
|
||||
ID3D11DeviceContext1_Unmap(
|
||||
d3d11CommandBuffer->context,
|
||||
stagingBuffer,
|
||||
0
|
||||
);
|
||||
SDL_UnlockMutex(renderer->contextLock);
|
||||
|
||||
D3D11_INTERNAL_TrackTransferBuffer(d3d11CommandBuffer, d3d11TransferBuffer);
|
||||
|
||||
/* Clean up the staging buffer */
|
||||
ID3D11Resource_Release(stagingBuffer);
|
||||
ID3D11Buffer_Release(stagingBuffer);
|
||||
}
|
||||
|
||||
static void D3D11_CopyTextureToTexture(
|
||||
Refresh_Renderer *driverData,
|
||||
Refresh_CommandBuffer *commandBuffer,
|
||||
Refresh_TextureRegion *source,
|
||||
Refresh_TextureRegion *destination,
|
||||
Refresh_WriteOptions writeOption
|
||||
) {
|
||||
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
|
||||
D3D11Texture *srcTexture = source->textureSlice.texture;
|
||||
uint32_t srcSubresourceIndex = D3D11_INTERNAL_CalcSubresource(
|
||||
source->textureSlice.mipLevel,
|
||||
source->textureSlice.layer,
|
||||
srcTexture->levelCount
|
||||
);
|
||||
D3D11Texture *dstTexture = destination->textureSlice.texture;
|
||||
uint32_t dstSubresourceIndex = D3D11_INTERNAL_CalcSubresource(
|
||||
destination->textureSlice.mipLevel,
|
||||
destination->textureSlice.layer,
|
||||
dstTexture->levelCount
|
||||
);
|
||||
D3D11_BOX srcBox = { source->x, source->y, source->z, source->x + source->w, source->y + source->w, 1 };
|
||||
|
||||
ID3D11DeviceContext1_CopySubresourceRegion1(
|
||||
d3d11CommandBuffer->context,
|
||||
dstTexture->handle,
|
||||
dstSubresourceIndex,
|
||||
destination->x,
|
||||
destination->y,
|
||||
destination->z,
|
||||
srcTexture->handle,
|
||||
srcSubresourceIndex,
|
||||
&srcBox,
|
||||
writeOption == REFRESH_WRITEOPTIONS_SAFEDISCARD ? D3D11_COPY_DISCARD : 0
|
||||
);
|
||||
}
|
||||
|
||||
static void D3D11_CopyBufferToBuffer(
|
||||
Refresh_Renderer *driverData,
|
||||
Refresh_CommandBuffer *commandBuffer,
|
||||
Refresh_GpuBuffer *source,
|
||||
Refresh_GpuBuffer *destination,
|
||||
Refresh_BufferCopy *copyParams,
|
||||
Refresh_WriteOptions writeOption
|
||||
) {
|
||||
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
|
||||
D3D11Buffer *srcBuffer = (D3D11Buffer*) source;
|
||||
D3D11Buffer *dstBuffer = (D3D11Buffer*) destination;
|
||||
D3D11_BOX srcBox = { copyParams->srcOffset, 0, 0, copyParams->srcOffset + copyParams->size, 1, 1 };
|
||||
|
||||
ID3D11DeviceContext1_CopySubresourceRegion1(
|
||||
d3d11CommandBuffer->context,
|
||||
dstBuffer->handle,
|
||||
0,
|
||||
copyParams->dstOffset,
|
||||
0,
|
||||
0,
|
||||
srcBuffer->handle,
|
||||
0,
|
||||
&srcBox,
|
||||
writeOption == REFRESH_WRITEOPTIONS_SAFEDISCARD ? D3D11_COPY_DISCARD : 0
|
||||
);
|
||||
}
|
||||
|
||||
static void D3D11_EndCopyPass(
|
||||
Refresh_Renderer *driverData,
|
||||
Refresh_CommandBuffer *commandBuffer
|
||||
) {
|
||||
/* no-op */
|
||||
}
|
||||
|
||||
/* Uniforms */
|
||||
|
@ -2701,11 +2665,11 @@ static void D3D11_QueueDestroySampler(
|
|||
SDL_free(d3d11Sampler);
|
||||
}
|
||||
|
||||
static void D3D11_QueueDestroyBuffer(
|
||||
static void D3D11_QueueDestroyGpuBuffer(
|
||||
Refresh_Renderer *driverData,
|
||||
Refresh_Buffer *buffer
|
||||
Refresh_GpuBuffer *gpuBuffer
|
||||
) {
|
||||
D3D11Buffer *d3d11Buffer = (D3D11Buffer*) buffer;
|
||||
D3D11Buffer *d3d11Buffer = (D3D11Buffer*) gpuBuffer;
|
||||
|
||||
if (d3d11Buffer->uav)
|
||||
{
|
||||
|
@ -2932,22 +2896,23 @@ static ID3D11RenderTargetView* D3D11_INTERNAL_FetchRTV(
|
|||
D3D11Renderer *renderer,
|
||||
Refresh_ColorAttachmentInfo *info
|
||||
) {
|
||||
D3D11Texture *texture = (D3D11Texture*) info->texture;
|
||||
D3D11Texture *texture = (D3D11Texture*) info->textureSlice.texture;
|
||||
D3D11TargetView *targetView;
|
||||
uint8_t isMultisample = texture->msaaHandle != NULL;
|
||||
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
|
||||
ID3D11RenderTargetView *rtv;
|
||||
HRESULT res;
|
||||
|
||||
/* FIXME: what about 3D textures */
|
||||
/* Does this target already exist? */
|
||||
for (uint32_t i = 0; i < texture->targetViewCount; i += 1)
|
||||
{
|
||||
targetView = &texture->targetViews[i];
|
||||
|
||||
if ( targetView->depth == info->depth &&
|
||||
targetView->layer == info->layer &&
|
||||
targetView->level == info->level )
|
||||
{
|
||||
if (
|
||||
targetView->layer == info->textureSlice.layer &&
|
||||
targetView->level == info->textureSlice.mipLevel
|
||||
) {
|
||||
return (ID3D11RenderTargetView*) targetView->view;
|
||||
}
|
||||
}
|
||||
|
@ -2957,16 +2922,16 @@ static ID3D11RenderTargetView* D3D11_INTERNAL_FetchRTV(
|
|||
if (texture->isCube && !isMultisample)
|
||||
{
|
||||
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
|
||||
rtvDesc.Texture2DArray.FirstArraySlice = info->layer;
|
||||
rtvDesc.Texture2DArray.FirstArraySlice = info->textureSlice.layer;
|
||||
rtvDesc.Texture2DArray.ArraySize = 1;
|
||||
rtvDesc.Texture2DArray.MipSlice = info->level;
|
||||
rtvDesc.Texture2DArray.MipSlice = info->textureSlice.mipLevel;
|
||||
}
|
||||
else if (texture->depth > 1)
|
||||
{
|
||||
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
|
||||
rtvDesc.Texture3D.MipSlice = info->level;
|
||||
rtvDesc.Texture3D.FirstWSlice = info->depth;
|
||||
rtvDesc.Texture3D.WSize = 1;
|
||||
rtvDesc.Texture3D.MipSlice = info->textureSlice.mipLevel;
|
||||
rtvDesc.Texture3D.FirstWSlice = 0;
|
||||
rtvDesc.Texture3D.WSize = texture->depth;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -2977,7 +2942,7 @@ static ID3D11RenderTargetView* D3D11_INTERNAL_FetchRTV(
|
|||
else
|
||||
{
|
||||
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
|
||||
rtvDesc.Texture2D.MipSlice = info->level;
|
||||
rtvDesc.Texture2D.MipSlice = info->textureSlice.mipLevel;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3001,8 +2966,8 @@ static ID3D11RenderTargetView* D3D11_INTERNAL_FetchRTV(
|
|||
|
||||
targetView = &texture->targetViews[texture->targetViewCount];
|
||||
targetView->depth = info->depth;
|
||||
targetView->layer = info->layer;
|
||||
targetView->level = info->level;
|
||||
targetView->layer = info->textureSlice.layer;
|
||||
targetView->level = info->textureSlice.mipLevel;
|
||||
targetView->view = (ID3D11View*) rtv;
|
||||
|
||||
texture->targetViewCount += 1;
|
||||
|
@ -3401,16 +3366,17 @@ static void D3D11_BindVertexBuffers(
|
|||
Refresh_CommandBuffer *commandBuffer,
|
||||
uint32_t firstBinding,
|
||||
uint32_t bindingCount,
|
||||
Refresh_Buffer **pBuffers,
|
||||
uint64_t *pOffsets
|
||||
Refresh_BufferBinding *pBindings
|
||||
) {
|
||||
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
|
||||
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
|
||||
ID3D11Buffer *bufferHandles[MAX_BUFFER_BINDINGS];
|
||||
UINT bufferOffsets[MAX_BUFFER_BINDINGS];
|
||||
|
||||
for (uint32_t i = 0; i < bindingCount; i += 1)
|
||||
{
|
||||
bufferHandles[i] = ((D3D11Buffer*) pBuffers[i])->handle;
|
||||
bufferHandles[i] = ((D3D11Buffer*) pBindings[i].gpuBuffer)->handle;
|
||||
bufferOffsets[i] = pBindings[i].offset;
|
||||
}
|
||||
|
||||
ID3D11DeviceContext_IASetVertexBuffers(
|
||||
|
@ -3419,26 +3385,25 @@ static void D3D11_BindVertexBuffers(
|
|||
bindingCount,
|
||||
bufferHandles,
|
||||
&d3d11CommandBuffer->graphicsPipeline->vertexStrides[firstBinding],
|
||||
(UINT*) pOffsets
|
||||
bufferOffsets
|
||||
);
|
||||
}
|
||||
|
||||
static void D3D11_BindIndexBuffer(
|
||||
Refresh_Renderer *driverData,
|
||||
Refresh_CommandBuffer *commandBuffer,
|
||||
Refresh_Buffer *buffer,
|
||||
uint64_t offset,
|
||||
Refresh_BufferBinding *pBinding,
|
||||
Refresh_IndexElementSize indexElementSize
|
||||
) {
|
||||
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
|
||||
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
|
||||
D3D11Buffer *d3d11Buffer = (D3D11Buffer*) buffer;
|
||||
D3D11Buffer *d3d11Buffer = (D3D11Buffer*) pBinding->gpuBuffer;
|
||||
|
||||
ID3D11DeviceContext_IASetIndexBuffer(
|
||||
d3d11CommandBuffer->context,
|
||||
d3d11Buffer->handle,
|
||||
RefreshToD3D11_IndexType[indexElementSize],
|
||||
(UINT) offset
|
||||
(UINT) pBinding->offset
|
||||
);
|
||||
}
|
||||
|
||||
|
@ -3477,10 +3442,11 @@ static void D3D11_BindComputePipeline(
|
|||
);
|
||||
}
|
||||
|
||||
/* D3D11 can't discard when setting a UAV, so just ignore writeOption */
|
||||
static void D3D11_BindComputeBuffers(
|
||||
Refresh_Renderer *driverData,
|
||||
Refresh_CommandBuffer *commandBuffer,
|
||||
Refresh_Buffer **pBuffers
|
||||
Refresh_ComputeBufferBinding *pBindings
|
||||
) {
|
||||
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
|
||||
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
|
||||
|
@ -3490,7 +3456,7 @@ static void D3D11_BindComputeBuffers(
|
|||
|
||||
for (int32_t i = 0; i < numBuffers; i += 1)
|
||||
{
|
||||
uavs[i] = ((D3D11Buffer*) pBuffers[i])->uav;
|
||||
uavs[i] = ((D3D11Buffer*) pBindings[i].gpuBuffer)->uav;
|
||||
}
|
||||
|
||||
ID3D11DeviceContext_CSSetUnorderedAccessViews(
|
||||
|
@ -3502,10 +3468,12 @@ static void D3D11_BindComputeBuffers(
|
|||
);
|
||||
}
|
||||
|
||||
/* FIXME: need to pre-generate UAVs per subresource */
|
||||
/* D3D11 can't discard when setting a UAV, so just ignore writeOption */
|
||||
static void D3D11_BindComputeTextures(
|
||||
Refresh_Renderer *driverData,
|
||||
Refresh_CommandBuffer *commandBuffer,
|
||||
Refresh_Texture **pTextures
|
||||
Refresh_ComputeTextureBinding *pBindings
|
||||
) {
|
||||
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
|
||||
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
|
||||
|
@ -3515,7 +3483,7 @@ static void D3D11_BindComputeTextures(
|
|||
|
||||
for (int32_t i = 0; i < numTextures; i += 1)
|
||||
{
|
||||
uavs[i] = ((D3D11Texture*) pTextures[i])->unorderedAccessView;
|
||||
uavs[i] = ((D3D11Texture*) pBindings[i].textureSlice.texture)->unorderedAccessView;
|
||||
}
|
||||
|
||||
ID3D11DeviceContext_CSSetUnorderedAccessViews(
|
||||
|
|
Loading…
Reference in New Issue