d3d11 swapchain texture handle + misc fixes
continuous-integration/drone/push Build is failing Details

d3d11
cosmonaut 2024-03-05 20:58:34 -08:00
parent 65c30350a7
commit 953be4225c
1 changed files with 57 additions and 9 deletions

View File

@ -1,4 +1,4 @@
/* Refresh - XNA-inspired 3D Graphics Library with modern capabilities
/* Refresh - XNA-inspired 3D Graphics Library with modern capabilities
*
* Copyright (c) 2020 Evan Hemsley
*
@ -2130,7 +2130,7 @@ static void D3D11_DownloadFromTexture(
renderer->immediateContext,
stagingTexture,
0,
0,
copyParams->bufferOffset,
0,
0,
d3d11Texture->handle,
@ -2159,13 +2159,26 @@ static void D3D11_DownloadFromTexture(
}
uint8_t* dataPtr = (uint8_t*) d3d11TransferBuffer->data + copyParams->bufferOffset;
for (uint32_t row = textureRegion->y; row < copyParams->bufferImageHeight; row += 1)
if (bufferStride == 0 && bufferImageHeight == 0) // assume tightly packed
{
SDL_memcpy(
dataPtr,
(uint8_t *)subresource.pData,
BytesPerImage(textureRegion->w, textureRegion->h, d3d11Texture->format)
);
}
else
{
for (uint32_t row = textureRegion->y; row < bufferImageHeight; row += 1)
{
SDL_memcpy(
dataPtr,
(uint8_t*) subresource.pData + (row * bufferStride) + (textureRegion->x * formatSize),
textureRegion->w * formatSize
);
dataPtr += textureRegion->w * formatSize;
}
}
ID3D11DeviceContext1_Unmap(
@ -2295,7 +2308,7 @@ static void D3D11_CopyTextureToTexture(
destination->textureSlice.layer,
dstTexture->levelCount
);
D3D11_BOX srcBox = { source->x, source->y, source->z, source->x + source->w, source->y + source->w, 1 };
D3D11_BOX srcBox = { source->x, source->y, source->z, source->x + source->w, source->y + source->h, 1 };
ID3D11DeviceContext1_CopySubresourceRegion1(
d3d11CommandBuffer->context,
@ -3457,9 +3470,11 @@ static uint8_t D3D11_INTERNAL_InitializeSwapchainTexture(
D3D11Texture *pTexture
) {
ID3D11Texture2D *swapchainTexture;
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc;
D3D11_TEXTURE2D_DESC textureDesc;
ID3D11ShaderResourceView *srv;
ID3D11RenderTargetView *rtv;
ID3D11UnorderedAccessView *uav;
HRESULT res;
@ -3476,6 +3491,25 @@ static uint8_t D3D11_INTERNAL_InitializeSwapchainTexture(
);
ERROR_CHECK_RETURN("Could not get buffer from swapchain!", 0);
/* Create the SRV for the swapchain */
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = 1;
srvDesc.Texture2D.MostDetailedMip = 0;
res = ID3D11Device_CreateShaderResourceView(
renderer->device,
(ID3D11Resource *)swapchainTexture,
&srvDesc,
&srv
);
if (FAILED(res))
{
ID3D11Texture2D_Release(swapchainTexture);
D3D11_INTERNAL_LogError(renderer->device, "Swapchain SRV creation failed", res);
return 0;
}
/* Create the RTV for the swapchain */
rtvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
@ -3489,6 +3523,7 @@ static uint8_t D3D11_INTERNAL_InitializeSwapchainTexture(
);
if (FAILED(res))
{
ID3D11ShaderResourceView_Release(srv);
ID3D11Texture2D_Release(swapchainTexture);
D3D11_INTERNAL_LogError(renderer->device, "Swapchain RTV creation failed", res);
return 0;
@ -3506,6 +3541,7 @@ static uint8_t D3D11_INTERNAL_InitializeSwapchainTexture(
);
if (FAILED(res))
{
ID3D11ShaderResourceView_Release(srv);
ID3D11RenderTargetView_Release(rtv);
ID3D11Texture2D_Release(swapchainTexture);
D3D11_INTERNAL_LogError(renderer->device, "Swapchain UAV creation failed", res);
@ -3513,8 +3549,8 @@ static uint8_t D3D11_INTERNAL_InitializeSwapchainTexture(
}
/* Fill out the texture struct */
pTexture->handle = NULL; /* The texture does not "own" the swapchain texture, and it can change dynamically. */
pTexture->shaderView = NULL;
pTexture->handle = NULL; /* This will be set in AcquireSwapchainTexture. */
pTexture->shaderView = srv;
pTexture->subresources = SDL_malloc(sizeof(D3D11TextureSubresource));
pTexture->subresources[0].colorTargetView = rtv;
pTexture->subresources[0].uav = uav;
@ -3571,7 +3607,7 @@ static uint8_t D3D11_INTERNAL_CreateSwapchain(
/* Initialize the rest of the swapchain descriptor */
swapchainDesc.SampleDesc.Count = 1;
swapchainDesc.SampleDesc.Quality = 0;
swapchainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_UNORDERED_ACCESS;
swapchainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_UNORDERED_ACCESS | DXGI_USAGE_SHADER_INPUT;
swapchainDesc.BufferCount = 2;
swapchainDesc.OutputWindow = dxgiHandle;
swapchainDesc.Windowed = 1;
@ -3748,6 +3784,7 @@ static void D3D11_UnclaimWindow(
D3D11_Wait(driverData);
ID3D11ShaderResourceView_Release(windowData->texture.shaderView);
ID3D11RenderTargetView_Release(windowData->texture.subresources[0].colorTargetView);
ID3D11UnorderedAccessView_Release(windowData->texture.subresources[0].uav);
SDL_free(windowData->texture.subresources);
@ -3804,6 +3841,15 @@ static Refresh_Texture* D3D11_AcquireSwapchainTexture(
ERROR_CHECK_RETURN("Could not resize swapchain", NULL);
}
/* Set the handle on the windowData texture data. */
res = IDXGISwapChain_GetBuffer(
windowData->swapchain,
0,
&D3D_IID_ID3D11Texture2D,
(void**) &windowData->texture.handle
);
ERROR_CHECK_RETURN("Could not acquire swapchain!", NULL);
/* Let the command buffer know it's associated with this swapchain. */
d3d11CommandBuffer->windowData = windowData;
@ -4011,6 +4057,8 @@ static void D3D11_Submit(
syncInterval,
presentFlags
);
ID3D11Texture2D_Release(d3d11CommandBuffer->windowData->texture.handle);
}
/* Check if we can perform any cleanups */