GetBufferData

d3d11
Caleb Cornett 2024-02-09 00:57:26 -06:00 committed by cosmonaut
parent 508d077c26
commit f7fae4d314
1 changed files with 68 additions and 2 deletions

View File

@ -1852,7 +1852,73 @@ static void D3D11_GetBufferData(
void* data, void* data,
uint32_t dataLengthInBytes uint32_t dataLengthInBytes
) { ) {
NOT_IMPLEMENTED D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11Buffer *d3d11Buffer = (D3D11Buffer*) buffer;
D3D11_BUFFER_DESC stagingBufferDesc;
ID3D11Resource *stagingBuffer;
D3D11_BOX srcBox = { 0, 0, 0, dataLengthInBytes, 1, 1 };
D3D11_MAPPED_SUBRESOURCE mappedSubresource;
HRESULT res;
/* Create staging buffer */
stagingBufferDesc.ByteWidth = dataLengthInBytes;
stagingBufferDesc.Usage = D3D11_USAGE_STAGING;
stagingBufferDesc.BindFlags = 0;
stagingBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
stagingBufferDesc.MiscFlags = 0;
stagingBufferDesc.StructureByteStride = 0;
res = ID3D11Device_CreateBuffer(
renderer->device,
&stagingBufferDesc,
NULL,
(ID3D11Buffer**) &stagingBuffer
);
ERROR_CHECK_RETURN("Could not create staging buffer for readback", );
/* Copy data into staging buffer */
ID3D11DeviceContext_CopySubresourceRegion(
renderer->immediateContext,
stagingBuffer,
0,
0,
0,
0,
(ID3D11Resource*) d3d11Buffer->handle,
0,
&srcBox
);
/* Read from the staging buffer */
res = ID3D11DeviceContext_Map(
renderer->immediateContext,
stagingBuffer,
0,
D3D11_MAP_READ,
0,
&mappedSubresource
);
if (FAILED(res))
{
D3D11_INTERNAL_LogError(
renderer->device,
"Failed to map staging buffer for read!",
res
);
ID3D11Buffer_Release(stagingBuffer);
return;
}
SDL_memcpy(data, mappedSubresource.pData, dataLengthInBytes);
ID3D11DeviceContext_Unmap(
renderer->immediateContext,
stagingBuffer,
0
);
/* Clean up the staging buffer */
ID3D11Resource_Release(stagingBuffer);
} }
/* Uniforms */ /* Uniforms */
@ -3741,7 +3807,7 @@ tryCreateDevice:
Refresh_LogInfo("D3D11 Adapter: %S", adapterDesc.Description); Refresh_LogInfo("D3D11 Adapter: %S", adapterDesc.Description);
/* Create mutexes */ /* Create mutexes */
renderer->contextLock = SDL_CreateMutex(); renderer->contextLock = SDL_CreateMutex(); /* FIXME: We should be using this *everywhere* the immediate context is accessed! */
renderer->acquireCommandBufferLock = SDL_CreateMutex(); renderer->acquireCommandBufferLock = SDL_CreateMutex();
renderer->uniformBufferLock = SDL_CreateMutex(); renderer->uniformBufferLock = SDL_CreateMutex();
renderer->fenceLock = SDL_CreateMutex(); renderer->fenceLock = SDL_CreateMutex();