Implement UpdateTextureLevels for D3D11

This commit is contained in:
Henrik Rydgård
2023-05-30 14:54:19 +02:00
parent 3a9ce528e7
commit 25662a7f6c
+58 -31
View File
@@ -811,6 +811,12 @@ public:
bool Create(ID3D11DeviceContext *context, ID3D11Device *device, const TextureDesc &desc, bool generateMips);
bool CreateStagingTexture(ID3D11Device *device);
void UpdateTextureLevels(ID3D11DeviceContext *context, ID3D11Device *device, Texture *texture, const uint8_t *const *data, TextureCallback initDataCallback, int numLevels);
ID3D11ShaderResourceView *View() { return view_; }
private:
bool FillLevel(ID3D11DeviceContext *context, int level, int w, int h, int d, const uint8_t *const *data, TextureCallback initDataCallback);
ID3D11Texture2D *tex_ = nullptr;
ID3D11Texture2D *stagingTex_ = nullptr;
@@ -818,6 +824,29 @@ public:
int mipLevels_ = 0;
};
bool D3D11Texture::FillLevel(ID3D11DeviceContext *context, int level, int w, int h, int d, const uint8_t *const *data, TextureCallback initDataCallback) {
D3D11_MAPPED_SUBRESOURCE mapped;
HRESULT hr = context->Map(stagingTex_, level, D3D11_MAP_WRITE, 0, &mapped);
if (!SUCCEEDED(hr)) {
tex_->Release();
tex_ = nullptr;
return false;
}
if (!initDataCallback((uint8_t *)mapped.pData, data[level], w, h, d, mapped.RowPitch, mapped.DepthPitch)) {
for (int s = 0; s < d; ++s) {
for (int y = 0; y < h; ++y) {
void *dest = (uint8_t *)mapped.pData + mapped.DepthPitch * s + mapped.RowPitch * y;
uint32_t byteStride = w * (uint32_t)DataFormatSizeInBytes(format_);
const void *src = data[level] + byteStride * (y + h * d);
memcpy(dest, src, byteStride);
}
}
}
context->Unmap(stagingTex_, level);
return true;
}
bool D3D11Texture::CreateStagingTexture(ID3D11Device *device) {
if (stagingTex_)
return true;
@@ -891,32 +920,9 @@ bool D3D11Texture::Create(ID3D11DeviceContext *context, ID3D11Device *device, co
return false;
}
auto populateLevelCallback = [&](int level, int w, int h, int d) {
D3D11_MAPPED_SUBRESOURCE mapped;
hr = context->Map(stagingTex_, level, D3D11_MAP_WRITE, 0, &mapped);
if (!SUCCEEDED(hr)) {
tex_->Release();
tex_ = nullptr;
return false;
}
if (!desc.initDataCallback((uint8_t *)mapped.pData, desc.initData[level], w, h, d, mapped.RowPitch, mapped.DepthPitch)) {
for (int s = 0; s < d; ++s) {
for (int y = 0; y < h; ++y) {
void *dest = (uint8_t *)mapped.pData + mapped.DepthPitch * s + mapped.RowPitch * y;
uint32_t byteStride = w * (uint32_t)DataFormatSizeInBytes(desc.format);
const void *src = desc.initData[level] + byteStride * (y + h * d);
memcpy(dest, src, byteStride);
}
}
}
context->Unmap(stagingTex_, level);
return true;
};
if (generateMips && desc.initData.size() >= 1) {
if (desc.initDataCallback) {
if (!populateLevelCallback(0, desc.width, desc.height, desc.depth)) {
if (!FillLevel(context, 0, desc.width, desc.height, desc.depth, desc.initData.data(), desc.initDataCallback)) {
tex_->Release();
return false;
}
@@ -934,7 +940,7 @@ bool D3D11Texture::Create(ID3D11DeviceContext *context, ID3D11Device *device, co
int h = desc.height;
int d = desc.depth;
for (int i = 0; i < (int)desc.initData.size(); i++) {
if (!populateLevelCallback(i, desc.width, desc.height, desc.depth)) {
if (!FillLevel(context, i, w, h, d, desc.initData.data(), desc.initDataCallback)) {
if (i == 0) {
return false;
} else {
@@ -954,6 +960,29 @@ bool D3D11Texture::Create(ID3D11DeviceContext *context, ID3D11Device *device, co
return true;
}
void D3D11Texture::UpdateTextureLevels(ID3D11DeviceContext *context, ID3D11Device *device, Texture *texture, const uint8_t * const*data, TextureCallback initDataCallback, int numLevels) {
if (!CreateStagingTexture(device)) {
return;
}
int w = width_;
int h = height_;
int d = depth_;
for (int i = 0; i < (int)numLevels; i++) {
if (!FillLevel(context, i, w, h, d, data, initDataCallback)) {
break;
}
w = (w + 1) / 2;
h = (h + 1) / 2;
d = (d + 1) / 2;
}
context->CopyResource(tex_, stagingTex_);
stagingTex_->Release();
stagingTex_ = nullptr;
}
Texture *D3D11DrawContext::CreateTexture(const TextureDesc &desc) {
if (!(GetDataFormatSupport(desc.format) & FMT_TEXTURE)) {
// D3D11 does not support this format as a texture format.
@@ -974,12 +1003,10 @@ Texture *D3D11DrawContext::CreateTexture(const TextureDesc &desc) {
return tex;
}
void D3D11DrawContext::UpdateTextureLevels(Texture *texture, const uint8_t **data, TextureCallback initDataCallback, int numLevels) {
D3D11Texture *tex = (D3D11Texture *)texture;
// If no staging texture, let's create one.
tex->UpdateTextureLevels(context_, device_, texture, data, initDataCallback, numLevels);
}
ShaderModule *D3D11DrawContext::CreateShaderModule(ShaderStage stage, ShaderLanguage language, const uint8_t *data, size_t dataSize, const char *tag) {
@@ -1450,7 +1477,7 @@ void D3D11DrawContext::BindTextures(int start, int count, Texture **textures, Te
_assert_(start + count <= ARRAY_SIZE(views));
for (int i = 0; i < count; i++) {
D3D11Texture *tex = (D3D11Texture *)textures[i];
views[i] = tex ? tex->view_ : nullptr;
views[i] = tex ? tex->View() : nullptr;
}
context_->PSSetShaderResources(start, count, views);
}
@@ -1810,7 +1837,7 @@ uint64_t D3D11DrawContext::GetNativeObject(NativeObject obj, void *srcObject) {
case NativeObject::FEATURE_LEVEL:
return (uint64_t)(uintptr_t)featureLevel_;
case NativeObject::TEXTURE_VIEW:
return (uint64_t)(((D3D11Texture *)srcObject)->view_);
return (uint64_t)(((D3D11Texture *)srcObject)->View());
default:
return 0;
}