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@@ -90,17 +90,13 @@ GFXLockedRect *GFXD3D11TextureObject::lock(U32 mipLevel /*= 0*/, RectI *inRect /
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GFXD3D11TextureObject* pD3DStagingTex = (GFXD3D11TextureObject*)&(*mStagingTex);
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//map staging texture
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- HRESULT hr;
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-
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- bool is3D = mStagingTex->getDepth() != 0;
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- if (is3D) //3d texture
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- hr = pContext->Map(pD3DStagingTex->get3DTex(), mLockedSubresource, D3D11_MAP_READ, 0, &mapInfo);
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- else
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- hr = pContext->Map(pD3DStagingTex->get2DTex(), mLockedSubresource, D3D11_MAP_READ, 0, &mapInfo);
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+ HRESULT hr = pContext->Map(pD3DStagingTex->getResource(), mLockedSubresource, D3D11_MAP_WRITE, 0, &mapInfo);
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if (FAILED(hr))
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AssertFatal(false, "GFXD3D11TextureObject:lock - failed to map render target resource!");
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+
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+ bool is3D = mStagingTex->getDepth() != 0;
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const U32 width = mTextureSize.x >> mipLevel;
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const U32 height = mTextureSize.y >> mipLevel;
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const U32 depth = is3D ? mTextureSize.z >> mipLevel : 1;
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@@ -147,27 +143,13 @@ void GFXD3D11TextureObject::unlock(U32 mipLevel)
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ID3D11DeviceContext* pContext = D3D11DEVICECONTEXT;
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GFXD3D11TextureObject* pD3DStagingTex = (GFXD3D11TextureObject*)&(*mStagingTex);
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+ ID3D11Resource* pStagingResource = pD3DStagingTex->getResource();
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+ const bool is3D = mStagingTex->getDepth() != 0;
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- bool is3D = mStagingTex->getDepth() != 0;
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-
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- if (is3D)
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- {
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- ID3D11Texture3D* pStagingTex = pD3DStagingTex->get3DTex();
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-
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- //unmap staging texture
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- pContext->Unmap(pStagingTex, mLockedSubresource);
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- //copy lock box region from the staging texture to our regular texture
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- pContext->CopySubresourceRegion(mD3DTexture, mLockedSubresource, mLockBox.left, mLockBox.top, mLockBox.front, pStagingTex, mLockedSubresource, &mLockBox);
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- }
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- else
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- {
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- ID3D11Texture2D* pStagingTex = pD3DStagingTex->get2DTex();
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-
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- //unmap staging texture
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- pContext->Unmap(pStagingTex, mLockedSubresource);
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- //copy lock box region from the staging texture to our regular texture
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- pContext->CopySubresourceRegion(mD3DTexture, mLockedSubresource, mLockBox.left, mLockBox.top, 0, pStagingTex, mLockedSubresource, &mLockBox);
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- }
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+ //unmap staging texture
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+ pContext->Unmap(pStagingResource, mLockedSubresource);
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+ //copy lock box region from the staging texture to our regular texture
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+ pContext->CopySubresourceRegion(mD3DTexture, mLockedSubresource, mLockBox.left, mLockBox.top, is3D ? mLockBox.back : 0, pStagingResource, mLockedSubresource, &mLockBox);
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PROFILE_END();
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