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Corrects a problem with the D3D11 texture lock/unlock mechanism

rextimmy 7 years ago
parent
commit
96c71a4d5d

+ 55 - 58
Engine/source/gfx/D3D11/gfxD3D11TextureObject.cpp

@@ -65,59 +65,56 @@ GFXLockedRect *GFXD3D11TextureObject::lock(U32 mipLevel /*= 0*/, RectI *inRect /
 {
    AssertFatal( !mLocked, "GFXD3D11TextureObject::lock - The texture is already locked!" );
 
-   D3D11_MAPPED_SUBRESOURCE mapInfo;
-
-   if( mProfile->isRenderTarget() )
+   if( !mStagingTex ||
+      mStagingTex->getWidth() != getWidth() ||
+      mStagingTex->getHeight() != getHeight() )
    {
-      //AssertFatal( 0, "GFXD3D11TextureObject::lock - Need to handle mapping render targets" );
-      if( !mLockTex || 
-          mLockTex->getWidth() != getWidth() ||
-          mLockTex->getHeight() != getHeight() )
-      {
-         mLockTex.set( getWidth(), getHeight(), mFormat, &GFXSystemMemTextureProfile, avar("%s() - mLockTex (line %d)", __FUNCTION__, __LINE__) );
-      }
-
-      PROFILE_START(GFXD3D11TextureObject_lockRT);
-
-      GFXD3D11Device* dev = D3D11;
+      mStagingTex.set( getWidth(), getHeight(), mFormat, &GFXSystemMemTextureProfile, avar("%s() - mLockTex (line %d)", __FUNCTION__, __LINE__) );
+   }
 
-      GFXD3D11TextureObject* to = (GFXD3D11TextureObject*) &(*mLockTex);
-      dev->getDeviceContext()->CopyResource(to->get2DTex(), mD3DTexture);
+   ID3D11DeviceContext* pContext = D3D11DEVICECONTEXT;
+   D3D11_MAPPED_SUBRESOURCE mapInfo;
+   U32 offset = 0;
+   mLockedSubresource = D3D11CalcSubresource(mipLevel, 0, getMipLevels());
+   GFXD3D11TextureObject* pD3DStagingTex = (GFXD3D11TextureObject*)&(*mStagingTex);
 
-      mLockedSubresource = D3D11CalcSubresource(0, 0, 1);
-      HRESULT hr =  dev->getDeviceContext()->Map(to->get2DTex(), mLockedSubresource, D3D11_MAP_READ, 0, &mapInfo);
-      
-      if (FAILED(hr))
-         AssertFatal(false, "GFXD3D11TextureObject:lock- failed to map render target resource!");
+   //map staging texture
+   HRESULT hr = pContext->Map(pD3DStagingTex->get2DTex(), mLockedSubresource, D3D11_MAP_READ, 0, &mapInfo);
 
-      mLocked = true;
+   if (FAILED(hr))
+      AssertFatal(false, "GFXD3D11TextureObject:lock - failed to map render target resource!");
 
+   const U32 width = mTextureSize.x >> mipLevel;
+   const U32 height = mTextureSize.y >> mipLevel;
 
-      PROFILE_END();
+   //calculate locked box region and offset
+   if (inRect)
+   {
+      if ((inRect->point.x + inRect->extent.x > width) || (inRect->point.y + inRect->extent.y > height))
+         AssertFatal(false, "GFXD3D11TextureObject::lock - Rectangle too big!");
+
+      mLockBox.top = inRect->point.y;
+      mLockBox.left = inRect->point.x;
+      mLockBox.bottom = inRect->point.y + inRect->extent.y;
+      mLockBox.right = inRect->point.x + inRect->extent.x;
+      mLockBox.back = 1;
+      mLockBox.front = 0;
+
+      //calculate offset
+      offset = inRect->point.x * getFormatByteSize() + inRect->point.y * mapInfo.RowPitch;
    }
    else
    {
-      RECT r;
-
-      if(inRect)
-      {
-         r.top  = inRect->point.y;
-         r.left = inRect->point.x;
-         r.bottom = inRect->point.y + inRect->extent.y;
-         r.right  = inRect->point.x + inRect->extent.x;
-      }
-
-      mLockedSubresource = D3D11CalcSubresource(mipLevel, 0, getMipLevels());
-      HRESULT hr = D3D11DEVICECONTEXT->Map(mD3DTexture, mLockedSubresource, D3D11_MAP_WRITE_DISCARD, 0, &mapInfo);
-      
-      if ( FAILED(hr) )
-         AssertFatal(false, "GFXD3D11TextureObject::lock - Failed to map subresource.");
-
-      mLocked = true;
-
+      mLockBox.top = 0;
+      mLockBox.left = 0;
+      mLockBox.bottom = height;
+      mLockBox.right = width;
+      mLockBox.back = 1;
+      mLockBox.front = 0;
    }
 
-   mLockRect.pBits = static_cast<U8*>(mapInfo.pData);
+   mLocked = true;
+   mLockRect.pBits = static_cast<U8*>(mapInfo.pData) + offset;
    mLockRect.Pitch = mapInfo.RowPitch;
 
    return (GFXLockedRect*)&mLockRect;
@@ -127,22 +124,22 @@ void GFXD3D11TextureObject::unlock(U32 mipLevel)
 {
    AssertFatal( mLocked, "GFXD3D11TextureObject::unlock - Attempting to unlock a surface that has not been locked" );
 
-   if( mProfile->isRenderTarget() )
-   {
-      //AssertFatal( 0, "GFXD3D11TextureObject::unlock - Need to handle mapping render targets" );
-      GFXD3D11TextureObject* to = (GFXD3D11TextureObject*)&(*mLockTex);
-      
-      D3D11->getDeviceContext()->Unmap(to->get2DTex(), mLockedSubresource);
-      
-      mLockedSubresource = 0;
-      mLocked = false;
-   }
-   else
-   {
-      D3D11DEVICECONTEXT->Unmap(get2DTex(), mLockedSubresource);
-      mLockedSubresource = 0;
-      mLocked = false;
-   }
+   //profile in the unlock function because all the heavy lifting is done here
+   PROFILE_START(GFXD3D11TextureObject_lockRT);
+
+   ID3D11DeviceContext* pContext = D3D11DEVICECONTEXT;
+   GFXD3D11TextureObject* pD3DStagingTex = (GFXD3D11TextureObject*)&(*mStagingTex);
+   ID3D11Texture2D *pStagingTex = pD3DStagingTex->get2DTex();
+
+   //unmap staging texture
+   pContext->Unmap(pStagingTex, mLockedSubresource);
+   //copy lock box region from the staging texture to our regular texture
+   pContext->CopySubresourceRegion(mD3DTexture, mLockedSubresource, mLockBox.left, mLockBox.top, 0, pStagingTex, mLockedSubresource, &mLockBox);
+
+   PROFILE_END();
+
+   mLockedSubresource = 0;
+   mLocked = false;
 }
 
 void GFXD3D11TextureObject::release()

+ 2 - 1
Engine/source/gfx/D3D11/gfxD3D11TextureObject.h

@@ -31,8 +31,9 @@ class GFXD3D11TextureObject : public GFXTextureObject
 {
 protected:
    static U32 mTexCount;
-   GFXTexHandle mLockTex;
+   GFXTexHandle mStagingTex;
    DXGI_MAPPED_RECT mLockRect;
+   D3D11_BOX mLockBox;
    bool mLocked;
 
    U32 mLockedSubresource;