1
0
mirror of https://github.com/RPCS3/rpcs3.git synced 2024-11-23 11:13:19 +01:00

d3d12: Add some other texture case + factorise resource desc code

This commit is contained in:
vlj 2015-05-28 21:55:22 +02:00 committed by Vincent Lejeune
parent 88d05a08cf
commit 52a68875fc

View File

@ -67,7 +67,33 @@ size_t D3D12GSRender::UploadTextures()
int format = m_textures[i].GetFormat() & ~(CELL_GCM_TEXTURE_LN | CELL_GCM_TEXTURE_UN);
switch (format)
{
case CELL_GCM_TEXTURE_A1R5G5B5:
case CELL_GCM_TEXTURE_A4R4G4B4:
case CELL_GCM_TEXTURE_R5G6B5:
case CELL_GCM_TEXTURE_COMPRESSED_DXT1:
case CELL_GCM_TEXTURE_COMPRESSED_DXT23:
case CELL_GCM_TEXTURE_COMPRESSED_DXT45:
case CELL_GCM_TEXTURE_G8B8:
case CELL_GCM_TEXTURE_R6G5B5:
case CELL_GCM_TEXTURE_DEPTH24_D8:
case CELL_GCM_TEXTURE_DEPTH24_D8_FLOAT:
case CELL_GCM_TEXTURE_DEPTH16:
case CELL_GCM_TEXTURE_DEPTH16_FLOAT:
case CELL_GCM_TEXTURE_X16:
case CELL_GCM_TEXTURE_Y16_X16:
case CELL_GCM_TEXTURE_R5G5B5A1:
case CELL_GCM_TEXTURE_W16_Z16_Y16_X16_FLOAT:
case CELL_GCM_TEXTURE_W32_Z32_Y32_X32_FLOAT:
case CELL_GCM_TEXTURE_X32_FLOAT:
case CELL_GCM_TEXTURE_D1R5G5B5:
case CELL_GCM_TEXTURE_D8R8G8B8:
case CELL_GCM_TEXTURE_Y16_X16_FLOAT:
case ~(CELL_GCM_TEXTURE_LN | CELL_GCM_TEXTURE_UN) & CELL_GCM_TEXTURE_COMPRESSED_B8R8_G8R8:
case ~(CELL_GCM_TEXTURE_LN | CELL_GCM_TEXTURE_UN) & CELL_GCM_TEXTURE_COMPRESSED_R8B8_R8G8:
default:
LOG_ERROR(RSX, "Unimplemented Texture format");
break;
case CELL_GCM_TEXTURE_A8R8G8B8:
dxgiFormat = DXGI_FORMAT_R8G8B8A8_UNORM;
pixelSize = 4;
break;
@ -79,19 +105,11 @@ size_t D3D12GSRender::UploadTextures()
ID3D12Resource *Texture, *vramTexture;
size_t textureSize = w * h * 4;
D3D12_RESOURCE_DESC textureDesc = {};
textureDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
textureDesc.Width = textureSize;
textureDesc.Height = 1;
textureDesc.DepthOrArraySize = 1;
textureDesc.SampleDesc.Count = 1;
textureDesc.MipLevels = 1;
textureDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
check(m_device->CreatePlacedResource(
m_perFrameStorage.m_uploadTextureHeap,
m_perFrameStorage.m_currentStorageOffset,
&textureDesc,
&getBufferResourceDesc(textureSize),
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&Texture)
@ -107,21 +125,13 @@ size_t D3D12GSRender::UploadTextures()
rowPitch = (rowPitch + 255) & ~255;
// Upload with correct rowpitch
for (unsigned row = 0; row < m_textures[i].GetHeight(); row++)
streamToBuffer((char*)textureData + row * rowPitch, (char*)pixels + row * m_textures[i].m_pitch, m_textures[i].m_pitch);
streamToBuffer((char*)textureData + row * rowPitch, (char*)pixels + row * m_textures[i].m_pitch, m_textures[i].m_pitch);
Texture->Unmap(0, nullptr);
D3D12_RESOURCE_DESC vramTextureDesc = {};
vramTextureDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
vramTextureDesc.Width = m_textures[i].GetWidth();
vramTextureDesc.Height = m_textures[i].GetHeight();
vramTextureDesc.Format = dxgiFormat;
vramTextureDesc.DepthOrArraySize = 1;
vramTextureDesc.SampleDesc.Count = 1;
vramTextureDesc.MipLevels = 1;
check(m_device->CreatePlacedResource(
m_perFrameStorage.m_textureStorage,
m_perFrameStorage.m_currentStorageOffset,
&vramTextureDesc,
&getTexture2DResourceDesc(m_textures[i].GetWidth(), m_textures[i].GetHeight(), dxgiFormat),
D3D12_RESOURCE_STATE_COPY_DEST,
nullptr,
IID_PPV_ARGS(&vramTexture)