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https://github.com/RPCS3/rpcs3.git
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d3d12: Use a single big buffer to store readback data
This commit is contained in:
parent
d0338cddf7
commit
0d2c4c24b4
4 changed files with 50 additions and 90 deletions
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@ -197,14 +197,14 @@ D3D12GSRender::D3D12GSRender()
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IID_PPV_ARGS(&m_dummy_texture))
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);
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m_readback_resources.init(m_device.Get(), 1024 * 1024 * 128, D3D12_HEAP_TYPE_READBACK, D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS);
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m_readback_resources.init(m_device.Get(), 1024 * 1024 * 128, D3D12_HEAP_TYPE_READBACK, D3D12_RESOURCE_STATE_COPY_DEST);
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m_uav_heap.init(m_device.Get(), 1024 * 1024 * 128, D3D12_HEAP_TYPE_DEFAULT, D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES);
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m_rtts.init(m_device.Get());
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m_constants_data.init(m_device.Get(), 1024 * 1024 * 64, D3D12_HEAP_TYPE_UPLOAD, D3D12_HEAP_FLAG_NONE);
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m_vertex_index_data.init(m_device.Get(), 1024 * 1024 * 384, D3D12_HEAP_TYPE_UPLOAD, D3D12_HEAP_FLAG_NONE);
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m_texture_upload_data.init(m_device.Get(), 1024 * 1024 * 512, D3D12_HEAP_TYPE_UPLOAD, D3D12_HEAP_FLAG_NONE);
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m_constants_data.init(m_device.Get(), 1024 * 1024 * 64, D3D12_HEAP_TYPE_UPLOAD, D3D12_RESOURCE_STATE_GENERIC_READ);
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m_vertex_index_data.init(m_device.Get(), 1024 * 1024 * 384, D3D12_HEAP_TYPE_UPLOAD, D3D12_RESOURCE_STATE_GENERIC_READ);
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m_texture_upload_data.init(m_device.Get(), 1024 * 1024 * 512, D3D12_HEAP_TYPE_UPLOAD, D3D12_RESOURCE_STATE_GENERIC_READ);
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if (rpcs3::config.rsx.d3d12.overlay.value())
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init_d2d_structures();
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@ -121,7 +121,7 @@ private:
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// Texture storage
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data_heap<ID3D12Resource, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT> m_texture_upload_data;
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data_heap<ID3D12Heap, D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT> m_uav_heap;
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data_heap<ID3D12Heap, D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT> m_readback_resources;
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data_heap<ID3D12Resource, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT> m_readback_resources;
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struct
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{
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@ -27,15 +27,15 @@ struct init_heap<ID3D12Heap>
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template<>
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struct init_heap<ID3D12Resource>
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{
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static ID3D12Resource* init(ID3D12Device *device, size_t heap_size, D3D12_HEAP_TYPE type, D3D12_HEAP_FLAGS flags)
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static ID3D12Resource* init(ID3D12Device *device, size_t heap_size, D3D12_HEAP_TYPE type, D3D12_RESOURCE_STATES state)
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{
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ID3D12Resource *result;
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D3D12_HEAP_PROPERTIES heap_properties = {};
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heap_properties.Type = type;
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ThrowIfFailed(device->CreateCommittedResource(&heap_properties,
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flags,
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D3D12_HEAP_FLAG_NONE,
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&CD3DX12_RESOURCE_DESC::Buffer(heap_size),
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D3D12_RESOURCE_STATE_GENERIC_READ,
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state,
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nullptr,
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IID_PPV_ARGS(&result))
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);
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@ -60,10 +60,11 @@ struct data_heap
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size_t m_put_pos; // Start of free space
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size_t m_get_pos; // End of free space
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void init(ID3D12Device *device, size_t heap_size, D3D12_HEAP_TYPE type, D3D12_HEAP_FLAGS flags)
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template <typename... arg_type>
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void init(ID3D12Device *device, size_t heap_size, D3D12_HEAP_TYPE type, arg_type... args)
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{
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m_size = heap_size;
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m_heap = init_heap<T>::init(device, heap_size, type, flags);
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m_heap = init_heap<T>::init(device, heap_size, type, args...);
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m_put_pos = 0;
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m_get_pos = heap_size - 1;
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}
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@ -348,13 +348,12 @@ void render_targets::init(ID3D12Device *device)//, u8 surfaceDepthFormat, size_t
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namespace
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{
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/**
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* Create a write back buffer resource and populate command_list with copy command to fill it
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* with color_surface data.
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*/
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ComPtr<ID3D12Resource> create_readback_buffer_and_download(
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* Populate command_list with copy command with color_surface data and return offset in readback buffer
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*/
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size_t download_to_readback_buffer(
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ID3D12Device *device,
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ID3D12GraphicsCommandList * command_list,
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data_heap<ID3D12Heap, D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT> &readback_heap,
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data_heap<ID3D12Resource, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT> &readback_heap,
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ID3D12Resource * color_surface,
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int color_surface_format
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)
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@ -376,31 +375,22 @@ namespace
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size_t buffer_size = row_pitch * clip_h;
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assert(readback_heap.can_alloc(buffer_size));
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size_t heapOffset = readback_heap.alloc(buffer_size);
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ComPtr<ID3D12Resource> Result;
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ThrowIfFailed(
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device->CreatePlacedResource(
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readback_heap.m_heap,
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heapOffset,
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&CD3DX12_RESOURCE_DESC::Buffer(row_pitch * clip_h),
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D3D12_RESOURCE_STATE_COPY_DEST,
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nullptr,
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IID_PPV_ARGS(Result.GetAddressOf())
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)
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);
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size_t heap_offset = readback_heap.alloc(buffer_size);
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command_list->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(color_surface, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE));
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command_list->CopyTextureRegion(&CD3DX12_TEXTURE_COPY_LOCATION(Result.Get(), { 0,{ dxgi_format, (UINT)clip_w, (UINT)clip_h, 1, (UINT)row_pitch } }), 0, 0, 0,
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command_list->CopyTextureRegion(&CD3DX12_TEXTURE_COPY_LOCATION(readback_heap.m_heap, { heap_offset, { dxgi_format, (UINT)clip_w, (UINT)clip_h, 1, (UINT)row_pitch } }), 0, 0, 0,
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&CD3DX12_TEXTURE_COPY_LOCATION(color_surface, 0), nullptr);
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command_list->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(color_surface, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET));
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return Result;
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return heap_offset;
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}
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void copy_readback_buffer_to_dest(void *dest, ID3D12Resource *res, size_t dst_pitch, size_t src_pitch, size_t height)
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void copy_readback_buffer_to_dest(void *dest, data_heap<ID3D12Resource, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT> &readback_heap, size_t offset_in_heap, size_t dst_pitch, size_t src_pitch, size_t height)
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{
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void *mapped_buffer;
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ThrowIfFailed(res->Map(0, nullptr, &mapped_buffer));
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void *buffer;
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// TODO: Use exact range
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ThrowIfFailed(readback_heap.m_heap->Map(0, nullptr, &buffer));
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void *mapped_buffer = (char*)buffer + offset_in_heap;
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for (unsigned row = 0; row < height; row++)
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{
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u32 *casted_dest = (u32*)((char*)dest + row * dst_pitch);
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@ -408,7 +398,7 @@ namespace
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for (unsigned col = 0; col < src_pitch / 4; col++)
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*casted_dest++ = _byteswap_ulong(*casted_src++);
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}
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res->Unmap(0, nullptr);
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readback_heap.m_heap->Unmap(0, nullptr);
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}
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void wait_for_command_queue(ID3D12Device *device, ID3D12CommandQueue *command_queue)
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@ -431,9 +421,10 @@ void D3D12GSRender::copy_render_target_to_dma_location()
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int clip_w = rsx::method_registers[NV4097_SET_SURFACE_CLIP_HORIZONTAL] >> 16;
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int clip_h = rsx::method_registers[NV4097_SET_SURFACE_CLIP_VERTICAL] >> 16;
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ComPtr<ID3D12Resource> depth_buffer_write_dest, depth_format_conversion_buffer;
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ComPtr<ID3D12Resource> depth_format_conversion_buffer;
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ComPtr<ID3D12DescriptorHeap> descriptor_heap;
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size_t depth_row_pitch = align(clip_w, 256);
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size_t depth_buffer_offset_in_heap = 0;
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u32 context_dma_color[] =
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{
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@ -463,21 +454,6 @@ void D3D12GSRender::copy_render_target_to_dma_location()
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)
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);
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size_t buffer_size = depth_row_pitch * clip_h;
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assert(m_readback_resources.can_alloc(buffer_size));
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heap_offset = m_readback_resources.alloc(buffer_size);
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ThrowIfFailed(
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m_device->CreatePlacedResource(
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m_readback_resources.m_heap,
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heap_offset,
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&CD3DX12_RESOURCE_DESC::Buffer(buffer_size),
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D3D12_RESOURCE_STATE_COPY_DEST,
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nullptr,
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IID_PPV_ARGS(depth_buffer_write_dest.GetAddressOf())
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)
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);
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D3D12_DESCRIPTOR_HEAP_DESC descriptor_heap_desc = { D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV , 2, D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE };
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ThrowIfFailed(
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m_device->CreateDescriptorHeap(&descriptor_heap_desc, IID_PPV_ARGS(descriptor_heap.GetAddressOf()))
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@ -511,22 +487,22 @@ void D3D12GSRender::copy_render_target_to_dma_location()
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};
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get_current_resource_storage().command_list->ResourceBarrier(2, barriers);
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get_current_resource_storage().command_list->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(depth_format_conversion_buffer.Get(), D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE));
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get_current_resource_storage().command_list->CopyTextureRegion(&CD3DX12_TEXTURE_COPY_LOCATION(depth_buffer_write_dest.Get(), { 0,{ DXGI_FORMAT_R8_UNORM, (UINT)clip_w, (UINT)clip_h, 1, (UINT)depth_row_pitch } }), 0, 0, 0,
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&CD3DX12_TEXTURE_COPY_LOCATION(depth_buffer_write_dest.Get(), 0), nullptr);
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get_current_resource_storage().command_list->CopyTextureRegion(&CD3DX12_TEXTURE_COPY_LOCATION(m_readback_resources.m_heap, { depth_buffer_offset_in_heap,{ DXGI_FORMAT_R8_UNORM, (UINT)clip_w, (UINT)clip_h, 1, (UINT)depth_row_pitch } }), 0, 0, 0,
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&CD3DX12_TEXTURE_COPY_LOCATION(depth_format_conversion_buffer.Get(), 0), nullptr);
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invalidate_address(rsx::get_address(rsx::method_registers[NV4097_SET_SURFACE_ZETA_OFFSET], m_context_dma_z - 0xfeed0000));
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need_transfer = true;
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}
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ComPtr<ID3D12Resource> readback_buffers[4];
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size_t color_buffer_offset_in_heap[4];
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if (rpcs3::state.config.rsx.opengl.write_color_buffers)
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{
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for (u8 i : get_rtt_indexes(rsx::method_registers[NV4097_SET_SURFACE_COLOR_TARGET]))
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{
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if (!context_dma_color[i])
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continue;
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readback_buffers[i] = create_readback_buffer_and_download(m_device.Get(), get_current_resource_storage().command_list.Get(), m_readback_resources, m_rtts.bound_render_targets[0], m_surface.color_format);
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color_buffer_offset_in_heap[i] = download_to_readback_buffer(m_device.Get(), get_current_resource_storage().command_list.Get(), m_readback_resources, m_rtts.bound_render_targets[i], m_surface.color_format);
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invalidate_address(rsx::get_address(rsx::method_registers[NV4097_SET_SURFACE_COLOR_AOFFSET], context_dma_color[i] - 0xfeed0000));
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need_transfer = true;
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}
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@ -546,8 +522,10 @@ void D3D12GSRender::copy_render_target_to_dma_location()
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u32 address = rsx::get_address(rsx::method_registers[NV4097_SET_SURFACE_ZETA_OFFSET], m_context_dma_z - 0xfeed0000);
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auto ptr = vm::base(address);
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char *depth_buffer = (char*)ptr;
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unsigned char *mapped_buffer;
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ThrowIfFailed(depth_buffer_write_dest->Map(0, nullptr, (void**)&mapped_buffer));
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void *buffer;
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// TODO: Use exact range
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ThrowIfFailed(m_readback_resources.m_heap->Map(0, nullptr, &buffer));
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unsigned char *mapped_buffer = (unsigned char*)buffer + depth_buffer_offset_in_heap;
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for (unsigned row = 0; row < (unsigned)clip_h; row++)
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{
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@ -560,6 +538,7 @@ void D3D12GSRender::copy_render_target_to_dma_location()
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depth_buffer[4 * (row * clip_w + i) + 3] = c;
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}
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}
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m_readback_resources.m_heap->Unmap(0, nullptr);
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}
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size_t srcPitch, dstPitch;
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@ -589,7 +568,7 @@ void D3D12GSRender::copy_render_target_to_dma_location()
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{
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if (!context_dma_color[i])
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continue;
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copy_readback_buffer_to_dest(dest_buffer[i], readback_buffers[i].Get(), srcPitch, dstPitch, clip_h);
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copy_readback_buffer_to_dest(dest_buffer[i], m_readback_resources, color_buffer_offset_in_heap[i], srcPitch, dstPitch, clip_h);
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}
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}
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}
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@ -597,7 +576,7 @@ void D3D12GSRender::copy_render_target_to_dma_location()
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void D3D12GSRender::copy_render_targets_to_memory(void *buffer, u8 rtt)
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{
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ComPtr<ID3D12Resource> readback_buffer = create_readback_buffer_and_download(m_device.Get(), get_current_resource_storage().command_list.Get(), m_readback_resources, m_rtts.bound_render_targets[rtt], m_surface.color_format);
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size_t heap_offset = download_to_readback_buffer(m_device.Get(), get_current_resource_storage().command_list.Get(), m_readback_resources, m_rtts.bound_render_targets[rtt], m_surface.color_format);
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ThrowIfFailed(get_current_resource_storage().command_list->Close());
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m_command_queue->ExecuteCommandLists(1, (ID3D12CommandList**)get_current_resource_storage().command_list.GetAddressOf());
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@ -620,7 +599,7 @@ void D3D12GSRender::copy_render_targets_to_memory(void *buffer, u8 rtt)
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dstPitch = clip_w * 8;
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break;
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}
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copy_readback_buffer_to_dest(buffer, readback_buffer.Get(), srcPitch, dstPitch, clip_h);
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copy_readback_buffer_to_dest(buffer, m_readback_resources, heap_offset, srcPitch, dstPitch, clip_h);
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}
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void D3D12GSRender::copy_depth_buffer_to_memory(void *buffer)
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@ -630,24 +609,13 @@ void D3D12GSRender::copy_depth_buffer_to_memory(void *buffer)
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size_t row_pitch = align(clip_w * 4, 256);
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ComPtr<ID3D12Resource> readback_buffer;
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size_t buffer_size = row_pitch * clip_h;
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assert(m_readback_resources.can_alloc(buffer_size));
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size_t heapOffset = m_readback_resources.alloc(buffer_size);
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ThrowIfFailed(
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m_device->CreatePlacedResource(
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m_readback_resources.m_heap,
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heapOffset,
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&CD3DX12_RESOURCE_DESC::Buffer(buffer_size),
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D3D12_RESOURCE_STATE_COPY_DEST,
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nullptr,
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IID_PPV_ARGS(readback_buffer.GetAddressOf())
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)
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);
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size_t heap_offset = m_readback_resources.alloc(buffer_size);
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get_current_resource_storage().command_list->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_rtts.bound_depth_stencil, D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_COPY_SOURCE));
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get_current_resource_storage().command_list->CopyTextureRegion(&CD3DX12_TEXTURE_COPY_LOCATION(readback_buffer.Get(), { 0,{ DXGI_FORMAT_R32_TYPELESS, (UINT)clip_w, (UINT)clip_h, 1, (UINT)row_pitch } }), 0, 0, 0,
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get_current_resource_storage().command_list->CopyTextureRegion(&CD3DX12_TEXTURE_COPY_LOCATION(m_readback_resources.m_heap, { heap_offset,{ DXGI_FORMAT_R32_TYPELESS, (UINT)clip_w, (UINT)clip_h, 1, (UINT)row_pitch } }), 0, 0, 0,
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&CD3DX12_TEXTURE_COPY_LOCATION(m_rtts.bound_depth_stencil, 0), nullptr);
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get_current_resource_storage().command_list->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_rtts.bound_depth_stencil, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_DEPTH_WRITE));
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@ -658,8 +626,9 @@ void D3D12GSRender::copy_depth_buffer_to_memory(void *buffer)
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wait_for_command_queue(m_device.Get(), m_command_queue.Get());
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m_readback_resources.m_get_pos = m_readback_resources.get_current_put_pos_minus_one();
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void *mapped_buffer;
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ThrowIfFailed(readback_buffer->Map(0, nullptr, &mapped_buffer));
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void *temp_buffer;
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ThrowIfFailed(m_readback_resources.m_heap->Map(0, nullptr, &temp_buffer));
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void *mapped_buffer = (char*)temp_buffer + heap_offset;
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for (unsigned row = 0; row < clip_h; row++)
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{
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u32 *casted_dest = (u32*)((char*)buffer + row * clip_w * 4);
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@ -667,7 +636,7 @@ void D3D12GSRender::copy_depth_buffer_to_memory(void *buffer)
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for (unsigned col = 0; col < row_pitch / 4; col++)
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*casted_dest++ = *casted_src++;
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}
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readback_buffer->Unmap(0, nullptr);
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m_readback_resources.m_heap->Unmap(0, nullptr);
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}
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@ -678,24 +647,13 @@ void D3D12GSRender::copy_stencil_buffer_to_memory(void *buffer)
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size_t row_pitch = align(clip_w * 4, 256);
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ComPtr<ID3D12Resource> readback_buffer;
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size_t buffer_size = row_pitch * clip_h;
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assert(m_readback_resources.can_alloc(buffer_size));
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size_t heapOffset = m_readback_resources.alloc(buffer_size);
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ThrowIfFailed(
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m_device->CreatePlacedResource(
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m_readback_resources.m_heap,
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heapOffset,
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&CD3DX12_RESOURCE_DESC::Buffer(buffer_size),
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D3D12_RESOURCE_STATE_COPY_DEST,
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nullptr,
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IID_PPV_ARGS(readback_buffer.GetAddressOf())
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)
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);
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size_t heap_offset = m_readback_resources.alloc(buffer_size);
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get_current_resource_storage().command_list->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_rtts.bound_depth_stencil, D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_COPY_SOURCE));
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get_current_resource_storage().command_list->CopyTextureRegion(&CD3DX12_TEXTURE_COPY_LOCATION(readback_buffer.Get(), { 0,{ DXGI_FORMAT_R8_TYPELESS, (UINT)clip_w, (UINT)clip_h, 1, (UINT)row_pitch } }), 0, 0, 0,
|
||||
get_current_resource_storage().command_list->CopyTextureRegion(&CD3DX12_TEXTURE_COPY_LOCATION(m_readback_resources.m_heap, { heap_offset, { DXGI_FORMAT_R8_TYPELESS, (UINT)clip_w, (UINT)clip_h, 1, (UINT)row_pitch } }), 0, 0, 0,
|
||||
&CD3DX12_TEXTURE_COPY_LOCATION(m_rtts.bound_depth_stencil, 1), nullptr);
|
||||
get_current_resource_storage().command_list->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_rtts.bound_depth_stencil, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_DEPTH_WRITE));
|
||||
|
||||
|
@ -706,8 +664,9 @@ void D3D12GSRender::copy_stencil_buffer_to_memory(void *buffer)
|
|||
wait_for_command_queue(m_device.Get(), m_command_queue.Get());
|
||||
m_readback_resources.m_get_pos = m_readback_resources.get_current_put_pos_minus_one();
|
||||
|
||||
void *mapped_buffer;
|
||||
ThrowIfFailed(readback_buffer->Map(0, nullptr, &mapped_buffer));
|
||||
void *temp_buffer;
|
||||
ThrowIfFailed(m_readback_resources.m_heap->Map(0, nullptr, &temp_buffer));
|
||||
void *mapped_buffer = (char*)temp_buffer + heap_offset;
|
||||
for (unsigned row = 0; row < clip_h; row++)
|
||||
{
|
||||
char *casted_dest = (char*)buffer + row * clip_w;
|
||||
|
@ -715,7 +674,7 @@ void D3D12GSRender::copy_stencil_buffer_to_memory(void *buffer)
|
|||
for (unsigned col = 0; col < row_pitch; col++)
|
||||
*casted_dest++ = *casted_src++;
|
||||
}
|
||||
readback_buffer->Unmap(0, nullptr);
|
||||
m_readback_resources.m_heap->Unmap(0, nullptr);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue