DX12: upload texture data without using obscure dx12 helpers.

This commit is contained in:
Artem Kharytoniuk 2017-12-23 10:59:25 +01:00
parent c81a77fe4b
commit 34e9bf7ab9

View File

@ -622,40 +622,83 @@ Dx_Image dx_create_image(int width, int height, DXGI_FORMAT format, int mip_leve
}
void dx_upload_image_data(ID3D12Resource* texture, int width, int height, int mip_levels, const uint8_t* pixels, int bytes_per_pixel) {
const UINT64 upload_buffer_size = GetRequiredIntermediateSize(texture, 0, mip_levels);
//
// Initialize subresource layouts int the upload texture.
//
auto align =[](size_t value, size_t alignment) {
return (value + alignment - 1) & ~(alignment - 1);
};
D3D12_PLACED_SUBRESOURCE_FOOTPRINT regions[16];
UINT64 buffer_size = 0;
int w = width;
int h = height;
for (int i = 0; i < mip_levels; i++) {
regions[i].Offset = buffer_size;
regions[i].Footprint.Format = texture->GetDesc().Format;
regions[i].Footprint.Width = w;
regions[i].Footprint.Height = h;
regions[i].Footprint.Depth = 1;
regions[i].Footprint.RowPitch = static_cast<UINT>(align(w * bytes_per_pixel, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT));
buffer_size += align(regions[i].Footprint.RowPitch * h, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
w >>= 1;
if (w < 1) w = 1;
h >>= 1;
if (h < 1) h = 1;
}
//
// Create upload upload texture.
//
ComPtr<ID3D12Resource> upload_texture;
DX_CHECK(dx.device->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
D3D12_HEAP_FLAG_NONE,
&CD3DX12_RESOURCE_DESC::Buffer(upload_buffer_size),
&CD3DX12_RESOURCE_DESC::Buffer(buffer_size),
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&upload_texture)));
D3D12_SUBRESOURCE_DATA texture_data[16];
byte* upload_texture_data;
DX_CHECK(upload_texture->Map(0, nullptr, reinterpret_cast<void**>(&upload_texture_data)));
w = width;
h = height;
for (int i = 0; i < mip_levels; i++) {
texture_data[i].pData = pixels;
texture_data[i].RowPitch = width * bytes_per_pixel;
texture_data[i].SlicePitch = texture_data[i].RowPitch * height;
pixels += texture_data[i].SlicePitch;
width >>= 1;
if (width < 1) width = 1;
height >>= 1;
if (height < 1) height = 1;
byte* upload_subresource_base = upload_texture_data + regions[i].Offset;
for (int y = 0; y < h; y++) {
Com_Memcpy(upload_subresource_base + regions[i].Footprint.RowPitch * y, pixels, w * bytes_per_pixel);
pixels += w * bytes_per_pixel;
}
w >>= 1;
if (w < 1) w = 1;
h >>= 1;
if (h < 1) h = 1;
}
upload_texture->Unmap(0, nullptr);
record_and_run_commands(dx.command_queue, [&texture, &upload_texture, &texture_data, &mip_levels]
//
// Copy data from upload texture to destination texture.
//
record_and_run_commands(dx.command_queue, [&texture, &upload_texture, &regions, &mip_levels]
(ID3D12GraphicsCommandList* command_list)
{
command_list->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(texture,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_COPY_DEST));
UpdateSubresources(command_list, texture, upload_texture.Get(), 0, 0, mip_levels, texture_data);
for (UINT i = 0; i < mip_levels; ++i) {
D3D12_TEXTURE_COPY_LOCATION dst;
dst.pResource = texture;
dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dst.SubresourceIndex = i;
D3D12_TEXTURE_COPY_LOCATION src;
src.pResource = upload_texture.Get();
src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
src.PlacedFootprint = regions[i];
command_list->CopyTextureRegion(&dst, 0, 0, 0, &src, nullptr);
}
command_list->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(texture,
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE));