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https://github.com/bkaradzic/bgfx.git
synced 2026-02-18 04:53:06 +01:00
D3D1x: Fixed update surface size when texture is transcoded.
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@@ -4751,9 +4751,10 @@ namespace bgfx { namespace d3d11
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uint32_t rectpitch = _rect.m_width*bpp/8;
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if (bimg::isCompressed(bimg::TextureFormat::Enum(m_textureFormat)))
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{
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const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(m_textureFormat));
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const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(m_textureFormat) );
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rectpitch = (_rect.m_width / blockInfo.blockWidth)*blockInfo.blockSize;
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}
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const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
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const uint32_t slicepitch = rectpitch*_rect.m_height;
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@@ -4767,6 +4768,9 @@ namespace bgfx { namespace d3d11
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temp = (uint8_t*)BX_ALLOC(g_allocator, slicepitch);
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bimg::imageDecodeToBgra8(g_allocator, temp, data, _rect.m_width, _rect.m_height, srcpitch, bimg::TextureFormat::Enum(m_requestedFormat) );
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data = temp;
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box.right = bx::max(1u, m_width >> _mip);
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box.bottom = bx::max(1u, m_height >> _mip);
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}
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deviceCtx->UpdateSubresource(
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@@ -5105,6 +5105,14 @@ namespace bgfx { namespace d3d12
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const bool convert = m_textureFormat != m_requestedFormat;
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D3D12_BOX box;
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box.left = 0;
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box.top = 0;
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box.right = box.left + _rect.m_width;
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box.bottom = box.top + _rect.m_height;
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box.front = _z;
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box.back = _z + _depth;
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uint8_t* srcData = _mem->data;
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uint8_t* temp = NULL;
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@@ -5113,8 +5121,10 @@ namespace bgfx { namespace d3d12
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temp = (uint8_t*)BX_ALLOC(g_allocator, slicepitch);
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bimg::imageDecodeToBgra8(g_allocator, temp, srcData, _rect.m_width, _rect.m_height, srcpitch, bimg::TextureFormat::Enum(m_requestedFormat));
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srcData = temp;
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}
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box.right = bx::max(1u, m_width >> _mip);
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box.bottom = bx::max(1u, m_height >> _mip);
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}
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D3D12_RESOURCE_DESC desc = getResourceDesc(m_ptr);
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@@ -5155,14 +5165,6 @@ namespace bgfx { namespace d3d12
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D3D12_RANGE writeRange = { 0, numRows*rowPitch };
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staging->Unmap(0, &writeRange);
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D3D12_BOX box;
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box.left = 0;
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box.top = 0;
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box.right = box.left + _rect.m_width;
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box.bottom = box.top + _rect.m_height;
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box.front = _z;
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box.back = _z+_depth;
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D3D12_TEXTURE_COPY_LOCATION dst = { m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { } };
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dst.SubresourceIndex = subres;
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D3D12_TEXTURE_COPY_LOCATION src = { staging, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
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