libobs-d3d11: Store static textures in RAM (for rebuilding)

This commit is contained in:
jp9000 2016-11-03 07:14:33 -07:00
parent e4900751c3
commit 61042e2bc4
2 changed files with 34 additions and 7 deletions

View File

@ -291,10 +291,13 @@ struct gs_texture_2d : gs_texture {
bool genMipmaps = false;
uint32_t sharedHandle = 0;
void InitSRD(vector<D3D11_SUBRESOURCE_DATA> &srd, const uint8_t **data);
vector<vector<uint8_t>> data;
void InitSRD(vector<D3D11_SUBRESOURCE_DATA> &srd);
void InitTexture(const uint8_t **data);
void InitResourceView();
void InitRenderTargets();
void BackupTexture(const uint8_t **data);
inline gs_texture_2d()
: gs_texture (NULL, GS_TEXTURE_2D, 0, GS_UNKNOWN)

View File

@ -18,13 +18,13 @@
#include <util/base.h>
#include "d3d11-subsystem.hpp"
void gs_texture_2d::InitSRD(vector<D3D11_SUBRESOURCE_DATA> &srd,
const uint8_t **data)
void gs_texture_2d::InitSRD(vector<D3D11_SUBRESOURCE_DATA> &srd)
{
uint32_t rowSizeBytes = width * gs_get_format_bpp(format);
uint32_t texSizeBytes = height * rowSizeBytes / 8;
size_t textures = type == GS_TEXTURE_2D ? 1 : 6;
uint32_t actual_levels = levels;
size_t curTex = 0;
if (!actual_levels)
actual_levels = gs_get_total_levels(width, height);
@ -37,18 +37,40 @@ void gs_texture_2d::InitSRD(vector<D3D11_SUBRESOURCE_DATA> &srd,
for (uint32_t j = 0; j < actual_levels; j++) {
D3D11_SUBRESOURCE_DATA newSRD;
newSRD.pSysMem = *data;
newSRD.pSysMem = data[curTex++].data();
newSRD.SysMemPitch = newRowSize;
newSRD.SysMemSlicePitch = newTexSize;
srd.push_back(newSRD);
newRowSize /= 2;
newTexSize /= 4;
data++;
}
}
}
void gs_texture_2d::BackupTexture(const uint8_t **data)
{
this->data.resize(levels);
uint32_t w = width;
uint32_t h = height;
uint32_t bbp = gs_get_format_bpp(format);
for (uint32_t i = 0; i < levels; i++) {
if (!data[i])
break;
uint32_t texSize = bbp * w * h / 8;
this->data[i].resize(texSize);
vector<uint8_t> &subData = this->data[i];
memcpy(&subData[0], data[i], texSize);
w /= 2;
h /= 2;
}
}
void gs_texture_2d::InitTexture(const uint8_t **data)
{
vector<D3D11_SUBRESOURCE_DATA> srd;
@ -76,8 +98,10 @@ void gs_texture_2d::InitTexture(const uint8_t **data)
if (isGDICompatible)
td.MiscFlags |= D3D11_RESOURCE_MISC_GDI_COMPATIBLE;
if (data)
InitSRD(srd, data);
if (data) {
BackupTexture(data);
InitSRD(srd);
}
hr = device->device->CreateTexture2D(&td, data ? srd.data() : NULL,
texture.Assign());