libobs-d3d11: Store static textures in RAM (for rebuilding)
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@ -291,10 +291,13 @@ struct gs_texture_2d : gs_texture {
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bool genMipmaps = false;
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uint32_t sharedHandle = 0;
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void InitSRD(vector<D3D11_SUBRESOURCE_DATA> &srd, const uint8_t **data);
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vector<vector<uint8_t>> data;
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void InitSRD(vector<D3D11_SUBRESOURCE_DATA> &srd);
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void InitTexture(const uint8_t **data);
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void InitResourceView();
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void InitRenderTargets();
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void BackupTexture(const uint8_t **data);
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inline gs_texture_2d()
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: gs_texture (NULL, GS_TEXTURE_2D, 0, GS_UNKNOWN)
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@ -18,13 +18,13 @@
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#include <util/base.h>
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#include "d3d11-subsystem.hpp"
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void gs_texture_2d::InitSRD(vector<D3D11_SUBRESOURCE_DATA> &srd,
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const uint8_t **data)
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void gs_texture_2d::InitSRD(vector<D3D11_SUBRESOURCE_DATA> &srd)
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{
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uint32_t rowSizeBytes = width * gs_get_format_bpp(format);
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uint32_t texSizeBytes = height * rowSizeBytes / 8;
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size_t textures = type == GS_TEXTURE_2D ? 1 : 6;
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uint32_t actual_levels = levels;
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size_t curTex = 0;
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if (!actual_levels)
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actual_levels = gs_get_total_levels(width, height);
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@ -37,18 +37,40 @@ void gs_texture_2d::InitSRD(vector<D3D11_SUBRESOURCE_DATA> &srd,
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for (uint32_t j = 0; j < actual_levels; j++) {
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D3D11_SUBRESOURCE_DATA newSRD;
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newSRD.pSysMem = *data;
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newSRD.pSysMem = data[curTex++].data();
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newSRD.SysMemPitch = newRowSize;
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newSRD.SysMemSlicePitch = newTexSize;
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srd.push_back(newSRD);
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newRowSize /= 2;
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newTexSize /= 4;
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data++;
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}
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}
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}
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void gs_texture_2d::BackupTexture(const uint8_t **data)
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{
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this->data.resize(levels);
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uint32_t w = width;
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uint32_t h = height;
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uint32_t bbp = gs_get_format_bpp(format);
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for (uint32_t i = 0; i < levels; i++) {
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if (!data[i])
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break;
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uint32_t texSize = bbp * w * h / 8;
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this->data[i].resize(texSize);
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vector<uint8_t> &subData = this->data[i];
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memcpy(&subData[0], data[i], texSize);
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w /= 2;
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h /= 2;
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}
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}
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void gs_texture_2d::InitTexture(const uint8_t **data)
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{
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vector<D3D11_SUBRESOURCE_DATA> srd;
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@ -76,8 +98,10 @@ void gs_texture_2d::InitTexture(const uint8_t **data)
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if (isGDICompatible)
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td.MiscFlags |= D3D11_RESOURCE_MISC_GDI_COMPATIBLE;
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if (data)
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InitSRD(srd, data);
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if (data) {
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BackupTexture(data);
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InitSRD(srd);
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}
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hr = device->device->CreateTexture2D(&td, data ? srd.data() : NULL,
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texture.Assign());
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