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d3d12: Forgot hunk
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parent
4114df50c2
commit
5640e81eb5
1 changed files with 4 additions and 14 deletions
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@ -28,17 +28,17 @@ D3D12GSRender::D3D12GSRender()
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m_currentStorageOffset = 0;
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m_currentTextureIndex = 0;
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// Enable d3d debug layer
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//#ifdef DEBUG
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#ifdef _DEBUG
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Microsoft::WRL::ComPtr<ID3D12Debug> debugInterface;
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D3D12GetDebugInterface(IID_PPV_ARGS(&debugInterface));
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debugInterface->EnableDebugLayer();
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//#endif
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#endif
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Microsoft::WRL::ComPtr<IDXGIFactory4> dxgiFactory;
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check(CreateDXGIFactory(IID_PPV_ARGS(&dxgiFactory)));
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// Create adapter
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IDXGIAdapter* adaptater = nullptr;
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#ifdef DEBUG
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#ifdef _DEBUG
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check(dxgiFactory->EnumWarpAdapter(IID_PPV_ARGS(&adaptater)));
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#endif
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check(D3D12CreateDevice(adaptater, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&m_device)));
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@ -649,17 +649,7 @@ void D3D12GSRender::ExecCMD()
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auto pixels = vm::get_ptr<const u8>(texaddr);
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void *textureData;
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check(Texture->Map(0, nullptr, (void**)&textureData));
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std::vector<u8> texdata;
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texdata.resize(textureSize);
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memcpy(textureData, pixels, textureSize);
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memcpy(texdata.data(), pixels, textureSize);
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for (unsigned i = 0; i < textureSize / 4; i++)
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{
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// ((char*)textureData)[4 * i] = ((char*)textureData)[4 * i + 1];// *(i % 2);
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// ((char*)textureData)[4 * i + 1] = 255 *(i % 2);
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// ((char*)textureData)[4 * i + 2] = ((char*)textureData)[4 * i + 1];// *(i % 2);
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// ((char*)textureData)[4 * i + 3] = ((char*)textureData)[4 * i + 1];// *(i % 2);
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}
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Texture->Unmap(0, nullptr);
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D3D12_RESOURCE_DESC vramTextureDesc = {};
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@ -705,7 +695,7 @@ void D3D12GSRender::ExecCMD()
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srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
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srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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srvDesc.Texture2D.MipLevels = 1;
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srvDesc.Shader4ComponentMapping = D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0, D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0, D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0, D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0);
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srvDesc.Shader4ComponentMapping = D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1, D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_2, D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_3, D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0);
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D3D12_CPU_DESCRIPTOR_HANDLE Handle = m_textureDescriptorsHeap->GetCPUDescriptorHandleForHeapStart();
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Handle.ptr += (m_currentTextureIndex + usedTexture) * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
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m_device->CreateShaderResourceView(vramTexture, &srvDesc, Handle);
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