D3D12: Specify read/write ranges when calling Map/Unmap

This commit is contained in:
Stenzek
2016-03-15 22:26:01 +10:00
parent fde7dee652
commit ccf9470241
10 changed files with 51 additions and 26 deletions

View File

@ -105,7 +105,9 @@ void PSTextureEncoder::Init()
D3D::SetDebugObjectName12(m_encode_params_buffer, "efb encoder params buffer");
CheckHR(m_encode_params_buffer->Map(0, nullptr, &m_encode_params_buffer_data));
// NOTE: This upload buffer is okay to overwrite each time, since we block until completion when it's used anyway.
D3D12_RANGE read_range = {};
CheckHR(m_encode_params_buffer->Map(0, &read_range, &m_encode_params_buffer_data));
m_ready = true;
}
@ -223,7 +225,8 @@ void PSTextureEncoder::Encode(u8* dst, u32 format, u32 native_width, u32 bytes_p
// Transfer staging buffer to GameCube/Wii RAM
void* readback_data_map;
CheckHR(m_out_readback_buffer->Map(0, nullptr, &readback_data_map));
D3D12_RANGE read_range = { 0, dst_location.PlacedFootprint.Footprint.RowPitch * num_blocks_y };
CheckHR(m_out_readback_buffer->Map(0, &read_range, &readback_data_map));
u8* src = static_cast<u8*>(readback_data_map);
u32 read_stride = std::min(bytes_per_row, dst_location.PlacedFootprint.Footprint.RowPitch);
@ -235,7 +238,8 @@ void PSTextureEncoder::Encode(u8* dst, u32 format, u32 native_width, u32 bytes_p
src += dst_location.PlacedFootprint.Footprint.RowPitch;
}
m_out_readback_buffer->Unmap(0, nullptr);
D3D12_RANGE write_range = {};
m_out_readback_buffer->Unmap(0, &write_range);
}
D3D12_SHADER_BYTECODE PSTextureEncoder::SetStaticShader(unsigned int dst_format, PEControl::PixelFormat src_format,