diff --git a/src/core/hle/D3D8/Direct3D9/Direct3D9.cpp b/src/core/hle/D3D8/Direct3D9/Direct3D9.cpp index 9e4e58150..f72d8eb72 100644 --- a/src/core/hle/D3D8/Direct3D9/Direct3D9.cpp +++ b/src/core/hle/D3D8/Direct3D9/Direct3D9.cpp @@ -6019,10 +6019,7 @@ void CreateHostResource(xbox::X_D3DResource *pResource, DWORD D3DUsage, int iTex return; } - DWORD D3DLockFlags = D3DLOCK_NOSYSLOCK; - DWORD dwCubeFaceOffset = 0; - DWORD dwCubeFaceSize = 0; D3DCUBEMAP_FACES last_face = (bCubemap) ? D3DCUBEMAP_FACE_NEGATIVE_Z : D3DCUBEMAP_FACE_POSITIVE_X; // Block size only applies to compressed DXT formats @@ -6036,11 +6033,10 @@ void CreateHostResource(xbox::X_D3DResource *pResource, DWORD D3DUsage, int iTex for (int face = D3DCUBEMAP_FACE_POSITIVE_X; face <= last_face; face++) { // As we iterate through mipmap levels, we'll adjust the source resource offset DWORD dwMipOffset = 0; - DWORD pxMipWidth = xboxWidth; - DWORD pxMipHeight = xboxHeight; - DWORD pxMipDepth = dwDepth; - DWORD dwMipRowPitch = dwRowPitch; - DWORD dwSrcSlicePitch = dwMipRowPitch * pxMipHeight; // TODO + DWORD pxMipWidth = xboxWidth; // the current mip width in pixels + DWORD pxMipHeight = xboxHeight; // the current mip height in pixels + DWORD pxMipDepth = dwDepth; // the current mip depth in pixels + DWORD dwMipRowPitch = dwRowPitch; // bytes to the next row of pixels (or DXT blocks) for (unsigned int mipmap_level = 0; mipmap_level < dwMipMapLevels; mipmap_level++) { @@ -6048,16 +6044,18 @@ void CreateHostResource(xbox::X_D3DResource *pResource, DWORD D3DUsage, int iTex DWORD numRows = pxMipHeight; if (bCompressed) { - // Each row contains a 4x4 pixel blocks, instead of single pixels + // Each row contains a 4x4 pixel DXT blocks, instead of single pixels // So divide by 4 to get the number of rows numRows = (numRows + 3) / 4; } - DWORD dwMipSize = dwMipRowPitch * numRows; + DWORD mip2dSize = dwMipRowPitch * numRows; // the size of one layer of the mip slice + DWORD mipSlicePitch = mip2dSize * pxMipDepth; // the total size of the mip slice (depth is only > 1 for volume textures) // Lock the host resource D3DLOCKED_RECT LockedRect = {}; D3DLOCKED_BOX LockedBox = {}; + DWORD D3DLockFlags = D3DLOCK_NOSYSLOCK; switch (XboxResourceType) { case xbox::X_D3DRTYPE_SURFACE: @@ -6123,7 +6121,7 @@ void CreateHostResource(xbox::X_D3DResource *pResource, DWORD D3DUsage, int iTex if (!skipDueToNoPalette) { if (!ConvertD3DTextureToARGBBuffer( X_Format, - pSrc, pxMipWidth, pxMipHeight, dwMipRowPitch, dwMipSize,//use dwMipSize instead of dwSrcSlicePitch here, because the mipSize changed in 3D mip map. + pSrc, pxMipWidth, pxMipHeight, dwMipRowPitch, mip2dSize, pDst, dwDstRowPitch, dwDstSlicePitch, pxMipDepth,//used pxMipDepth here because in 3D mip map the 3rd dimension also shrinked to 1/2 at each mip level. iTextureStage)) { @@ -6140,7 +6138,7 @@ void CreateHostResource(xbox::X_D3DResource *pResource, DWORD D3DUsage, int iTex ); } else if (bCompressed) { - memcpy(pDst, pSrc, dwMipSize); + memcpy(pDst, pSrc, mip2dSize); } else { /* TODO : // Let DirectX convert the surface (including palette formats) : @@ -6159,7 +6157,7 @@ void CreateHostResource(xbox::X_D3DResource *pResource, DWORD D3DUsage, int iTex } else { */ if ((dwDstRowPitch == dwMipRowPitch) && (dwMipRowPitch == pxMipWidth * dwBPP)) { - memcpy(pDst, pSrc, dwMipSize); + memcpy(pDst, pSrc, mip2dSize); } else { for (DWORD v = 0; v < pxMipHeight; v++) { @@ -6195,12 +6193,8 @@ void CreateHostResource(xbox::X_D3DResource *pResource, DWORD D3DUsage, int iTex EmuLog(LOG_LEVEL::WARNING, "Unlocking host %s failed!", ResourceTypeName); } - if (face == D3DCUBEMAP_FACE_POSITIVE_X) { - dwCubeFaceSize += pxMipDepth * dwMipSize; - } - // Calculate the next mipmap level dimensions - dwMipOffset += pxMipDepth * dwMipSize;//for 3D volumeTexture, the dwDepth >1 in mip_level 0, pxMipDepth must be multiplied. + dwMipOffset += mipSlicePitch; if (pxMipWidth > 1) { pxMipWidth /= 2; @@ -6222,11 +6216,7 @@ void CreateHostResource(xbox::X_D3DResource *pResource, DWORD D3DUsage, int iTex } } // for mipmap levels - if (face == D3DCUBEMAP_FACE_POSITIVE_X) { - dwCubeFaceSize = ROUND_UP(dwCubeFaceSize, X_D3DTEXTURE_CUBEFACE_ALIGNMENT); - } - - dwCubeFaceOffset += dwCubeFaceSize; + dwCubeFaceOffset += dwSlicePitch; } // for cube faces