D3D: Fix crash on some drivers with small textures
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211169e307
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@ -2,6 +2,8 @@
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <algorithm>
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#include "Common/CommonTypes.h"
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#include "Common/MsgHandler.h"
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#include "VideoBackends/D3D/D3DBase.h"
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@ -13,27 +15,31 @@ namespace DX11
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namespace D3D
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{
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void ReplaceRGBATexture2D(ID3D11Texture2D* pTexture, const u8* buffer, unsigned int width, unsigned int height, unsigned int pitch, unsigned int level, D3D11_USAGE usage)
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void ReplaceRGBATexture2D(ID3D11Texture2D* pTexture, const u8* buffer, unsigned int width, unsigned int height, unsigned int expanded_width, unsigned int level, D3D11_USAGE usage)
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{
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unsigned int src_pitch = 4 * expanded_width;
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if (usage == D3D11_USAGE_DYNAMIC || usage == D3D11_USAGE_STAGING)
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{
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D3D11_MAPPED_SUBRESOURCE map;
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D3D::context->Map(pTexture, level, D3D11_MAP_WRITE_DISCARD, 0, &map);
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if (4 * pitch == map.RowPitch)
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if (src_pitch == map.RowPitch)
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{
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memcpy(map.pData, buffer, map.RowPitch * height);
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}
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else
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{
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// Source row size is aligned to texture block size. This can result in a different
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// pitch to what the driver returns, so copy whichever is smaller.
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unsigned int copy_size = std::min(src_pitch, map.RowPitch);
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for (unsigned int y = 0; y < height; ++y)
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memcpy((u8*)map.pData + y * map.RowPitch, (u32*)buffer + y * pitch, 4 * pitch);
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memcpy((u8*)map.pData + y * map.RowPitch, (u8*)buffer + y * src_pitch, copy_size);
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}
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D3D::context->Unmap(pTexture, level);
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}
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else
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{
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D3D11_BOX dest_region = CD3D11_BOX(0, 0, 0, width, height, 1);
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D3D::context->UpdateSubresource(pTexture, level, &dest_region, buffer, 4*pitch, 4*pitch*height);
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D3D::context->UpdateSubresource(pTexture, level, &dest_region, buffer, src_pitch, src_pitch * height);
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}
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}
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@ -11,7 +11,7 @@ namespace DX11
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namespace D3D
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{
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void ReplaceRGBATexture2D(ID3D11Texture2D* pTexture, const u8* buffer, unsigned int width, unsigned int height, unsigned int pitch, unsigned int level, D3D11_USAGE usage);
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void ReplaceRGBATexture2D(ID3D11Texture2D* pTexture, const u8* buffer, unsigned int width, unsigned int height, unsigned int expanded_width, unsigned int level, D3D11_USAGE usage);
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}
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class D3DTexture2D
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