d3d12: Forgot hunk

This commit is contained in:
vlj 2015-05-18 22:46:54 +02:00 committed by Vincent Lejeune
parent 4114df50c2
commit 5640e81eb5
1 changed files with 4 additions and 14 deletions

View File

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