Add additional UploadMipMapAsync for GPUTexture update with custom row/slice pitch
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committed by
Wojtek Figat
parent
3c9a5bcf1a
commit
066a4c65bb
@@ -16,7 +16,7 @@ class GPUUploadTextureMipTask : public GPUTask
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protected:
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GPUTextureReference _texture;
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int32 _mipIndex;
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int32 _mipIndex, _rowPitch, _slicePitch;
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BytesContainer _data;
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public:
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@@ -27,11 +27,15 @@ public:
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/// <param name="texture">The target texture.</param>
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/// <param name="mipIndex">The target texture mip data.</param>
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/// <param name="data">The data to upload.</param>
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/// <param name="rowPitch">The data row pitch.</param>
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/// <param name="slicePitch">The data slice pitch.</param>
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/// <param name="copyData">True if copy data to the temporary buffer, otherwise the input data will be used directly. Then ensure it is valid during the copy operation period (for the next few frames).</param>
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GPUUploadTextureMipTask(GPUTexture* texture, int32 mipIndex, Span<byte> data, bool copyData)
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GPUUploadTextureMipTask(GPUTexture* texture, int32 mipIndex, Span<byte> data, int32 rowPitch, int32 slicePitch, bool copyData)
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: GPUTask(Type::UploadTexture)
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, _texture(texture)
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, _mipIndex(mipIndex)
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, _rowPitch(rowPitch)
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, _slicePitch(slicePitch)
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{
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_texture.OnUnload.Bind<GPUUploadTextureMipTask, &GPUUploadTextureMipTask::OnResourceUnload>(this);
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@@ -66,18 +70,14 @@ protected:
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return Result::MissingResources;
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ASSERT(texture->IsAllocated());
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// Cache data
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const int32 arraySize = texture->ArraySize();
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uint32 rowPitch, slicePitch;
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texture->ComputePitch(_mipIndex, rowPitch, slicePitch);
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ASSERT((uint32)_data.Length() >= slicePitch * arraySize);
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// Update all array slices
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const byte* dataSource = _data.Get();
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const int32 arraySize = texture->ArraySize();
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ASSERT(_data.Length() >= _slicePitch * arraySize);
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for (int32 arrayIndex = 0; arrayIndex < arraySize; arrayIndex++)
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{
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context->GPU->UpdateTexture(texture, arrayIndex, _mipIndex, dataSource, rowPitch, slicePitch);
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dataSource += slicePitch;
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context->GPU->UpdateTexture(texture, arrayIndex, _mipIndex, dataSource, _rowPitch, _slicePitch);
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dataSource += _slicePitch;
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}
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return Result::Ok;
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@@ -595,17 +595,21 @@ void GPUTexture::OnReleaseGPU()
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_residentMipLevels = 0;
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}
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GPUTask* GPUTexture::UploadMipMapAsync(const BytesContainer& data, int32 mipIndex)
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GPUTask* GPUTexture::UploadMipMapAsync(const BytesContainer& data, int32 mipIndex, bool copyData)
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{
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ASSERT(IsRegularTexture() && IsAllocated());
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//ASSERT(Math::IsInRange(mipIndex, HighestResidentMipIndex() - 1, MipLevels() - 1) && mipIndex < MipLevels() && data.IsValid());
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uint32 rowPitch, slicePitch;
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ComputePitch(mipIndex, rowPitch, slicePitch);
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return UploadMipMapAsync(data, mipIndex, rowPitch, slicePitch, copyData);
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}
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GPUTask* GPUTexture::UploadMipMapAsync(const BytesContainer& data, int32 mipIndex, int32 rowPitch, int32 slicePitch, bool copyData)
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{
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ASSERT(IsAllocated());
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ASSERT(mipIndex < MipLevels() && data.IsValid());
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ASSERT(data.Length() == SlicePitch(mipIndex) * ArraySize());
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// Create task
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auto task = ::New<GPUUploadTextureMipTask>(this, mipIndex, data, false);
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ASSERT(task && task->HasReference(this));
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ASSERT(data.Length() >= slicePitch);
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// TODO: support texture data upload to the GPU on a main thread during rendering without this async task (faster direct upload)
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auto task = ::New<GPUUploadTextureMipTask>(this, mipIndex, data, rowPitch, slicePitch, copyData);
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ASSERT_LOW_LAYER(task && task->HasReference(this));
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return task;
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}
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@@ -524,8 +524,20 @@ public:
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/// </summary>
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/// <param name="data">Data to upload (it must be valid for the next a few frames due to GPU latency and async works executing)</param>
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/// <param name="mipIndex">Mip level index.</param>
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/// <param name="copyData">If true, the data will be copied to the async execution task instead of using the input pointer provided.</param>
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/// <returns>Created async task or null if cannot.</returns>
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GPUTask* UploadMipMapAsync(const BytesContainer& data, int32 mipIndex);
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GPUTask* UploadMipMapAsync(const BytesContainer& data, int32 mipIndex, bool copyData = false);
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/// <summary>
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/// Uploads mip map data to the GPU. Creates async GPU task.
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/// </summary>
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/// <param name="data">Data to upload (it must be valid for the next a few frames due to GPU latency and async works executing)</param>
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/// <param name="mipIndex">Mip level index.</param>
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/// <param name="rowPitch">The data row pitch.</param>
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/// <param name="slicePitch">The data slice pitch.</param>
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/// <param name="copyData">If true, the data will be copied to the async execution task instead of using the input pointer provided.</param>
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/// <returns>Created async task or null if cannot.</returns>
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GPUTask* UploadMipMapAsync(const BytesContainer& data, int32 mipIndex, int32 rowPitch, int32 slicePitch, bool copyData = false);
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/// <summary>
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/// Stops current thread execution to gather texture data from the GPU.
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@@ -316,7 +316,7 @@ private:
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public:
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StreamTextureMipTask(StreamingTexture* texture, int32 mipIndex)
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: GPUUploadTextureMipTask(texture->GetTexture(), mipIndex, Span<byte>(nullptr, 0), false)
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: GPUUploadTextureMipTask(texture->GetTexture(), mipIndex, Span<byte>(nullptr, 0), 0, 0, false)
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, _streamingTexture(texture)
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, _dataLock(_streamingTexture->GetOwner()->LockData())
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{
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@@ -210,7 +210,9 @@ void FontTextureAtlas::Flush()
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// Upload data to the GPU
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BytesContainer data;
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data.Link(_data);
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_texture->UploadMipMapAsync(data, 0)->Start();
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auto task = _texture->UploadMipMapAsync(data, 0);
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if (task)
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task->Start();
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// Clear dirty flag
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_isDirty = false;
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@@ -1627,7 +1627,9 @@ bool TerrainPatch::ModifySplatMap(int32 index, const Color32* samples, const Int
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LOG(Warning, "Failed to update splatmap texture. It's not allocated.");
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continue;
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}
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t->UploadMipMapAsync(dataSplatmap->Mips[mipIndex].Data, mipIndex)->Start();
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auto task = t->UploadMipMapAsync(dataSplatmap->Mips[mipIndex].Data, mipIndex);
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if (task)
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task->Start();
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}
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}
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else
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@@ -1745,7 +1747,9 @@ bool TerrainPatch::UpdateHeightData(const TerrainDataUpdateInfo& info, const Int
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// Update terrain texture (on a GPU)
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for (int32 mipIndex = 0; mipIndex < _dataHeightmap->Mips.Count(); mipIndex++)
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{
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texture->UploadMipMapAsync(_dataHeightmap->Mips[mipIndex].Data, mipIndex)->Start();
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auto task = texture->UploadMipMapAsync(_dataHeightmap->Mips[mipIndex].Data, mipIndex);
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if (task)
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task->Start();
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}
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#if 1
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