Add row pitch to Texture->Buffer and Buffer->Texture copy commands
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@ -278,6 +278,7 @@
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"args": [
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{"name": "buffer", "type": "buffer"},
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{"name": "buffer offset", "type": "uint32_t"},
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{"name": "row pitch", "type": "uint32_t"},
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{"name": "texture", "type": "texture"},
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{"name": "x", "type": "uint32_t"},
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{"name": "y", "type": "uint32_t"},
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@ -291,7 +292,6 @@
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"Make pretty with Offset and Extents structures",
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"Allow choosing the aspect (depth vs. stencil)?",
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"Add these arguments too",
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{"name": "row length", "type": "uint32_t"},
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{"name": "image height", "type": "uint32_t"}
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]
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},
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@ -307,13 +307,13 @@
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{"name": "depth", "type": "uint32_t"},
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{"name": "level", "type": "uint32_t"},
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{"name": "buffer", "type": "buffer"},
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{"name": "buffer offset", "type": "uint32_t"}
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{"name": "buffer offset", "type": "uint32_t"},
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{"name": "row pitch", "type": "uint32_t"}
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],
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"TODO": [
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"Make pretty with Offset and Extents structures",
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"Allow choosing the aspect (depth vs. stencil)?",
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"Add these arguments too",
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{"name": "row length", "type": "uint32_t"},
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{"name": "image height", "type": "uint32_t"}
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]
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},
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@ -630,7 +630,7 @@ namespace backend {
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copy->size = size;
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}
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void CommandBufferBuilder::CopyBufferToTexture(BufferBase* buffer, uint32_t bufferOffset,
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void CommandBufferBuilder::CopyBufferToTexture(BufferBase* buffer, uint32_t bufferOffset, uint32_t rowPitch,
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TextureBase* texture, uint32_t x, uint32_t y, uint32_t z,
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uint32_t width, uint32_t height, uint32_t depth, uint32_t level) {
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CopyBufferToTextureCmd* copy = allocator.Allocate<CopyBufferToTextureCmd>(Command::CopyBufferToTexture);
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@ -645,11 +645,12 @@ namespace backend {
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copy->destination.height = height;
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copy->destination.depth = depth;
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copy->destination.level = level;
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copy->rowPitch = rowPitch;
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}
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void CommandBufferBuilder::CopyTextureToBuffer(TextureBase* texture, uint32_t x, uint32_t y, uint32_t z,
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uint32_t width, uint32_t height, uint32_t depth, uint32_t level,
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BufferBase* buffer, uint32_t bufferOffset) {
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BufferBase* buffer, uint32_t bufferOffset, uint32_t rowPitch) {
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CopyTextureToBufferCmd* copy = allocator.Allocate<CopyTextureToBufferCmd>(Command::CopyTextureToBuffer);
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new(copy) CopyTextureToBufferCmd;
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copy->source.texture = texture;
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@ -662,6 +663,7 @@ namespace backend {
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copy->source.level = level;
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copy->destination.buffer = buffer;
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copy->destination.offset = bufferOffset;
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copy->rowPitch = rowPitch;
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}
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void CommandBufferBuilder::Dispatch(uint32_t x, uint32_t y, uint32_t z) {
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@ -65,12 +65,12 @@ namespace backend {
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void BeginRenderPass(RenderPassBase* renderPass, FramebufferBase* framebuffer);
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void BeginRenderSubpass();
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void CopyBufferToBuffer(BufferBase* source, uint32_t sourceOffset, BufferBase* destination, uint32_t destinationOffset, uint32_t size);
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void CopyBufferToTexture(BufferBase* buffer, uint32_t bufferOffset,
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void CopyBufferToTexture(BufferBase* buffer, uint32_t bufferOffset, uint32_t rowPitch,
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TextureBase* texture, uint32_t x, uint32_t y, uint32_t z,
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uint32_t width, uint32_t height, uint32_t depth, uint32_t level);
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void CopyTextureToBuffer(TextureBase* texture, uint32_t x, uint32_t y, uint32_t z,
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uint32_t width, uint32_t height, uint32_t depth, uint32_t level,
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BufferBase* buffer, uint32_t bufferOffset);
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BufferBase* buffer, uint32_t bufferOffset, uint32_t rowPitch);
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void Dispatch(uint32_t x, uint32_t y, uint32_t z);
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void DrawArrays(uint32_t vertexCount, uint32_t instanceCount, uint32_t firstVertex, uint32_t firstInstance);
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void DrawElements(uint32_t vertexCount, uint32_t instanceCount, uint32_t firstIndex, uint32_t firstInstance);
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@ -83,11 +83,13 @@ namespace backend {
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struct CopyBufferToTextureCmd {
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BufferCopyLocation source;
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TextureCopyLocation destination;
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uint32_t rowPitch;
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};
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struct CopyTextureToBufferCmd {
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TextureCopyLocation source;
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BufferCopyLocation destination;
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uint32_t rowPitch;
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};
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struct DispatchCmd {
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