[host] DXGI: stop rescaling RGB24 texture height

For the moment, this just increases texture memory usage, but does not
affect behavior.

In a future commit, I will modify the shaders to not pack data across
rows, in order to enable damage copies.
This commit is contained in:
Tudor Brindus 2023-11-05 20:45:40 -05:00 committed by Geoffrey McRae
parent c29404eea6
commit d44fc36fc4

View File

@ -33,7 +33,8 @@ typedef struct RGB24
ID3D11DeviceContext ** context;
bool shareable;
int size;
int width;
int height;
ID3D11PixelShader ** pshader;
}
RGB24;
@ -77,19 +78,21 @@ static bool rgb24_configure(void * opaque,
if (!this.pshader)
{
int pixels = (*cols * *rows) * 3 / 4;
this.size = (((int)ceil(sqrt(pixels))) + 0x3F) & ~0x3F;
this.width = *cols;
this.height = *rows;
char sWidth[6], sHeight[6], sSize[6];
snprintf(sWidth , sizeof(sWidth ), "%d", *width );
snprintf(sHeight, sizeof(sHeight), "%d", *height);
snprintf(sSize , sizeof(sSize ), "%d", this.size);
char sOutputWidth[6], sOutputHeight[6], sInputWidth[6], sInputHeight[6];
snprintf(sInputWidth , sizeof(sInputWidth) , "%d", *width );
snprintf(sInputHeight , sizeof(sInputHeight) , "%d", *height );
snprintf(sOutputWidth , sizeof(sOutputWidth) , "%d", this.width );
snprintf(sOutputHeight, sizeof(sOutputHeight), "%d", this.height);
const D3D_SHADER_MACRO defines[] =
{
{"INPUT_WIDTH" , sWidth },
{"INPUT_HEIGHT" , sHeight},
{"OUTPUT_SIZE" , sSize },
{"INPUT_WIDTH" , sInputWidth },
{"INPUT_HEIGHT" , sInputHeight },
{"OUTPUT_WIDTH" , sOutputWidth },
{"OUTPUT_HEIGHT", sOutputHeight},
{NULL, NULL}
};
@ -100,8 +103,8 @@ static bool rgb24_configure(void * opaque,
" float4 position : SV_POSITION,\n"
" float2 texCoord : TEXCOORD0) : SV_TARGET\n"
"{\n"
" uint outputIdx = uint(texCoord.y * OUTPUT_SIZE) * OUTPUT_SIZE +\n"
" uint(texCoord.x * OUTPUT_SIZE);\n"
" uint outputIdx = uint(texCoord.y * OUTPUT_HEIGHT) * OUTPUT_WIDTH +\n"
" uint(texCoord.x * OUTPUT_WIDTH);\n"
"\n"
" uint fst = (outputIdx * 4) / 3;\n"
" float4 color0 = gInputTexture.Load(\n"
@ -147,8 +150,8 @@ static bool rgb24_configure(void * opaque,
// This texture is actually going to contain the packed BGR24 output
D3D11_TEXTURE2D_DESC texDesc =
{
.Width = this.size,
.Height = this.size,
.Width = this.width,
.Height = this.height,
.MipLevels = 1,
.ArraySize = 1,
.SampleDesc.Count = 1,
@ -187,8 +190,8 @@ static bool rgb24_configure(void * opaque,
goto fail;
}
*cols = this.size;
*rows = this.size;
*cols = this.width;
*rows = this.height;
*format = CAPTURE_FMT_BGR;
comRef_toGlobal(inst->tex , tex );