GPUDevice: Add GPUDownloadTexture
Which can also be based in host/client memory. Use it for screenshots and VRAM downloads.
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@@ -1,4 +1,4 @@
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// SPDX-FileCopyrightText: 2019-2023 Connor McLaughlin <stenzek@gmail.com>
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// SPDX-FileCopyrightText: 2019-2024 Connor McLaughlin <stenzek@gmail.com>
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// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
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#pragma once
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@@ -146,3 +146,34 @@ private:
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D3D12StreamBuffer m_buffer;
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D3D12DescriptorHandle m_descriptor;
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};
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class D3D12DownloadTexture final : public GPUDownloadTexture
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{
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public:
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template<typename T>
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using ComPtr = Microsoft::WRL::ComPtr<T>;
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~D3D12DownloadTexture() override;
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static std::unique_ptr<D3D12DownloadTexture> Create(u32 width, u32 height, GPUTexture::Format format);
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void CopyFromTexture(u32 dst_x, u32 dst_y, GPUTexture* src, u32 src_x, u32 src_y, u32 width, u32 height,
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u32 src_layer, u32 src_level, bool use_transfer_pitch) override;
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bool Map(u32 x, u32 y, u32 width, u32 height) override;
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void Unmap() override;
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void Flush() override;
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void SetDebugName(std::string_view name) override;
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private:
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D3D12DownloadTexture(u32 width, u32 height, GPUTexture::Format format, ComPtr<D3D12MA::Allocation> allocation,
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ComPtr<ID3D12Resource> buffer, size_t buffer_size);
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ComPtr<D3D12MA::Allocation> m_allocation;
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ComPtr<ID3D12Resource> m_buffer;
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u64 m_copy_fence_value = 0;
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size_t m_buffer_size = 0;
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};
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