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https://github.com/microsoft/DirectXTex
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DirectXTex: Fix for size rounding bug in GPU BC compressor
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@ -461,7 +461,7 @@ HRESULT GPUCompressBC::Compress( const Image& srcImage, const Image& destImage )
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//--- BC7 -----------------------------------------------------------------
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ID3D11ShaderResourceView* pSRVs[] = { sourceSRV.Get(), nullptr };
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RunComputeShader( pContext, m_BC7_tryMode456CS.Get(), pSRVs, 2, m_constBuffer.Get(),
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m_err1UAV.Get(), std::max<UINT>(uThreadGroupCount / 4, 1) );
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m_err1UAV.Get(), std::max<UINT>( (uThreadGroupCount + 3) / 4, 1) );
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for ( UINT i = 0; i < 3; ++i )
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{
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@ -523,14 +523,14 @@ HRESULT GPUCompressBC::Compress( const Image& srcImage, const Image& destImage )
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pSRVs[1] = m_err2SRV.Get();
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RunComputeShader( pContext, m_BC7_encodeBlockCS.Get(), pSRVs, 2, m_constBuffer.Get(),
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m_outputUAV.Get(), std::max<UINT>(uThreadGroupCount / 4, 1) );
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m_outputUAV.Get(), std::max<UINT>( (uThreadGroupCount + 3) / 4, 1) );
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}
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else
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{
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//--- BC6H ----------------------------------------------------------------
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ID3D11ShaderResourceView* pSRVs[] = { sourceSRV.Get(), nullptr };
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RunComputeShader( pContext, m_BC6H_tryModeG10CS.Get(), pSRVs, 2, m_constBuffer.Get(),
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m_err1UAV.Get(), std::max<UINT>(uThreadGroupCount / 4, 1) );
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m_err1UAV.Get(), std::max<UINT>( (uThreadGroupCount + 3) / 4, 1) );
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for ( UINT i = 0; i < 10; ++i )
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{
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@ -556,12 +556,12 @@ HRESULT GPUCompressBC::Compress( const Image& srcImage, const Image& destImage )
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pSRVs[1] = (i & 1) ? m_err2SRV.Get() : m_err1SRV.Get();
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RunComputeShader( pContext, m_BC6H_tryModeLE10CS.Get(), pSRVs, 2, m_constBuffer.Get(),
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(i & 1) ? m_err1UAV.Get() : m_err2UAV.Get(), std::max<UINT>(uThreadGroupCount / 2, 1) );
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(i & 1) ? m_err1UAV.Get() : m_err2UAV.Get(), std::max<UINT>( (uThreadGroupCount + 1) / 2, 1) );
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}
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pSRVs[1] = m_err1SRV.Get();
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RunComputeShader( pContext, m_BC6H_encodeBlockCS.Get(), pSRVs, 2, m_constBuffer.Get(),
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m_outputUAV.Get(), std::max<UINT>(uThreadGroupCount / 2, 1) );
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m_outputUAV.Get(), std::max<UINT>( (uThreadGroupCount + 1) / 2, 1) );
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}
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start_block_id += n;
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