Add cubemap arrays, as well as control for generation of MIPs on texture targets.

This commit is contained in:
Areloch 2018-09-16 18:19:04 -05:00
parent 0c3fc59ccc
commit 1f7cf55204
25 changed files with 412 additions and 60 deletions

View file

@ -34,7 +34,8 @@ GFXD3D11Cubemap::GFXD3D11Cubemap() : mTexture(NULL), mSRView(NULL), mDSView(NULL
for (U32 i = 0; i < CubeFaces; i++)
{
mRTView[i] = NULL;
for(U32 j=0; j < MaxMipMaps; j++)
mRTView[i][j] = NULL;
}
}
@ -50,7 +51,8 @@ void GFXD3D11Cubemap::releaseSurfaces()
for (U32 i = 0; i < CubeFaces; i++)
{
SAFE_RELEASE(mRTView[i]);
for (U32 j = 0; j < MaxMipMaps; j++)
SAFE_RELEASE(mRTView[i][j]);
}
SAFE_RELEASE(mDSView);
@ -93,7 +95,7 @@ void GFXD3D11Cubemap::initStatic(GFXTexHandle *faces)
desc.Width = mTexSize;
desc.Height = mTexSize;
desc.MipLevels = mAutoGenMips ? 0 : mMipMapLevels;
desc.ArraySize = 6;
desc.ArraySize = CubeFaces;
desc.Format = GFXD3D11TextureFormat[mFaceFormat];
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
@ -209,16 +211,20 @@ void GFXD3D11Cubemap::initStatic(DDSFile *dds)
}
}
void GFXD3D11Cubemap::initDynamic(U32 texSize, GFXFormat faceFormat)
void GFXD3D11Cubemap::initDynamic(U32 texSize, GFXFormat faceFormat, U32 mipLevels)
{
if(!mDynamic)
GFXTextureManager::addEventDelegate(this, &GFXD3D11Cubemap::_onTextureEvent);
mDynamic = true;
mAutoGenMips = true;
mTexSize = texSize;
mFaceFormat = faceFormat;
mMipMapLevels = 0;
if (!mipLevels)
mAutoGenMips = true;
mMipMapLevels = mipLevels;
bool compressed = ImageUtil::isCompressedFormat(mFaceFormat);
UINT bindFlags = D3D11_BIND_SHADER_RESOURCE;
@ -233,7 +239,7 @@ void GFXD3D11Cubemap::initDynamic(U32 texSize, GFXFormat faceFormat)
desc.Width = mTexSize;
desc.Height = mTexSize;
desc.MipLevels = 0;
desc.MipLevels = mMipMapLevels;
desc.ArraySize = 6;
desc.Format = GFXD3D11TextureFormat[mFaceFormat];
desc.SampleDesc.Count = 1;
@ -249,7 +255,7 @@ void GFXD3D11Cubemap::initDynamic(U32 texSize, GFXFormat faceFormat)
D3D11_SHADER_RESOURCE_VIEW_DESC SMViewDesc;
SMViewDesc.Format = GFXD3D11TextureFormat[mFaceFormat];
SMViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
SMViewDesc.TextureCube.MipLevels = -1;
SMViewDesc.TextureCube.MipLevels = mAutoGenMips ? -1 : mMipMapLevels;
SMViewDesc.TextureCube.MostDetailedMip = 0;
hr = D3D11DEVICE->CreateShaderResourceView(mTexture, &SMViewDesc, &mSRView);
@ -274,18 +280,21 @@ void GFXD3D11Cubemap::initDynamic(U32 texSize, GFXFormat faceFormat)
viewDesc.Format = desc.Format;
viewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
viewDesc.Texture2DArray.ArraySize = 1;
viewDesc.Texture2DArray.MipSlice = 0;
for (U32 i = 0; i < CubeFaces; i++)
{
viewDesc.Texture2DArray.FirstArraySlice = i;
hr = D3D11DEVICE->CreateRenderTargetView(mTexture, &viewDesc, &mRTView[i]);
{
viewDesc.Texture2DArray.FirstArraySlice = i;
for (U32 j = 0; j < mMipMapLevels; j++)
{
viewDesc.Texture2DArray.MipSlice = j;
hr = D3D11DEVICE->CreateRenderTargetView(mTexture, &viewDesc, &mRTView[i][j]);
if(FAILED(hr))
{
AssertFatal(false, "GFXD3D11Cubemap::initDynamic - CreateRenderTargetView call failure");
}
}
if (FAILED(hr))
{
AssertFatal(false, "GFXD3D11Cubemap::initDynamic - CreateRenderTargetView call failure");
}
}
}
D3D11_TEXTURE2D_DESC depthTexDesc;
depthTexDesc.Width = mTexSize;
@ -352,16 +361,11 @@ ID3D11ShaderResourceView* GFXD3D11Cubemap::getSRView()
return mSRView;
}
ID3D11RenderTargetView* GFXD3D11Cubemap::getRTView(U32 faceIdx)
ID3D11RenderTargetView* GFXD3D11Cubemap::getRTView(U32 faceIdx, U32 mipIndex)
{
AssertFatal(faceIdx < CubeFaces, "GFXD3D11Cubemap::getRTView - face index out of bounds");
return mRTView[faceIdx];
}
ID3D11RenderTargetView** GFXD3D11Cubemap::getRTViewArray()
{
return mRTView;
return mRTView[faceIdx][mipIndex];
}
ID3D11DepthStencilView* GFXD3D11Cubemap::getDSView()
@ -372,4 +376,105 @@ ID3D11DepthStencilView* GFXD3D11Cubemap::getDSView()
ID3D11Texture2D* GFXD3D11Cubemap::get2DTex()
{
return mTexture;
}
//-----------------------------------------------------------------------------
// Cubemap Array
//-----------------------------------------------------------------------------
GFXD3D11CubemapArray::GFXD3D11CubemapArray() : mTexture(NULL), mSRView(NULL)
{
}
GFXD3D11CubemapArray::~GFXD3D11CubemapArray()
{
SAFE_RELEASE(mSRView);
SAFE_RELEASE(mTexture);
}
void GFXD3D11CubemapArray::initStatic(GFXCubemapHandle *cubemaps, const U32 cubemapCount)
{
AssertFatal(cubemaps, "GFXD3D11CubemapArray - Got null GFXCubemapHandle!");
AssertFatal(*cubemaps, "GFXD3D11CubemapArray - Got empty cubemap!");
//all cubemaps must be the same size,format and number of mipmaps. Grab the details from the first cubemap
mSize = cubemaps[0]->getSize();
mFormat = cubemaps[0]->getFormat();
mMipMapLevels = cubemaps[0]->getMipMapLevels();
mNumCubemaps = cubemapCount;
//create texture object
UINT bindFlags = D3D11_BIND_SHADER_RESOURCE;
UINT miscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
D3D11_TEXTURE2D_DESC desc;
ZeroMemory(&desc, sizeof(D3D11_TEXTURE2D_DESC));
desc.Width = mSize;
desc.Height = mSize;
desc.MipLevels = mMipMapLevels;
desc.ArraySize = CubeFaces * cubemapCount;
desc.Format = GFXD3D11TextureFormat[mFormat];
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = bindFlags;
desc.MiscFlags = miscFlags;
desc.CPUAccessFlags = 0;
HRESULT hr = D3D11DEVICE->CreateTexture2D(&desc, NULL, &mTexture);
if (FAILED(hr))
AssertFatal(false, "GFXD3D11CubemapArray:initStatic(GFXCubemap *cubemaps,const U32 cubemapCount) - CreateTexture2D failure");
for (U32 i = 0; i < cubemapCount; i++)
{
GFXD3D11Cubemap *cubeObj = static_cast<GFXD3D11Cubemap*>((GFXCubemap*)cubemaps[i]);
//yes checking the first one(cubemap at index 0) is pointless but saves a further if statement
if (cubemaps[i]->getSize() != mSize || cubemaps[i]->getFormat() != mFormat || cubemaps[i]->getMipMapLevels() != mMipMapLevels)
{
Con::printf("Trying to add an invalid Cubemap to a CubemapArray");
//destroy array here first
AssertFatal(false, "GFXD3D11CubemapArray:initStatic(GFXCubemap *cubemaps,const U32 cubemapCount) - invalid cubemap");
}
for (U32 face = 0; face < CubeFaces; face++)
{
const U32 arraySlice = face + CubeFaces * i;
for (U32 currentMip = 0; currentMip < mMipMapLevels; currentMip++)
{
const U32 srcSubResource = D3D11CalcSubresource(currentMip, face, mMipMapLevels);
const U32 dstSubResource = D3D11CalcSubresource(currentMip, arraySlice, mMipMapLevels);
D3D11DEVICECONTEXT->CopySubresourceRegion(mTexture, dstSubResource, 0, 0, 0, cubeObj->get2DTex(), srcSubResource, NULL);
}
}
}
//create shader resource view
D3D11_SHADER_RESOURCE_VIEW_DESC SMViewDesc;
SMViewDesc.Format = GFXD3D11TextureFormat[mFormat];
SMViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBEARRAY;
SMViewDesc.TextureCubeArray.MipLevels = mMipMapLevels;
SMViewDesc.TextureCubeArray.MostDetailedMip = 0;
SMViewDesc.TextureCubeArray.NumCubes = mNumCubemaps;
SMViewDesc.TextureCubeArray.First2DArrayFace = 0;
hr = D3D11DEVICE->CreateShaderResourceView(mTexture, &SMViewDesc, &mSRView);
if (FAILED(hr))
AssertFatal(false, "GFXD3D11CubemapArray:initStatic(GFXCubemap *cubemaps,const U32 cubemapCount) - shader resource view creation failure");
}
void GFXD3D11CubemapArray::setToTexUnit(U32 tuNum)
{
D3D11DEVICECONTEXT->PSSetShaderResources(tuNum, 1, &mSRView);
}
void GFXD3D11CubemapArray::zombify()
{
// Static cubemaps are handled by D3D
}
void GFXD3D11CubemapArray::resurrect()
{
// Static cubemaps are handled by D3D
}