mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-12 23:24:41 +00:00
Add cubemap arrays, as well as control for generation of MIPs on texture targets.
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parent
0c3fc59ccc
commit
1f7cf55204
25 changed files with 412 additions and 60 deletions
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@ -34,7 +34,8 @@ GFXD3D11Cubemap::GFXD3D11Cubemap() : mTexture(NULL), mSRView(NULL), mDSView(NULL
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for (U32 i = 0; i < CubeFaces; i++)
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{
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mRTView[i] = NULL;
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for(U32 j=0; j < MaxMipMaps; j++)
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mRTView[i][j] = NULL;
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}
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}
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@ -50,7 +51,8 @@ void GFXD3D11Cubemap::releaseSurfaces()
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for (U32 i = 0; i < CubeFaces; i++)
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{
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SAFE_RELEASE(mRTView[i]);
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for (U32 j = 0; j < MaxMipMaps; j++)
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SAFE_RELEASE(mRTView[i][j]);
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}
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SAFE_RELEASE(mDSView);
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@ -93,7 +95,7 @@ void GFXD3D11Cubemap::initStatic(GFXTexHandle *faces)
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desc.Width = mTexSize;
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desc.Height = mTexSize;
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desc.MipLevels = mAutoGenMips ? 0 : mMipMapLevels;
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desc.ArraySize = 6;
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desc.ArraySize = CubeFaces;
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desc.Format = GFXD3D11TextureFormat[mFaceFormat];
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desc.SampleDesc.Count = 1;
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desc.SampleDesc.Quality = 0;
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@ -209,16 +211,20 @@ void GFXD3D11Cubemap::initStatic(DDSFile *dds)
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}
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}
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void GFXD3D11Cubemap::initDynamic(U32 texSize, GFXFormat faceFormat)
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void GFXD3D11Cubemap::initDynamic(U32 texSize, GFXFormat faceFormat, U32 mipLevels)
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{
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if(!mDynamic)
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GFXTextureManager::addEventDelegate(this, &GFXD3D11Cubemap::_onTextureEvent);
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mDynamic = true;
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mAutoGenMips = true;
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mTexSize = texSize;
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mFaceFormat = faceFormat;
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mMipMapLevels = 0;
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if (!mipLevels)
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mAutoGenMips = true;
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mMipMapLevels = mipLevels;
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bool compressed = ImageUtil::isCompressedFormat(mFaceFormat);
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UINT bindFlags = D3D11_BIND_SHADER_RESOURCE;
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@ -233,7 +239,7 @@ void GFXD3D11Cubemap::initDynamic(U32 texSize, GFXFormat faceFormat)
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desc.Width = mTexSize;
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desc.Height = mTexSize;
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desc.MipLevels = 0;
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desc.MipLevels = mMipMapLevels;
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desc.ArraySize = 6;
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desc.Format = GFXD3D11TextureFormat[mFaceFormat];
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desc.SampleDesc.Count = 1;
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@ -249,7 +255,7 @@ void GFXD3D11Cubemap::initDynamic(U32 texSize, GFXFormat faceFormat)
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D3D11_SHADER_RESOURCE_VIEW_DESC SMViewDesc;
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SMViewDesc.Format = GFXD3D11TextureFormat[mFaceFormat];
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SMViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
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SMViewDesc.TextureCube.MipLevels = -1;
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SMViewDesc.TextureCube.MipLevels = mAutoGenMips ? -1 : mMipMapLevels;
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SMViewDesc.TextureCube.MostDetailedMip = 0;
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hr = D3D11DEVICE->CreateShaderResourceView(mTexture, &SMViewDesc, &mSRView);
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@ -274,18 +280,21 @@ void GFXD3D11Cubemap::initDynamic(U32 texSize, GFXFormat faceFormat)
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viewDesc.Format = desc.Format;
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viewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
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viewDesc.Texture2DArray.ArraySize = 1;
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viewDesc.Texture2DArray.MipSlice = 0;
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for (U32 i = 0; i < CubeFaces; i++)
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{
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viewDesc.Texture2DArray.FirstArraySlice = i;
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hr = D3D11DEVICE->CreateRenderTargetView(mTexture, &viewDesc, &mRTView[i]);
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{
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viewDesc.Texture2DArray.FirstArraySlice = i;
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for (U32 j = 0; j < mMipMapLevels; j++)
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{
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viewDesc.Texture2DArray.MipSlice = j;
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hr = D3D11DEVICE->CreateRenderTargetView(mTexture, &viewDesc, &mRTView[i][j]);
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if(FAILED(hr))
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{
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AssertFatal(false, "GFXD3D11Cubemap::initDynamic - CreateRenderTargetView call failure");
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}
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}
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if (FAILED(hr))
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{
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AssertFatal(false, "GFXD3D11Cubemap::initDynamic - CreateRenderTargetView call failure");
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}
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}
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}
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D3D11_TEXTURE2D_DESC depthTexDesc;
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depthTexDesc.Width = mTexSize;
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@ -352,16 +361,11 @@ ID3D11ShaderResourceView* GFXD3D11Cubemap::getSRView()
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return mSRView;
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}
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ID3D11RenderTargetView* GFXD3D11Cubemap::getRTView(U32 faceIdx)
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ID3D11RenderTargetView* GFXD3D11Cubemap::getRTView(U32 faceIdx, U32 mipIndex)
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{
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AssertFatal(faceIdx < CubeFaces, "GFXD3D11Cubemap::getRTView - face index out of bounds");
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return mRTView[faceIdx];
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}
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ID3D11RenderTargetView** GFXD3D11Cubemap::getRTViewArray()
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{
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return mRTView;
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return mRTView[faceIdx][mipIndex];
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}
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ID3D11DepthStencilView* GFXD3D11Cubemap::getDSView()
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@ -372,4 +376,105 @@ ID3D11DepthStencilView* GFXD3D11Cubemap::getDSView()
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ID3D11Texture2D* GFXD3D11Cubemap::get2DTex()
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{
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return mTexture;
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}
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//-----------------------------------------------------------------------------
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// Cubemap Array
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//-----------------------------------------------------------------------------
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GFXD3D11CubemapArray::GFXD3D11CubemapArray() : mTexture(NULL), mSRView(NULL)
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{
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}
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GFXD3D11CubemapArray::~GFXD3D11CubemapArray()
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{
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SAFE_RELEASE(mSRView);
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SAFE_RELEASE(mTexture);
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}
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void GFXD3D11CubemapArray::initStatic(GFXCubemapHandle *cubemaps, const U32 cubemapCount)
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{
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AssertFatal(cubemaps, "GFXD3D11CubemapArray - Got null GFXCubemapHandle!");
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AssertFatal(*cubemaps, "GFXD3D11CubemapArray - Got empty cubemap!");
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//all cubemaps must be the same size,format and number of mipmaps. Grab the details from the first cubemap
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mSize = cubemaps[0]->getSize();
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mFormat = cubemaps[0]->getFormat();
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mMipMapLevels = cubemaps[0]->getMipMapLevels();
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mNumCubemaps = cubemapCount;
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//create texture object
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UINT bindFlags = D3D11_BIND_SHADER_RESOURCE;
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UINT miscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
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D3D11_TEXTURE2D_DESC desc;
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ZeroMemory(&desc, sizeof(D3D11_TEXTURE2D_DESC));
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desc.Width = mSize;
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desc.Height = mSize;
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desc.MipLevels = mMipMapLevels;
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desc.ArraySize = CubeFaces * cubemapCount;
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desc.Format = GFXD3D11TextureFormat[mFormat];
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desc.SampleDesc.Count = 1;
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desc.SampleDesc.Quality = 0;
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desc.Usage = D3D11_USAGE_DEFAULT;
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desc.BindFlags = bindFlags;
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desc.MiscFlags = miscFlags;
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desc.CPUAccessFlags = 0;
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HRESULT hr = D3D11DEVICE->CreateTexture2D(&desc, NULL, &mTexture);
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if (FAILED(hr))
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AssertFatal(false, "GFXD3D11CubemapArray:initStatic(GFXCubemap *cubemaps,const U32 cubemapCount) - CreateTexture2D failure");
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for (U32 i = 0; i < cubemapCount; i++)
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{
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GFXD3D11Cubemap *cubeObj = static_cast<GFXD3D11Cubemap*>((GFXCubemap*)cubemaps[i]);
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//yes checking the first one(cubemap at index 0) is pointless but saves a further if statement
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if (cubemaps[i]->getSize() != mSize || cubemaps[i]->getFormat() != mFormat || cubemaps[i]->getMipMapLevels() != mMipMapLevels)
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{
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Con::printf("Trying to add an invalid Cubemap to a CubemapArray");
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//destroy array here first
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AssertFatal(false, "GFXD3D11CubemapArray:initStatic(GFXCubemap *cubemaps,const U32 cubemapCount) - invalid cubemap");
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}
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for (U32 face = 0; face < CubeFaces; face++)
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{
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const U32 arraySlice = face + CubeFaces * i;
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for (U32 currentMip = 0; currentMip < mMipMapLevels; currentMip++)
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{
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const U32 srcSubResource = D3D11CalcSubresource(currentMip, face, mMipMapLevels);
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const U32 dstSubResource = D3D11CalcSubresource(currentMip, arraySlice, mMipMapLevels);
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D3D11DEVICECONTEXT->CopySubresourceRegion(mTexture, dstSubResource, 0, 0, 0, cubeObj->get2DTex(), srcSubResource, NULL);
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}
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}
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}
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//create shader resource view
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D3D11_SHADER_RESOURCE_VIEW_DESC SMViewDesc;
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SMViewDesc.Format = GFXD3D11TextureFormat[mFormat];
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SMViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBEARRAY;
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SMViewDesc.TextureCubeArray.MipLevels = mMipMapLevels;
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SMViewDesc.TextureCubeArray.MostDetailedMip = 0;
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SMViewDesc.TextureCubeArray.NumCubes = mNumCubemaps;
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SMViewDesc.TextureCubeArray.First2DArrayFace = 0;
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hr = D3D11DEVICE->CreateShaderResourceView(mTexture, &SMViewDesc, &mSRView);
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if (FAILED(hr))
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AssertFatal(false, "GFXD3D11CubemapArray:initStatic(GFXCubemap *cubemaps,const U32 cubemapCount) - shader resource view creation failure");
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}
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void GFXD3D11CubemapArray::setToTexUnit(U32 tuNum)
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{
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D3D11DEVICECONTEXT->PSSetShaderResources(tuNum, 1, &mSRView);
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}
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void GFXD3D11CubemapArray::zombify()
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{
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// Static cubemaps are handled by D3D
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}
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void GFXD3D11CubemapArray::resurrect()
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{
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// Static cubemaps are handled by D3D
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}
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