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https://github.com/TorqueGameEngines/Torque3D.git
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don't let GFXD3D11TextureTarget::deactivate() try to generate mips if we haven't told that target to do so
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@ -276,11 +276,18 @@ void GFXD3D11TextureTarget::deactivate()
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//re-gen mip maps
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for (U32 i = 0; i < 6; i++)
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{
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ID3D11ShaderResourceView* pSRView = mTargetSRViews[GFXTextureTarget::Color0 + i];
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if (pSRView)
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D3D11DEVICECONTEXT->GenerateMips(pSRView);
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}
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D3D11_TEXTURE2D_DESC desc;
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if (mResolveTargets[GFXTextureTarget::Color0 + i])
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{
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mResolveTargets[GFXTextureTarget::Color0 + i]->get2DTex()->GetDesc(&desc);
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if (desc.MiscFlags & D3D11_RESOURCE_MISC_GENERATE_MIPS)
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{
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ID3D11ShaderResourceView* pSRView = mTargetSRViews[GFXTextureTarget::Color0 + i];
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if (pSRView)
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D3D11DEVICECONTEXT->GenerateMips(pSRView);
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}
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}
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}
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}
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void GFXD3D11TextureTarget::resolve()
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@ -108,6 +108,7 @@ void GFXD3D11TextureManager::_innerCreateTexture( GFXD3D11TextureObject *retTex,
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(numMipLevels == 0 || numMipLevels > 1)&&
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!(depth > 0) )
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{
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if (numMipLevels == 5) Con::errorf("GFXD3D11TextureManager::_innerCreateTexture - numMipLevels == 5 found!");
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miscFlags |= D3D11_RESOURCE_MISC_GENERATE_MIPS;
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bindFlags |= D3D11_BIND_RENDER_TARGET; // in order to automatically generate mips. Resource needs to be a rendertarget and shader resource
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}
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@ -849,7 +849,9 @@ void PostEffect::_setupConstants( const SceneRenderState *state )
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if (mMipCountSC[i]->isValid())
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{
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mShaderConsts->set(mMipCountSC[i], (S32)mActiveTextures[i]->getMipLevels());
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S32 mipLevels = (S32)mActiveTextures[i]->getMipLevels();
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mShaderConsts->set(mMipCountSC[i], mipLevels);
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if (mipLevels == 5) Con::errorf("PostEffect::_setupConstants - mipLevels == 5 found!");
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}
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}
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