mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-13 07:34:45 +00:00
Add cubemap arrays, as well as control for generation of MIPs on texture targets.
This commit is contained in:
parent
e32a431a6c
commit
83dd55e851
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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@ -29,13 +29,14 @@
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#include "gfx/gfxTarget.h"
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const U32 CubeFaces = 6;
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const U32 MaxMipMaps = 13; //todo this needs a proper static value somewhere to sync up with other classes like GBitmap
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class GFXD3D11Cubemap : public GFXCubemap
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{
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public:
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virtual void initStatic( GFXTexHandle *faces );
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virtual void initStatic( DDSFile *dds );
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virtual void initDynamic( U32 texSize, GFXFormat faceFormat = GFXFormatR8G8B8A8 );
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virtual void initDynamic( U32 texSize, GFXFormat faceFormat = GFXFormatR8G8B8A8, U32 mipLevels = 0);
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virtual void setToTexUnit( U32 tuNum );
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virtual U32 getSize() const { return mTexSize; }
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virtual GFXFormat getFormat() const { return mFaceFormat; }
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@ -49,8 +50,7 @@ public:
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// Get functions
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ID3D11ShaderResourceView* getSRView();
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ID3D11RenderTargetView* getRTView(U32 faceIdx);
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ID3D11RenderTargetView** getRTViewArray();
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ID3D11RenderTargetView* getRTView(U32 faceIdx, U32 mipIndex=0);
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ID3D11DepthStencilView* getDSView();
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ID3D11Texture2D* get2DTex();
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@ -61,7 +61,7 @@ private:
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ID3D11Texture2D* mTexture;
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ID3D11ShaderResourceView* mSRView; // for shader resource input
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ID3D11RenderTargetView* mRTView[CubeFaces]; // for render targets, 6 faces of the cubemap
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ID3D11RenderTargetView* mRTView[CubeFaces][MaxMipMaps]; // for render targets, 6 faces of the cubemap
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ID3D11DepthStencilView* mDSView; //render target view for depth stencil
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bool mAutoGenMips;
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@ -76,4 +76,27 @@ private:
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void _onTextureEvent(GFXTexCallbackCode code);
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};
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class GFXD3D11CubemapArray : public GFXCubemapArray
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{
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public:
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GFXD3D11CubemapArray();
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virtual ~GFXD3D11CubemapArray();
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virtual void initStatic(GFXCubemapHandle *cubemaps, const U32 cubemapCount);
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virtual void setToTexUnit(U32 tuNum);
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ID3D11ShaderResourceView* getSRView() { return mSRView; }
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ID3D11Texture2D* get2DTex() { return mTexture; }
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// GFXResource interface
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virtual void zombify();
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virtual void resurrect();
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private:
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friend class GFXD3D11TextureTarget;
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friend class GFXD3D11Device;
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ID3D11Texture2D *mTexture;
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ID3D11ShaderResourceView* mSRView; // for shader resource input
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};
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#endif
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@ -449,7 +449,7 @@ void GFXD3D11Device::init(const GFXVideoMode &mode, PlatformWindow *window)
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DXGI_SWAP_CHAIN_DESC d3dpp = setupPresentParams(mode, winHwnd);
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// TODO support at least feature level 10 to match GL
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D3D_FEATURE_LEVEL pFeatureLevels[] = { D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0 };
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D3D_FEATURE_LEVEL pFeatureLevels[] = { D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1 };
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U32 nFeatureCount = ARRAYSIZE(pFeatureLevels);
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D3D_DRIVER_TYPE driverType = D3D_DRIVER_TYPE_HARDWARE;// use D3D_DRIVER_TYPE_REFERENCE for reference device
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// create a device, device context and swap chain using the information in the d3dpp struct
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@ -689,9 +689,9 @@ GFXWindowTarget * GFXD3D11Device::allocWindowTarget(PlatformWindow *window)
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return gdwt;
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}
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GFXTextureTarget* GFXD3D11Device::allocRenderToTextureTarget()
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GFXTextureTarget* GFXD3D11Device::allocRenderToTextureTarget(bool genMips)
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{
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GFXD3D11TextureTarget *targ = new GFXD3D11TextureTarget();
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GFXD3D11TextureTarget *targ = new GFXD3D11TextureTarget(genMips);
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targ->registerResourceWithDevice(this);
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return targ;
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@ -963,6 +963,25 @@ void GFXD3D11Device::clear(U32 flags, const LinearColorF& color, F32 z, U32 sten
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SAFE_RELEASE(dsView);
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}
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void GFXD3D11Device::clearColorAttachment(const U32 attachment, const LinearColorF& color)
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{
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GFXD3D11TextureTarget *pTarget = static_cast<GFXD3D11TextureTarget*>(mCurrentRT.getPointer());
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ID3D11RenderTargetView* rtView = NULL;
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if (!pTarget)
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{
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rtView = mDeviceBackBufferView;// we are using the default backbuffer
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}
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else
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{
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//attachment + 1 to skip past DepthStencil which is first in the list
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rtView = static_cast<ID3D11RenderTargetView*>(pTarget->mTargetViews[attachment + 1]);
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}
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const FLOAT clearColor[4] = { color.red, color.green, color.blue, color.alpha };
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mD3DDeviceContext->ClearRenderTargetView(rtView, clearColor);
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}
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void GFXD3D11Device::endSceneInternal()
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{
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mCanCurrentlyRender = false;
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@ -1837,6 +1856,13 @@ GFXCubemap * GFXD3D11Device::createCubemap()
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return cube;
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}
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GFXCubemapArray * GFXD3D11Device::createCubemapArray()
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{
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GFXD3D11CubemapArray* cubeArray = new GFXD3D11CubemapArray();
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cubeArray->registerResourceWithDevice(this);
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return cubeArray;
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}
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// Debug events
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//------------------------------------------------------------------------------
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void GFXD3D11Device::enterDebugEvent(ColorI color, const char *name)
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@ -71,7 +71,7 @@ private:
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virtual void enumerateVideoModes();
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virtual GFXWindowTarget *allocWindowTarget(PlatformWindow *window);
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virtual GFXTextureTarget *allocRenderToTextureTarget();
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virtual GFXTextureTarget *allocRenderToTextureTarget(bool genMips = true);
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virtual void enterDebugEvent(ColorI color, const char *name);
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virtual void leaveDebugEvent();
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@ -237,6 +237,7 @@ public:
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U32 getAdaterIndex() const { return mAdapterIndex; }
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virtual GFXCubemap *createCubemap();
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virtual GFXCubemapArray *createCubemapArray();
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virtual F32 getPixelShaderVersion() const { return mPixVersion; }
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virtual void setPixelShaderVersion( F32 version ){ mPixVersion = version;}
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@ -249,6 +250,8 @@ public:
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// Misc rendering control
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// {
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virtual void clear( U32 flags, const LinearColorF& color, F32 z, U32 stencil );
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virtual void clearColorAttachment(const U32 attachment, const LinearColorF& color);
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virtual bool beginSceneInternal();
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virtual void endSceneInternal();
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@ -325,7 +328,7 @@ public:
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// grab the sampler map
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const SamplerMap &getSamplersMap() const { return mSamplersMap; }
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SamplerMap &getSamplersMap() { return mSamplersMap; }
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SamplerMap &getSamplersMap(){ return mSamplersMap; }
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};
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#endif
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@ -67,6 +67,7 @@ void GFXD3D11EnumTranslate::init()
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GFXD3D11TextureFormat[GFXFormatR16F] = DXGI_FORMAT_R16_FLOAT;
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GFXD3D11TextureFormat[GFXFormatR16G16F] = DXGI_FORMAT_R16G16_FLOAT;
|
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GFXD3D11TextureFormat[GFXFormatR10G10B10A2] = DXGI_FORMAT_R10G10B10A2_UNORM;
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GFXD3D11TextureFormat[GFXFormatR11G11B10] = DXGI_FORMAT_R11G11B10_FLOAT;
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GFXD3D11TextureFormat[GFXFormatD32] = DXGI_FORMAT_UNKNOWN;
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||||
GFXD3D11TextureFormat[GFXFormatD24X8] = DXGI_FORMAT_UNKNOWN;
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||||
GFXD3D11TextureFormat[GFXFormatD24S8] = DXGI_FORMAT_D24_UNORM_S8_UINT;
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||||
|
|
|
|||
|
|
@ -1384,7 +1384,8 @@ void GFXD3D11Shader::_buildSamplerShaderConstantHandles( Vector<GFXShaderConstDe
|
|||
const GFXShaderConstDesc &desc = *iter;
|
||||
|
||||
AssertFatal( desc.constType == GFXSCT_Sampler ||
|
||||
desc.constType == GFXSCT_SamplerCube,
|
||||
desc.constType == GFXSCT_SamplerCube ||
|
||||
desc.constType == GFXSCT_SamplerCubeArray,
|
||||
"GFXD3D11Shader::_buildSamplerShaderConstantHandles - Invalid samplerDescription type!" );
|
||||
|
||||
GFXD3D11ShaderConstHandle *handle;
|
||||
|
|
|
|||
|
|
@ -28,7 +28,7 @@
|
|||
#include "gfx/gfxStringEnumTranslate.h"
|
||||
#include "windowManager/win32/win32Window.h"
|
||||
|
||||
GFXD3D11TextureTarget::GFXD3D11TextureTarget()
|
||||
GFXD3D11TextureTarget::GFXD3D11TextureTarget(bool genMips)
|
||||
: mTargetSize( Point2I::Zero ),
|
||||
mTargetFormat( GFXFormatR8G8B8A8 )
|
||||
{
|
||||
|
|
@ -39,6 +39,8 @@ GFXD3D11TextureTarget::GFXD3D11TextureTarget()
|
|||
mTargetViews[i] = NULL;
|
||||
mTargetSRViews[i] = NULL;
|
||||
}
|
||||
|
||||
mGenMips = genMips;
|
||||
}
|
||||
|
||||
GFXD3D11TextureTarget::~GFXD3D11TextureTarget()
|
||||
|
|
@ -215,7 +217,7 @@ void GFXD3D11TextureTarget::attachTexture( RenderSlot slot, GFXCubemap *tex, U32
|
|||
|
||||
mTargets[slot] = cube->get2DTex();
|
||||
mTargets[slot]->AddRef();
|
||||
mTargetViews[slot] = cube->getRTView(face);
|
||||
mTargetViews[slot] = cube->getRTView(face, mipLevel);
|
||||
mTargetViews[slot]->AddRef();
|
||||
mTargetSRViews[slot] = cube->getSRView();
|
||||
mTargetSRViews[slot]->AddRef();
|
||||
|
|
@ -262,6 +264,9 @@ void GFXD3D11TextureTarget::activate()
|
|||
|
||||
void GFXD3D11TextureTarget::deactivate()
|
||||
{
|
||||
if (!mGenMips)
|
||||
return;
|
||||
|
||||
//re-gen mip maps
|
||||
for (U32 i = 0; i < 6; i++)
|
||||
{
|
||||
|
|
@ -347,7 +352,23 @@ GFXFormat GFXD3D11WindowTarget::getFormat()
|
|||
|
||||
bool GFXD3D11WindowTarget::present()
|
||||
{
|
||||
return (D3D11->getSwapChain()->Present(!D3D11->smDisableVSync, 0) == S_OK);
|
||||
HRESULT hr = D3D11->getSwapChain()->Present(!D3D11->smDisableVSync, 0);
|
||||
if (hr == DXGI_ERROR_DEVICE_REMOVED)
|
||||
{
|
||||
HRESULT result = D3D11->getDevice()->GetDeviceRemovedReason();
|
||||
if (result == DXGI_ERROR_DEVICE_HUNG)
|
||||
AssertFatal(false,"DXGI_ERROR_DEVICE_HUNG");
|
||||
else if (result == DXGI_ERROR_DEVICE_REMOVED)
|
||||
AssertFatal(false, "DXGI_ERROR_DEVICE_REMOVED");
|
||||
else if (result == DXGI_ERROR_DEVICE_RESET)
|
||||
AssertFatal(false, "DXGI_ERROR_DEVICE_RESET");
|
||||
else if (result == DXGI_ERROR_DRIVER_INTERNAL_ERROR)
|
||||
AssertFatal(false, "DXGI_ERROR_DRIVER_INTERNAL_ERROR");
|
||||
else if (result == DXGI_ERROR_INVALID_CALL)
|
||||
AssertFatal(false, "DXGI_ERROR_INVALID_CALL");
|
||||
}
|
||||
|
||||
return (hr == S_OK);
|
||||
}
|
||||
|
||||
void GFXD3D11WindowTarget::setImplicitSwapChain()
|
||||
|
|
@ -370,7 +391,6 @@ void GFXD3D11WindowTarget::resetMode()
|
|||
mSize = Point2I(mPresentationParams.BufferDesc.Width, mPresentationParams.BufferDesc.Height);
|
||||
|
||||
mWindow->setSuppressReset(false);
|
||||
GFX->beginReset();
|
||||
}
|
||||
|
||||
void GFXD3D11WindowTarget::zombify()
|
||||
|
|
|
|||
|
|
@ -51,7 +51,7 @@ class GFXD3D11TextureTarget : public GFXTextureTarget
|
|||
|
||||
public:
|
||||
|
||||
GFXD3D11TextureTarget();
|
||||
GFXD3D11TextureTarget(bool genMips);
|
||||
~GFXD3D11TextureTarget();
|
||||
|
||||
// Public interface.
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue