mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-21 05:04:45 +00:00
GBitmap Changes: Added all other formats to gbitmap that we support gbitmap now supports cubemaps added converters for all these other formats added stb_image_resize for extrudemips so we can extrude mipmaps for all other formats GFXTextureManager Can now directly make cubemaps and texture arrays based on the GFXTextureProfile API implementations for all functions that cubemaps and arrays needed
676 lines
24 KiB
C++
676 lines
24 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2015 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "gfx/D3D11/gfxD3D11Device.h"
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#include "gfx/D3D11/gfxD3D11EnumTranslate.h"
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#include "gfx/bitmap/bitmapUtils.h"
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#include "gfx/bitmap/imageUtils.h"
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#include "gfx/gfxCardProfile.h"
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#include "gfx/gfxStringEnumTranslate.h"
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#include "core/strings/unicode.h"
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#include "core/util/swizzle.h"
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#include "core/util/safeDelete.h"
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#include "console/console.h"
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#include "core/resourceManager.h"
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GFXD3D11TextureManager::GFXD3D11TextureManager()
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{
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ZeroMemory(mCurTexSet, sizeof(mCurTexSet));
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}
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GFXD3D11TextureManager::~GFXD3D11TextureManager()
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{
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// Destroy texture table now so just in case some texture objects
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// are still left, we don't crash on a pure virtual method call.
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SAFE_DELETE_ARRAY( mHashTable );
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}
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void GFXD3D11TextureManager::_innerCreateTexture( GFXD3D11TextureObject *retTex,
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U32 height,
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U32 width,
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U32 depth,
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GFXFormat format,
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GFXTextureProfile *profile,
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U32 numMipLevels,
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bool forceMips,
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S32 antialiasLevel,
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U32 arraySize)
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{
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U32 usage = 0;
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U32 bindFlags = 0;
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U32 miscFlags = 0;
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if(!retTex->mProfile->isZTarget() && !retTex->mProfile->isSystemMemory())
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bindFlags = D3D11_BIND_SHADER_RESOURCE;
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U32 cpuFlags = 0;
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retTex->mProfile = profile;
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retTex->isManaged = false;
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DXGI_FORMAT d3dTextureFormat = GFXD3D11TextureFormat[format];
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if (retTex->isCubeMap())
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miscFlags |= D3D11_RESOURCE_MISC_TEXTURECUBE;
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if( retTex->mProfile->isDynamic() )
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{
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usage = D3D11_USAGE_DYNAMIC;
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cpuFlags |= D3D11_CPU_ACCESS_WRITE;
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retTex->isManaged = false;
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}
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else if ( retTex->mProfile->isSystemMemory() )
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{
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usage |= D3D11_USAGE_STAGING;
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cpuFlags |= D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
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}
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else
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{
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usage = D3D11_USAGE_DEFAULT;
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retTex->isManaged = true;
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}
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if( retTex->mProfile->isRenderTarget() )
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{
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bindFlags |= D3D11_BIND_RENDER_TARGET;
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//need to check to make sure this format supports render targets
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U32 supportFlag = 0;
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D3D11DEVICE->CheckFormatSupport(d3dTextureFormat, &supportFlag);
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//if it doesn't support render targets then default to R8G8B8A8
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if(!(supportFlag & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
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d3dTextureFormat = DXGI_FORMAT_R8G8B8A8_UNORM;
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retTex->isManaged =false;
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}
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if( retTex->mProfile->isZTarget() )
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{
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bindFlags |= D3D11_BIND_DEPTH_STENCIL;
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retTex->isManaged = false;
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}
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if( !forceMips && !retTex->mProfile->isSystemMemory() &&
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(numMipLevels == 0 || numMipLevels > 1)&&
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!(depth > 0) )
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{
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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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if( depth > 0 )
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{
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D3D11_TEXTURE3D_DESC desc;
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ZeroMemory(&desc, sizeof(D3D11_TEXTURE3D_DESC));
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desc.BindFlags = bindFlags;
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desc.CPUAccessFlags = cpuFlags;
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desc.Depth = depth;
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desc.Width = width;
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desc.Height = height;
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desc.Format = d3dTextureFormat;
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desc.Usage = (D3D11_USAGE)usage;
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desc.MipLevels = numMipLevels;
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HRESULT hr = D3D11DEVICE->CreateTexture3D(&desc, NULL, retTex->get3DTexPtr());
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if(FAILED(hr))
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{
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AssertFatal(false, "GFXD3D11TextureManager::_createTexture - failed to create volume texture!");
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}
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if (!retTex->mProfile->isSystemMemory())
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{
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createResourceView(height, width, depth, d3dTextureFormat, numMipLevels, bindFlags, retTex);
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}
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retTex->mTextureSize.set(width, height, depth);
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retTex->get3DTex()->GetDesc(&desc);
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retTex->mMipLevels = numMipLevels;
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retTex->mFormat = format;
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}
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else
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{
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U32 numQualityLevels = 0;
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switch (antialiasLevel)
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{
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case 0:
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case AA_MATCH_BACKBUFFER:
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antialiasLevel = 1;
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break;
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default:
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{
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antialiasLevel = 0;
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D3D11DEVICE->CheckMultisampleQualityLevels(d3dTextureFormat, antialiasLevel, &numQualityLevels);
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AssertFatal(numQualityLevels, "Invalid AA level!");
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break;
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}
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}
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if(retTex->mProfile->isZTarget())
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{
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D3D11_TEXTURE2D_DESC desc;
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ZeroMemory(&desc, sizeof(D3D11_TEXTURE2D_DESC));
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desc.ArraySize = 1;
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desc.BindFlags = bindFlags;
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desc.CPUAccessFlags = cpuFlags;
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//depth stencil must be a typeless format if it is bound on render target and shader resource simultaneously
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// we'll send the real format for the creation of the views
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if (format == GFXFormatD24S8)
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{
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desc.Format = DXGI_FORMAT_R24G8_TYPELESS;
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}
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else // Note: right now only GFXFormatD24S8 and GFXFormatD32FS8U24 are supported. Additional cases required to support 16-bit depth for mobile.
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desc.Format = DXGI_FORMAT_R32G8X24_TYPELESS;
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desc.MipLevels = numMipLevels;
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desc.SampleDesc.Count = antialiasLevel;
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desc.SampleDesc.Quality = numQualityLevels;
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desc.Height = height;
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desc.Width = width;
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desc.Usage = (D3D11_USAGE)usage;
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HRESULT hr = D3D11DEVICE->CreateTexture2D(&desc, NULL, retTex->getSurfacePtr());
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if(FAILED(hr))
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{
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AssertFatal(false, "Failed to create Zbuffer texture");
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}
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retTex->mFormat = format; // Assigning format like this should be fine.
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}
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else
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{
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D3D11_TEXTURE2D_DESC desc;
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ZeroMemory(&desc, sizeof(D3D11_TEXTURE2D_DESC));
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desc.ArraySize = arraySize * (retTex->isCubeMap() ? 6 : 1);
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desc.BindFlags = bindFlags;
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desc.CPUAccessFlags = cpuFlags;
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desc.Format = d3dTextureFormat;
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desc.MipLevels = numMipLevels;
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desc.SampleDesc.Count = antialiasLevel;
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desc.SampleDesc.Quality = numQualityLevels;
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desc.Height = height;
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desc.Width = width;
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desc.Usage = (D3D11_USAGE)usage;
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desc.MiscFlags = miscFlags;
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HRESULT hr = D3D11DEVICE->CreateTexture2D(&desc, NULL, retTex->get2DTexPtr());
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if(FAILED(hr))
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{
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AssertFatal(false, "GFXD3D11TextureManager::_createTexture - failed to create texture!");
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}
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retTex->get2DTex()->GetDesc(&desc);
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retTex->mMipLevels = desc.MipLevels;
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retTex->mArraySize = arraySize;
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}
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// start creating the resource views...
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// don't bother creating views for system memory/staging textures
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// they are just used for copying
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if (!retTex->mProfile->isSystemMemory())
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{
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createResourceView(height, width, depth, d3dTextureFormat, numMipLevels, bindFlags, retTex);
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}
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// Get the actual size of the texture...
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D3D11_TEXTURE2D_DESC probeDesc;
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ZeroMemory(&probeDesc, sizeof(D3D11_TEXTURE2D_DESC));
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if( retTex->get2DTex() != NULL )
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{
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retTex->get2DTex()->GetDesc(&probeDesc);
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}
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else if( retTex->getSurface() != NULL )
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{
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retTex->getSurface()->GetDesc(&probeDesc);
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}
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retTex->mTextureSize.set(probeDesc.Width, probeDesc.Height, 0);
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S32 fmt = 0;
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if(!profile->isZTarget())
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fmt = probeDesc.Format;
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else
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fmt = DXGI_FORMAT_D24_UNORM_S8_UINT; // we need to assign this manually.
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GFXREVERSE_LOOKUP( GFXD3D11TextureFormat, GFXFormat, fmt );
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retTex->mFormat = (GFXFormat)fmt;
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}
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}
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//-----------------------------------------------------------------------------
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// createTexture
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//-----------------------------------------------------------------------------
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GFXTextureObject *GFXD3D11TextureManager::_createTextureObject( U32 height,
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U32 width,
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U32 depth,
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GFXFormat format,
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GFXTextureProfile *profile,
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U32 numMipLevels,
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bool forceMips,
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S32 antialiasLevel,
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U32 arraySize,
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GFXTextureObject *inTex )
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{
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GFXD3D11TextureObject *retTex;
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if ( inTex )
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{
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AssertFatal(static_cast<GFXD3D11TextureObject*>( inTex ), "GFXD3D11TextureManager::_createTexture() - Bad inTex type!");
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retTex = static_cast<GFXD3D11TextureObject*>( inTex );
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retTex->release();
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}
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else
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{
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retTex = new GFXD3D11TextureObject(GFX, profile, arraySize);
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retTex->registerResourceWithDevice(GFX);
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}
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_innerCreateTexture(retTex, height, width, depth, format, profile, numMipLevels, forceMips, antialiasLevel, arraySize);
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return retTex;
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}
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bool GFXD3D11TextureManager::_loadTexture(GFXTextureObject *aTexture, GBitmap *pDL)
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{
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PROFILE_SCOPE(GFXD3D11TextureManager_loadTexture);
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GFXD3D11TextureObject *texture = static_cast<GFXD3D11TextureObject*>(aTexture);
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// Check with profiler to see if we can do automatic mipmap generation.
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const bool supportsAutoMips = GFX->getCardProfiler()->queryProfile("autoMipMapLevel", true);
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const bool isCube = texture->isCubeMap() && pDL->getNumFaces() > 1;
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const U32 numFaces = isCube ? 6 : 1;
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// Helper bool
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const bool isCompressedTexFmt = ImageUtil::isCompressedFormat(aTexture->mFormat);
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// Settings for mipmap generation
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U32 maxDownloadMip = pDL->getNumMipLevels();
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U32 nbMipMapLevel = pDL->getNumMipLevels();
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if( supportsAutoMips && !isCompressedTexFmt )
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{
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maxDownloadMip = 1;
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nbMipMapLevel = aTexture->mMipLevels;
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}
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GFXD3D11Device* dev = D3D11;
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bool isDynamic = texture->mProfile->isDynamic();
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// Fill the texture...
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for (U32 face = 0; face < numFaces; ++face)
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{
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for (U32 i = 0; i < maxDownloadMip; i++)
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{
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U32 subResource = D3D11CalcSubresource(i, face, aTexture->mMipLevels);
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if (!isDynamic)
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{
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U8* copyBuffer = NULL;
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switch (texture->mFormat)
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{
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case GFXFormatR8G8B8:
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case GFXFormatR8G8B8_SRGB:
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{
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PROFILE_SCOPE(Swizzle24_Upload);
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U8* Bits = new U8[pDL->getWidth(i) * pDL->getHeight(i) * 4];
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dMemcpy(Bits, pDL->getBits(i, face), pDL->getWidth(i) * pDL->getHeight(i) * 3);
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bitmapConvertRGB_to_RGBX(&Bits, pDL->getWidth(i) * pDL->getHeight(i));
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copyBuffer = new U8[pDL->getWidth(i) * pDL->getHeight(i) * 4];
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dev->getDeviceSwizzle32()->ToBuffer(copyBuffer, Bits, pDL->getWidth(i) * pDL->getHeight(i) * 4);
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dev->getDeviceContext()->UpdateSubresource(texture->get2DTex(), subResource, NULL, copyBuffer, pDL->getWidth() * 4, pDL->getHeight() * 4);
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SAFE_DELETE_ARRAY(Bits);
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break;
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}
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case GFXFormatR8G8B8A8:
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case GFXFormatR8G8B8X8:
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case GFXFormatR8G8B8A8_SRGB:
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{
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PROFILE_SCOPE(Swizzle32_Upload);
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copyBuffer = new U8[pDL->getWidth(i) * pDL->getHeight(i) * pDL->getBytesPerPixel()];
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dev->getDeviceSwizzle32()->ToBuffer(copyBuffer, pDL->getBits(i, face), pDL->getWidth(i) * pDL->getHeight(i) * pDL->getBytesPerPixel());
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dev->getDeviceContext()->UpdateSubresource(texture->get2DTex(), subResource, NULL, copyBuffer, pDL->getWidth() * pDL->getBytesPerPixel(), pDL->getHeight() * pDL->getBytesPerPixel());
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break;
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}
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default:
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{
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// Just copy the bits in no swizzle or padding
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PROFILE_SCOPE(SwizzleNull_Upload);
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AssertFatal(pDL->getFormat() == texture->mFormat, "Format mismatch");
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dev->getDeviceContext()->UpdateSubresource(texture->get2DTex(), subResource, NULL, pDL->getBits(i, face), pDL->getWidth() * pDL->getBytesPerPixel(), pDL->getHeight() * pDL->getBytesPerPixel());
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}
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}
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SAFE_DELETE_ARRAY(copyBuffer);
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}
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else
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{
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D3D11_MAPPED_SUBRESOURCE mapping;
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HRESULT res = dev->getDeviceContext()->Map(texture->get2DTex(), subResource, D3D11_MAP_WRITE, 0, &mapping);
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AssertFatal(res, "tex2d map call failure");
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switch (texture->mFormat)
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{
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case GFXFormatR8G8B8:
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case GFXFormatR8G8B8_SRGB:
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{
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PROFILE_SCOPE(Swizzle24_Upload);
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U8* Bits = new U8[pDL->getWidth(i) * pDL->getHeight(i) * 4];
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dMemcpy(Bits, pDL->getBits(i, face), pDL->getWidth(i) * pDL->getHeight(i) * 3);
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bitmapConvertRGB_to_RGBX(&Bits, pDL->getWidth(i) * pDL->getHeight(i));
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dev->getDeviceSwizzle32()->ToBuffer(mapping.pData, Bits, pDL->getWidth(i) * pDL->getHeight(i) * 4);
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SAFE_DELETE_ARRAY(Bits);
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}
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break;
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case GFXFormatR8G8B8A8:
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case GFXFormatR8G8B8X8:
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case GFXFormatR8G8B8A8_SRGB:
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{
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PROFILE_SCOPE(Swizzle32_Upload);
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dev->getDeviceSwizzle32()->ToBuffer(mapping.pData, pDL->getBits(i, face), pDL->getWidth(i) * pDL->getHeight(i) * pDL->getBytesPerPixel());
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}
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break;
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default:
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{
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// Just copy the bits in no swizzle or padding
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PROFILE_SCOPE(SwizzleNull_Upload);
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AssertFatal(pDL->getFormat() == texture->mFormat, "Format mismatch");
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dMemcpy(mapping.pData, pDL->getBits(i, face), pDL->getWidth(i) * pDL->getHeight(i) * pDL->getBytesPerPixel());
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}
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}
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dev->getDeviceContext()->Unmap(texture->get2DTex(), subResource);
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}
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}
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}
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D3D11_TEXTURE2D_DESC desc;
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// if the texture asked for mip generation. lets generate it.
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texture->get2DTex()->GetDesc(&desc);
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if (desc.MiscFlags &D3D11_RESOURCE_MISC_GENERATE_MIPS)
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{
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dev->getDeviceContext()->GenerateMips(texture->getSRView());
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//texture->mMipLevels = desc.MipLevels;
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}
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return true;
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}
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bool GFXD3D11TextureManager::_loadTexture(GFXTextureObject *inTex, void *raw)
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{
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PROFILE_SCOPE(GFXD3D11TextureManager_loadTextureRaw);
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GFXD3D11TextureObject *texture = (GFXD3D11TextureObject *) inTex;
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GFXD3D11Device* dev = static_cast<GFXD3D11Device *>(GFX);
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// currently only for volume textures...
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if(texture->getDepth() < 1) return false;
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U8* Bits = NULL;
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if(texture->mFormat == GFXFormatR8G8B8 || texture->mFormat == GFXFormatR8G8B8_SRGB)
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{
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// convert 24 bit to 32 bit
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Bits = new U8[texture->getWidth() * texture->getHeight() * texture->getDepth() * 4];
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dMemcpy(Bits, raw, texture->getWidth() * texture->getHeight() * texture->getDepth() * 3);
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bitmapConvertRGB_to_RGBX(&Bits, texture->getWidth() * texture->getHeight() * texture->getDepth());
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}
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U32 bytesPerPix = 1;
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switch(texture->mFormat)
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{
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case GFXFormatR8G8B8:
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case GFXFormatR8G8B8_SRGB:
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case GFXFormatR8G8B8A8:
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case GFXFormatR8G8B8X8:
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case GFXFormatR8G8B8A8_SRGB:
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bytesPerPix = 4;
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break;
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}
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D3D11_BOX box;
|
|
box.left = 0;
|
|
box.right = texture->getWidth();
|
|
box.front = 0;
|
|
box.back = texture->getDepth();
|
|
box.top = 0;
|
|
box.bottom = texture->getHeight();
|
|
|
|
if(texture->mFormat == GFXFormatR8G8B8 || texture->mFormat == GFXFormatR8G8B8_SRGB) // converted format also for volume textures
|
|
dev->getDeviceContext()->UpdateSubresource(texture->get3DTex(), 0, &box, Bits, texture->getWidth() * bytesPerPix, texture->getHeight() * bytesPerPix);
|
|
else
|
|
dev->getDeviceContext()->UpdateSubresource(texture->get3DTex(), 0, &box, raw, texture->getWidth() * bytesPerPix, texture->getHeight() * bytesPerPix);
|
|
|
|
SAFE_DELETE_ARRAY(Bits);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool GFXD3D11TextureManager::_refreshTexture(GFXTextureObject *texture)
|
|
{
|
|
U32 usedStrategies = 0;
|
|
GFXD3D11TextureObject *realTex = static_cast<GFXD3D11TextureObject *>(texture);
|
|
|
|
if(texture->mProfile->doStoreBitmap())
|
|
{
|
|
if(texture->mBitmap)
|
|
_loadTexture(texture, texture->mBitmap);
|
|
|
|
if(texture->mDDS)
|
|
_loadTexture(texture, texture->mDDS);
|
|
|
|
usedStrategies++;
|
|
}
|
|
|
|
if(texture->mProfile->isRenderTarget() || texture->mProfile->isDynamic() || texture->mProfile->isZTarget())
|
|
{
|
|
realTex->release();
|
|
_innerCreateTexture(realTex, texture->getHeight(), texture->getWidth(), texture->getDepth(), texture->mFormat, texture->mProfile, texture->mMipLevels, false, texture->mAntialiasLevel, texture->mArraySize);
|
|
usedStrategies++;
|
|
}
|
|
|
|
AssertFatal(usedStrategies < 2, "GFXD3D11TextureManager::_refreshTexture - Inconsistent profile flags!");
|
|
|
|
return true;
|
|
}
|
|
|
|
bool GFXD3D11TextureManager::_freeTexture(GFXTextureObject *texture, bool zombify)
|
|
{
|
|
AssertFatal(dynamic_cast<GFXD3D11TextureObject *>(texture),"Not an actual d3d texture object!");
|
|
GFXD3D11TextureObject *tex = static_cast<GFXD3D11TextureObject *>( texture );
|
|
|
|
// If it's a managed texture and we're zombifying, don't blast it, D3D allows
|
|
// us to keep it.
|
|
if(zombify && tex->isManaged)
|
|
return true;
|
|
|
|
tex->release();
|
|
|
|
return true;
|
|
}
|
|
|
|
/// Load a texture from a proper DDSFile instance.
|
|
bool GFXD3D11TextureManager::_loadTexture(GFXTextureObject *aTexture, DDSFile *dds)
|
|
{
|
|
PROFILE_SCOPE(GFXD3D11TextureManager_loadTextureDDS);
|
|
|
|
GFXD3D11TextureObject *texture = static_cast<GFXD3D11TextureObject*>(aTexture);
|
|
GFXD3D11Device* dev = static_cast<GFXD3D11Device *>(GFX);
|
|
// Fill the texture...
|
|
const bool isCube = texture->isCubeMap() && dds->isCubemap();
|
|
const U32 numFaces = isCube ? 6 : 1;
|
|
|
|
// Loop over faces and mips
|
|
for (U32 face = 0; face < numFaces; ++face)
|
|
{
|
|
for (U32 mip = 0; mip < aTexture->mMipLevels; ++mip)
|
|
{
|
|
PROFILE_SCOPE(GFXD3DTexMan_loadSurface);
|
|
|
|
// DDSFile must have data for each face
|
|
AssertFatal(dds->mSurfaces.size() > face, "DDSFile missing cubemap face data.");
|
|
AssertFatal(dds->mSurfaces[face]->mMips.size() > mip, "DDSFile missing mip level.");
|
|
|
|
const U32 subresource = D3D11CalcSubresource(mip, face, aTexture->mMipLevels);
|
|
|
|
dev->getDeviceContext()->UpdateSubresource(
|
|
texture->get2DTex(), // resource
|
|
subresource, // subresource index
|
|
nullptr, // box (nullptr for full subresource)
|
|
dds->mSurfaces[face]->mMips[mip], // source data pointer
|
|
dds->getSurfacePitch(mip), // row pitch
|
|
0 // depth pitch
|
|
);
|
|
}
|
|
}
|
|
|
|
D3D11_TEXTURE2D_DESC desc;
|
|
// if the texture asked for mip generation. lets generate it.
|
|
texture->get2DTex()->GetDesc(&desc);
|
|
if (desc.MiscFlags & D3D11_RESOURCE_MISC_GENERATE_MIPS)
|
|
dev->getDeviceContext()->GenerateMips(texture->getSRView());
|
|
|
|
return true;
|
|
}
|
|
|
|
void GFXD3D11TextureManager::createResourceView(U32 height, U32 width, U32 depth, DXGI_FORMAT format, U32 numMipLevels,U32 usageFlags, GFXTextureObject *inTex)
|
|
{
|
|
GFXD3D11TextureObject *tex = static_cast<GFXD3D11TextureObject*>(inTex);
|
|
ID3D11Resource* resource;
|
|
|
|
if (tex->get2DTex())
|
|
resource = tex->get2DTex();
|
|
else if (tex->getSurface())
|
|
resource = tex->getSurface();
|
|
else
|
|
resource = tex->get3DTex();
|
|
|
|
HRESULT hr;
|
|
//TODO: add MSAA support later.
|
|
if(usageFlags & D3D11_BIND_SHADER_RESOURCE)
|
|
{
|
|
D3D11_SHADER_RESOURCE_VIEW_DESC desc;
|
|
|
|
if(usageFlags & D3D11_BIND_DEPTH_STENCIL)
|
|
desc.Format = DXGI_FORMAT_R24_UNORM_X8_TYPELESS; // reads the depth
|
|
else
|
|
desc.Format = format;
|
|
|
|
if(depth > 0)
|
|
{
|
|
desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
|
|
desc.Texture3D.MipLevels = -1;
|
|
desc.Texture3D.MostDetailedMip = 0;
|
|
}
|
|
else if (tex->isCubeMap())
|
|
{
|
|
if (tex->getArraySize() == 1)
|
|
{
|
|
desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
|
|
desc.TextureCube.MipLevels = -1;
|
|
desc.TextureCube.MostDetailedMip = 0;
|
|
}
|
|
else
|
|
{
|
|
desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBEARRAY;
|
|
desc.TextureCubeArray.MostDetailedMip = 0;
|
|
desc.TextureCubeArray.MipLevels = -1;
|
|
desc.TextureCubeArray.First2DArrayFace = 0;
|
|
desc.TextureCubeArray.NumCubes = tex->getArraySize();
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
if (tex->getArraySize() == 1)
|
|
{
|
|
desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
|
|
desc.Texture2D.MipLevels = -1;
|
|
desc.Texture2D.MostDetailedMip = 0;
|
|
}
|
|
else
|
|
{
|
|
desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
|
|
desc.Texture2DArray.MipLevels = -1;
|
|
desc.Texture2DArray.MostDetailedMip = 0;
|
|
desc.Texture2DArray.FirstArraySlice = 0;
|
|
desc.Texture2DArray.ArraySize = tex->getArraySize();
|
|
}
|
|
}
|
|
|
|
hr = D3D11DEVICE->CreateShaderResourceView(resource,&desc, tex->getSRViewPtr());
|
|
AssertFatal(SUCCEEDED(hr), "CreateShaderResourceView:: failed to create view!");
|
|
}
|
|
|
|
if(usageFlags & D3D11_BIND_RENDER_TARGET)
|
|
{
|
|
if (tex->isCubeMap())
|
|
{
|
|
for (U32 face = 0; face < 6; face++)
|
|
{
|
|
D3D11_RENDER_TARGET_VIEW_DESC desc;
|
|
desc.Format = format;
|
|
desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
|
|
desc.Texture2DArray.ArraySize = 1;
|
|
desc.Texture2DArray.FirstArraySlice = face;
|
|
desc.Texture2DArray.MipSlice = 0;
|
|
hr = D3D11DEVICE->CreateRenderTargetView(resource, &desc, tex->getCubeFaceRTViewPtr(face));
|
|
AssertFatal(SUCCEEDED(hr), "CreateRenderTargetView:: failed to create view!");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
D3D11_RENDER_TARGET_VIEW_DESC desc;
|
|
desc.Format = format;
|
|
desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
|
|
desc.Texture2D.MipSlice = 0;
|
|
hr = D3D11DEVICE->CreateRenderTargetView(resource, &desc, tex->getRTViewPtr());
|
|
AssertFatal(SUCCEEDED(hr), "CreateRenderTargetView:: failed to create view!");
|
|
}
|
|
}
|
|
|
|
if(usageFlags & D3D11_BIND_DEPTH_STENCIL)
|
|
{
|
|
D3D11_DEPTH_STENCIL_VIEW_DESC desc;
|
|
desc.Format = format;
|
|
desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
|
|
desc.Texture2D.MipSlice = 0;
|
|
desc.Flags = 0;
|
|
hr = D3D11DEVICE->CreateDepthStencilView(resource,&desc, tex->getDSViewPtr());
|
|
AssertFatal(SUCCEEDED(hr), "CreateDepthStencilView:: failed to create view!");
|
|
}
|
|
}
|