mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
591 lines
20 KiB
C++
591 lines
20 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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{
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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->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;
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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 &&
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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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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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desc.Format = DXGI_FORMAT_R24G8_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 = 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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}
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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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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);
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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);
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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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// 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 i = 0; i < maxDownloadMip; i++ )
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{
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U32 subResource = D3D11CalcSubresource(i, 0, 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), 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), 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), 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), 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), 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), 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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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;
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box.left = 0;
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box.right = texture->getWidth();
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box.front = 0;
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box.back = texture->getDepth();
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box.top = 0;
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box.bottom = texture->getHeight();
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if(texture->mFormat == GFXFormatR8G8B8 || texture->mFormat == GFXFormatR8G8B8_SRGB) // converted format also for volume textures
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dev->getDeviceContext()->UpdateSubresource(texture->get3DTex(), 0, &box, Bits, texture->getWidth() * bytesPerPix, texture->getHeight() * bytesPerPix);
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else
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dev->getDeviceContext()->UpdateSubresource(texture->get3DTex(), 0, &box, raw, texture->getWidth() * bytesPerPix, texture->getHeight() * bytesPerPix);
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SAFE_DELETE_ARRAY(Bits);
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return true;
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}
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bool GFXD3D11TextureManager::_refreshTexture(GFXTextureObject *texture)
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{
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U32 usedStrategies = 0;
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GFXD3D11TextureObject *realTex = static_cast<GFXD3D11TextureObject *>(texture);
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if(texture->mProfile->doStoreBitmap())
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{
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if(texture->mBitmap)
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_loadTexture(texture, texture->mBitmap);
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if(texture->mDDS)
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_loadTexture(texture, texture->mDDS);
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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);
|
|
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...
|
|
for( U32 i = 0; i < aTexture->mMipLevels; i++ )
|
|
{
|
|
PROFILE_SCOPE(GFXD3DTexMan_loadSurface);
|
|
|
|
AssertFatal( dds->mSurfaces.size() > 0, "Assumption failed. DDSFile has no surfaces." );
|
|
|
|
U32 subresource = D3D11CalcSubresource(i, 0, aTexture->mMipLevels);
|
|
dev->getDeviceContext()->UpdateSubresource(texture->get2DTex(), subresource, 0, dds->mSurfaces[0]->mMips[i], dds->getSurfacePitch(i), 0);
|
|
}
|
|
|
|
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 = NULL;
|
|
|
|
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
|
|
{
|
|
desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
|
|
desc.Texture2D.MipLevels = -1;
|
|
desc.Texture2D.MostDetailedMip = 0;
|
|
}
|
|
|
|
hr = D3D11DEVICE->CreateShaderResourceView(resource,&desc, tex->getSRViewPtr());
|
|
AssertFatal(SUCCEEDED(hr), "CreateShaderResourceView:: failed to create view!");
|
|
}
|
|
|
|
if(usageFlags & D3D11_BIND_RENDER_TARGET)
|
|
{
|
|
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!");
|
|
}
|
|
} |