mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-16 05:03:47 +00:00
Reorg'd probe init to flow better and be more robust on load Cleaned up various parts of the probe render manager to be more stable Fixed issue with crash on release due to numProbe in loops being 0 Updated glsl probe array shader Beginning of rework of editor settings Beginning of conversion of asset import config to similar system as editor settings
571 lines
20 KiB
C++
571 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/gfxD3D11Cubemap.h"
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#include "gfx/gfxCardProfile.h"
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#include "gfx/gfxTextureManager.h"
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#include "gfx/D3D11/gfxD3D11EnumTranslate.h"
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#include "gfx/bitmap/imageUtils.h"
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GFXD3D11Cubemap::GFXD3D11Cubemap() : mTexture(NULL), mSRView(NULL), mDSView(NULL), mTexSize(0)
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{
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mDynamic = false;
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mAutoGenMips = false;
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mFaceFormat = GFXFormatR8G8B8A8;
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for (U32 i = 0; i < CubeFaces; i++)
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{
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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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GFXD3D11Cubemap::~GFXD3D11Cubemap()
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{
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releaseSurfaces();
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}
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void GFXD3D11Cubemap::releaseSurfaces()
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{
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if (mDynamic)
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GFXTextureManager::removeEventDelegate(this, &GFXD3D11Cubemap::_onTextureEvent);
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for (U32 i = 0; i < CubeFaces; i++)
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{
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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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SAFE_RELEASE(mSRView);
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SAFE_RELEASE(mTexture);
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}
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void GFXD3D11Cubemap::_onTextureEvent(GFXTexCallbackCode code)
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{
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if (code == GFXZombify)
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releaseSurfaces();
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else if (code == GFXResurrect)
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initDynamic(mTexSize);
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}
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void GFXD3D11Cubemap::initStatic(GFXTexHandle *faces)
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{
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AssertFatal( faces, "GFXD3D11Cubemap::initStatic - Got null GFXTexHandle!" );
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AssertFatal( *faces, "empty texture passed to CubeMap::create" );
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// NOTE - check tex sizes on all faces - they MUST be all same size
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mTexSize = faces->getWidth();
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mFaceFormat = faces->getFormat();
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bool compressed = ImageUtil::isCompressedFormat(mFaceFormat);
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UINT bindFlags = D3D11_BIND_SHADER_RESOURCE;
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UINT miscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
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if (!compressed)
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{
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bindFlags |= D3D11_BIND_RENDER_TARGET;
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miscFlags |= D3D11_RESOURCE_MISC_GENERATE_MIPS;
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}
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mMipMapLevels = faces->getPointer()->getMipLevels();
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if (mMipMapLevels < 1 && !compressed)
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mAutoGenMips = true;
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D3D11_TEXTURE2D_DESC desc;
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ZeroMemory(&desc, sizeof(D3D11_TEXTURE2D_DESC));
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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 = 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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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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{
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AssertFatal(false, "GFXD3D11Cubemap:initStatic(GFXTexhandle *faces) - CreateTexture2D failure");
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}
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for (U32 i = 0; i < CubeFaces; i++)
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{
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GFXD3D11TextureObject *texObj = static_cast<GFXD3D11TextureObject*>((GFXTextureObject*)faces[i]);
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for (U32 currentMip = 0; currentMip < mMipMapLevels; currentMip++)
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{
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U32 subResource = D3D11CalcSubresource(currentMip, i, mMipMapLevels);
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D3D11DEVICECONTEXT->CopySubresourceRegion(mTexture, subResource, 0, 0, 0, texObj->get2DTex(), currentMip, NULL);
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}
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}
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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 = 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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if (FAILED(hr))
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{
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AssertFatal(false, "GFXD3D11Cubemap::initStatic(GFXTexHandle *faces) - texcube shader resource view creation failure");
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}
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//Generate mips
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if (mAutoGenMips && !compressed)
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{
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D3D11DEVICECONTEXT->GenerateMips(mSRView);
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//get mip level count
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D3D11_SHADER_RESOURCE_VIEW_DESC viewDesc;
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mSRView->GetDesc(&viewDesc);
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mMipMapLevels = viewDesc.TextureCube.MipLevels;
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}
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}
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void GFXD3D11Cubemap::initStatic(DDSFile *dds)
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{
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AssertFatal(dds, "GFXD3D11Cubemap::initStatic - Got null DDS file!");
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AssertFatal(dds->isCubemap(), "GFXD3D11Cubemap::initStatic - Got non-cubemap DDS file!");
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AssertFatal(dds->mSurfaces.size() == 6, "GFXD3D11Cubemap::initStatic - DDS has less than 6 surfaces!");
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// NOTE - check tex sizes on all faces - they MUST be all same size
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mTexSize = dds->getWidth();
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mFaceFormat = dds->getFormat();
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mMipMapLevels = dds->getMipLevels();
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D3D11_TEXTURE2D_DESC desc;
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desc.Width = mTexSize;
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desc.Height = mTexSize;
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desc.MipLevels = mMipMapLevels;
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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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desc.Usage = D3D11_USAGE_IMMUTABLE;
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desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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desc.CPUAccessFlags = 0;
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desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
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D3D11_SUBRESOURCE_DATA* pData = new D3D11_SUBRESOURCE_DATA[CubeFaces * mMipMapLevels];
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for (U32 currentFace = 0; currentFace < CubeFaces; currentFace++)
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{
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if (!dds->mSurfaces[currentFace])
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continue;
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// convert to Z up
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const U32 faceIndex = zUpFaceIndex(currentFace);
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for(U32 currentMip = 0; currentMip < mMipMapLevels; currentMip++)
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{
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const U32 dataIndex = faceIndex * mMipMapLevels + currentMip;
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pData[dataIndex].pSysMem = dds->mSurfaces[currentFace]->mMips[currentMip];
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pData[dataIndex].SysMemPitch = dds->getSurfacePitch(currentMip);
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pData[dataIndex].SysMemSlicePitch = 0;
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}
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}
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HRESULT hr = D3D11DEVICE->CreateTexture2D(&desc, pData, &mTexture);
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if (FAILED(hr))
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{
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AssertFatal(false, "GFXD3D11Cubemap::initStatic(DDSFile *dds) - CreateTexture2D failure");
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}
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delete [] pData;
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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 = mMipMapLevels;
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SMViewDesc.TextureCube.MostDetailedMip = 0;
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hr = D3D11DEVICE->CreateShaderResourceView(mTexture, &SMViewDesc, &mSRView);
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if(FAILED(hr))
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{
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AssertFatal(false, "GFXD3D11Cubemap::initStatic(DDSFile *dds) - CreateTexture2D call failure");
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}
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}
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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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mTexSize = texSize;
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mFaceFormat = faceFormat;
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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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UINT miscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
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if (!compressed)
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{
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bindFlags |= D3D11_BIND_RENDER_TARGET;
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miscFlags |= D3D11_RESOURCE_MISC_GENERATE_MIPS;
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}
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D3D11_TEXTURE2D_DESC desc;
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desc.Width = mTexSize;
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desc.Height = mTexSize;
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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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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.CPUAccessFlags = 0;
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desc.MiscFlags = miscFlags;
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HRESULT hr = D3D11DEVICE->CreateTexture2D(&desc, NULL, &mTexture);
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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 = 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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if(FAILED(hr))
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{
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AssertFatal(false, "GFXD3D11Cubemap::initDynamic - CreateTexture2D call failure");
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}
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//Generate mips
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if (mAutoGenMips && !compressed)
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{
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D3D11DEVICECONTEXT->GenerateMips(mSRView);
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//get mip level count
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D3D11_SHADER_RESOURCE_VIEW_DESC viewDesc;
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mSRView->GetDesc(&viewDesc);
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mMipMapLevels = viewDesc.TextureCube.MipLevels;
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}
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D3D11_RENDER_TARGET_VIEW_DESC viewDesc;
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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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for (U32 i = 0; i < CubeFaces; 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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}
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D3D11_TEXTURE2D_DESC depthTexDesc;
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depthTexDesc.Width = mTexSize;
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depthTexDesc.Height = mTexSize;
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depthTexDesc.MipLevels = 1;
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depthTexDesc.ArraySize = 1;
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depthTexDesc.SampleDesc.Count = 1;
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depthTexDesc.SampleDesc.Quality = 0;
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depthTexDesc.Format = DXGI_FORMAT_D32_FLOAT;
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depthTexDesc.Usage = D3D11_USAGE_DEFAULT;
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depthTexDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
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depthTexDesc.CPUAccessFlags = 0;
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depthTexDesc.MiscFlags = 0;
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ID3D11Texture2D* depthTex = 0;
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hr = D3D11DEVICE->CreateTexture2D(&depthTexDesc, 0, &depthTex);
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if(FAILED(hr))
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{
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AssertFatal(false, "GFXD3D11Cubemap::initDynamic - CreateTexture2D for depth stencil call failure");
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}
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// Create the depth stencil view for the entire cube
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D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
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dsvDesc.Format = depthTexDesc.Format; //The format must match the depth texture we created above
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dsvDesc.Flags = 0;
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dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
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dsvDesc.Texture2D.MipSlice = 0;
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hr = D3D11DEVICE->CreateDepthStencilView(depthTex, &dsvDesc, &mDSView);
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if(FAILED(hr))
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{
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AssertFatal(false, "GFXD3D11Cubemap::initDynamic - CreateDepthStencilView call failure");
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}
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SAFE_RELEASE(depthTex);
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}
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//-----------------------------------------------------------------------------
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// Set the cubemap to the specified texture unit num
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//-----------------------------------------------------------------------------
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void GFXD3D11Cubemap::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 GFXD3D11Cubemap::zombify()
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{
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// Static cubemaps are handled by D3D
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if( mDynamic )
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releaseSurfaces();
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}
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void GFXD3D11Cubemap::resurrect()
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{
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// Static cubemaps are handled by D3D
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if( mDynamic )
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initDynamic( mTexSize, mFaceFormat );
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}
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ID3D11ShaderResourceView* GFXD3D11Cubemap::getSRView()
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{
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return mSRView;
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}
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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][mipIndex];
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}
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ID3D11DepthStencilView* GFXD3D11Cubemap::getDSView()
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{
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return mDSView;
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}
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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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//TODO: really need a common private 'init' function to avoid code double up with these init* functions
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void GFXD3D11CubemapArray::init(GFXCubemapHandle *cubemaps, const U32 cubemapCount)
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{
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AssertFatal(cubemaps, "GFXD3D11CubemapArray::initStatic - Got null GFXCubemapHandle!");
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AssertFatal(*cubemaps, "GFXD3D11CubemapArray::initStatic - 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 - 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 - 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);
|
|
const U32 dstSubResource = D3D11CalcSubresource(currentMip, arraySlice, mMipMapLevels);
|
|
D3D11DEVICECONTEXT->CopySubresourceRegion(mTexture, dstSubResource, 0, 0, 0, cubeObj->get2DTex(), srcSubResource, NULL);
|
|
}
|
|
}
|
|
}
|
|
|
|
//create shader resource view
|
|
D3D11_SHADER_RESOURCE_VIEW_DESC SMViewDesc;
|
|
SMViewDesc.Format = GFXD3D11TextureFormat[mFormat];
|
|
SMViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBEARRAY;
|
|
SMViewDesc.TextureCubeArray.MipLevels = mMipMapLevels;
|
|
SMViewDesc.TextureCubeArray.MostDetailedMip = 0;
|
|
SMViewDesc.TextureCubeArray.NumCubes = mNumCubemaps;
|
|
SMViewDesc.TextureCubeArray.First2DArrayFace = 0;
|
|
|
|
hr = D3D11DEVICE->CreateShaderResourceView(mTexture, &SMViewDesc, &mSRView);
|
|
if (FAILED(hr))
|
|
AssertFatal(false, "GFXD3D11CubemapArray::initStatic - shader resource view creation failure");
|
|
|
|
}
|
|
|
|
//Just allocate the cubemap array but we don't upload any data
|
|
void GFXD3D11CubemapArray::init(const U32 cubemapCount, const U32 cubemapFaceSize, const GFXFormat format)
|
|
{
|
|
mSize = cubemapFaceSize;
|
|
mMipMapLevels = ImageUtil::getMaxMipCount(cubemapFaceSize, cubemapFaceSize);
|
|
mNumCubemaps = cubemapCount;
|
|
mFormat = format;
|
|
|
|
//create texture object
|
|
UINT bindFlags = D3D11_BIND_SHADER_RESOURCE;
|
|
UINT miscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
|
|
|
|
D3D11_TEXTURE2D_DESC desc;
|
|
ZeroMemory(&desc, sizeof(D3D11_TEXTURE2D_DESC));
|
|
desc.Width = mSize;
|
|
desc.Height = mSize;
|
|
desc.MipLevels = mMipMapLevels;
|
|
desc.ArraySize = CubeFaces * cubemapCount;
|
|
desc.Format = GFXD3D11TextureFormat[mFormat];
|
|
desc.SampleDesc.Count = 1;
|
|
desc.SampleDesc.Quality = 0;
|
|
desc.Usage = D3D11_USAGE_DEFAULT;
|
|
desc.BindFlags = bindFlags;
|
|
desc.MiscFlags = miscFlags;
|
|
desc.CPUAccessFlags = 0;
|
|
|
|
HRESULT hr = D3D11DEVICE->CreateTexture2D(&desc, NULL, &mTexture);
|
|
|
|
if (FAILED(hr))
|
|
AssertFatal(false, "GFXD3D11CubemapArray::initStatic - CreateTexture2D failure");
|
|
|
|
//create shader resource view
|
|
D3D11_SHADER_RESOURCE_VIEW_DESC SMViewDesc;
|
|
SMViewDesc.Format = GFXD3D11TextureFormat[mFormat];
|
|
SMViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBEARRAY;
|
|
SMViewDesc.TextureCubeArray.MipLevels = mMipMapLevels;
|
|
SMViewDesc.TextureCubeArray.MostDetailedMip = 0;
|
|
SMViewDesc.TextureCubeArray.NumCubes = mNumCubemaps;
|
|
SMViewDesc.TextureCubeArray.First2DArrayFace = 0;
|
|
|
|
hr = D3D11DEVICE->CreateShaderResourceView(mTexture, &SMViewDesc, &mSRView);
|
|
if (FAILED(hr))
|
|
AssertFatal(false, "GFXD3D11CubemapArray::initStatic - shader resource view creation failure");
|
|
|
|
}
|
|
|
|
void GFXD3D11CubemapArray::updateTexture(const GFXCubemapHandle &cubemap, const U32 slot)
|
|
{
|
|
AssertFatal(slot <= mNumCubemaps, "GFXD3D11CubemapArray::updateTexture - trying to update a cubemap texture that is out of bounds!");
|
|
AssertFatal(mFormat == cubemap->getFormat(), "GFXD3D11CubemapArray::updateTexture - Destination format doesn't match");
|
|
AssertFatal(mSize == cubemap->getSize(), "GFXD3D11CubemapArray::updateTexture - Destination size doesn't match");
|
|
AssertFatal(mMipMapLevels == cubemap->getMipMapLevels(), "GFXD3D11CubemapArray::updateTexture - Destination mip levels doesn't match");
|
|
|
|
GFXD3D11Cubemap *pCubeObj = static_cast<GFXD3D11Cubemap*>((GFXCubemap*)cubemap);
|
|
ID3D11Resource *pDstRes = pCubeObj->get2DTex();
|
|
for (U32 face = 0; face < CubeFaces; face++)
|
|
{
|
|
const U32 arraySlice = face + CubeFaces * slot;
|
|
for (U32 currentMip = 0; currentMip < mMipMapLevels; currentMip++)
|
|
{
|
|
const U32 srcSubResource = D3D11CalcSubresource(currentMip, face, mMipMapLevels);
|
|
const U32 dstSubResource = D3D11CalcSubresource(currentMip, arraySlice, mMipMapLevels);
|
|
D3D11DEVICECONTEXT->CopySubresourceRegion(mTexture, dstSubResource, 0, 0, 0, pDstRes, srcSubResource, NULL);
|
|
}
|
|
}
|
|
}
|
|
|
|
void GFXD3D11CubemapArray::copyTo(GFXCubemapArray *pDstCubemap)
|
|
{
|
|
AssertFatal(pDstCubemap, "GFXD3D11CubemapArray::copyTo - Got null GFXCubemapArray");
|
|
AssertFatal(pDstCubemap->getNumCubemaps() > mNumCubemaps, "GFXD3D11CubemapArray::copyTo - Destination too small");
|
|
AssertFatal(pDstCubemap->getFormat() == mFormat, "GFXD3D11CubemapArray::copyTo - Destination format doesn't match");
|
|
AssertFatal(pDstCubemap->getSize() == mSize, "GFXD3D11CubemapArray::copyTo - Destination size doesn't match");
|
|
AssertFatal(pDstCubemap->getMipMapLevels() == mMipMapLevels, "GFXD3D11CubemapArray::copyTo - Destination mip levels doesn't match");
|
|
|
|
GFXD3D11CubemapArray *pDstCube = static_cast<GFXD3D11CubemapArray*>(pDstCubemap);
|
|
ID3D11Resource *pDstRes = pDstCube->get2DTex();
|
|
for (U32 cubeMap = 0; cubeMap < mNumCubemaps; cubeMap++)
|
|
{
|
|
for (U32 face = 0; face < CubeFaces; face++)
|
|
{
|
|
const U32 arraySlice = face + CubeFaces * cubeMap;
|
|
for (U32 currentMip = 0; currentMip < mMipMapLevels; currentMip++)
|
|
{
|
|
const U32 subResource = D3D11CalcSubresource(currentMip, arraySlice, mMipMapLevels);
|
|
D3D11DEVICECONTEXT->CopySubresourceRegion(pDstRes, subResource, 0, 0, 0, mTexture, subResource, NULL);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void GFXD3D11CubemapArray::setToTexUnit(U32 tuNum)
|
|
{
|
|
D3D11DEVICECONTEXT->PSSetShaderResources(tuNum, 1, &mSRView);
|
|
}
|
|
|
|
void GFXD3D11CubemapArray::zombify()
|
|
{
|
|
// Static cubemaps are handled by D3D
|
|
}
|
|
|
|
void GFXD3D11CubemapArray::resurrect()
|
|
{
|
|
// Static cubemaps are handled by D3D
|
|
}
|