Torque3D/Engine/source/gfx/D3D11/gfxD3D11Cubemap.cpp
2021-10-07 00:27:39 -04:00

588 lines
20 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2015 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "gfx/D3D11/gfxD3D11Cubemap.h"
#include "gfx/gfxCardProfile.h"
#include "gfx/gfxTextureManager.h"
#include "gfx/D3D11/gfxD3D11EnumTranslate.h"
#include "gfx/bitmap/imageUtils.h"
GFXD3D11Cubemap::GFXD3D11Cubemap() : mTexture(NULL), mSRView(NULL), mDSView(NULL), mTexSize(0)
{
mDynamic = false;
mAutoGenMips = false;
mFaceFormat = GFXFormatR8G8B8A8;
for (U32 i = 0; i < CubeFaces; i++)
{
for(U32 j=0; j < MaxMipMaps; j++)
mRTView[i][j] = NULL;
}
}
GFXD3D11Cubemap::~GFXD3D11Cubemap()
{
releaseSurfaces();
}
void GFXD3D11Cubemap::releaseSurfaces()
{
if (mDynamic)
GFXTextureManager::removeEventDelegate(this, &GFXD3D11Cubemap::_onTextureEvent);
for (U32 i = 0; i < CubeFaces; i++)
{
for (U32 j = 0; j < MaxMipMaps; j++)
SAFE_RELEASE(mRTView[i][j]);
}
SAFE_RELEASE(mDSView);
SAFE_RELEASE(mSRView);
SAFE_RELEASE(mTexture);
}
void GFXD3D11Cubemap::_onTextureEvent(GFXTexCallbackCode code)
{
if (code == GFXZombify)
releaseSurfaces();
else if (code == GFXResurrect)
initDynamic(mTexSize);
}
void GFXD3D11Cubemap::initStatic(GFXTexHandle *faces)
{
AssertFatal( faces, "GFXD3D11Cubemap::initStatic - Got null GFXTexHandle!" );
AssertFatal( *faces, "empty texture passed to CubeMap::create" );
// NOTE - check tex sizes on all faces - they MUST be all same size
mTexSize = faces->getWidth();
mFaceFormat = faces->getFormat();
bool compressed = ImageUtil::isCompressedFormat(mFaceFormat);
UINT bindFlags = D3D11_BIND_SHADER_RESOURCE;
UINT miscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
if (!compressed)
{
bindFlags |= D3D11_BIND_RENDER_TARGET;
miscFlags |= D3D11_RESOURCE_MISC_GENERATE_MIPS;
}
mMipMapLevels = faces->getPointer()->getMipLevels();
if (mMipMapLevels < 1 && !compressed)
mAutoGenMips = true;
D3D11_TEXTURE2D_DESC desc;
ZeroMemory(&desc, sizeof(D3D11_TEXTURE2D_DESC));
desc.Width = mTexSize;
desc.Height = mTexSize;
desc.MipLevels = mAutoGenMips ? 0 : mMipMapLevels;
desc.ArraySize = CubeFaces;
desc.Format = GFXD3D11TextureFormat[mFaceFormat];
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, "GFXD3D11Cubemap:initStatic(GFXTexhandle *faces) - CreateTexture2D failure");
}
for (U32 i = 0; i < CubeFaces; i++)
{
GFXD3D11TextureObject *texObj = static_cast<GFXD3D11TextureObject*>((GFXTextureObject*)faces[i]);
for (U32 currentMip = 0; currentMip < mMipMapLevels; currentMip++)
{
U32 subResource = D3D11CalcSubresource(currentMip, i, mMipMapLevels);
D3D11DEVICECONTEXT->CopySubresourceRegion(mTexture, subResource, 0, 0, 0, texObj->get2DTex(), currentMip, NULL);
}
}
D3D11_SHADER_RESOURCE_VIEW_DESC SMViewDesc;
SMViewDesc.Format = GFXD3D11TextureFormat[mFaceFormat];
SMViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
SMViewDesc.TextureCube.MipLevels = mAutoGenMips ? -1 : mMipMapLevels;
SMViewDesc.TextureCube.MostDetailedMip = 0;
hr = D3D11DEVICE->CreateShaderResourceView(mTexture, &SMViewDesc, &mSRView);
if (FAILED(hr))
{
AssertFatal(false, "GFXD3D11Cubemap::initStatic(GFXTexHandle *faces) - texcube shader resource view creation failure");
}
//Generate mips
if (mAutoGenMips && !compressed)
{
D3D11DEVICECONTEXT->GenerateMips(mSRView);
//get mip level count
D3D11_SHADER_RESOURCE_VIEW_DESC viewDesc;
mSRView->GetDesc(&viewDesc);
mMipMapLevels = viewDesc.TextureCube.MipLevels;
}
}
void GFXD3D11Cubemap::initStatic(DDSFile *dds)
{
AssertFatal(dds, "GFXD3D11Cubemap::initStatic - Got null DDS file!");
AssertFatal(dds->isCubemap(), "GFXD3D11Cubemap::initStatic - Got non-cubemap DDS file!");
AssertFatal(dds->mSurfaces.size() == 6, "GFXD3D11Cubemap::initStatic - DDS has less than 6 surfaces!");
// NOTE - check tex sizes on all faces - they MUST be all same size
mTexSize = dds->getWidth();
mFaceFormat = dds->getFormat();
mMipMapLevels = dds->getMipLevels();
D3D11_TEXTURE2D_DESC desc;
desc.Width = mTexSize;
desc.Height = mTexSize;
desc.MipLevels = mMipMapLevels;
desc.ArraySize = CubeFaces;
desc.Format = GFXD3D11TextureFormat[mFaceFormat];
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = D3D11_USAGE_IMMUTABLE;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
D3D11_SUBRESOURCE_DATA* pData = new D3D11_SUBRESOURCE_DATA[CubeFaces * mMipMapLevels];
for (U32 currentFace = 0; currentFace < CubeFaces; currentFace++)
{
if (!dds->mSurfaces[currentFace])
continue;
// convert to Z up
const U32 faceIndex = zUpFaceIndex(currentFace);
for(U32 currentMip = 0; currentMip < mMipMapLevels; currentMip++)
{
const U32 dataIndex = faceIndex * mMipMapLevels + currentMip;
pData[dataIndex].pSysMem = dds->mSurfaces[currentFace]->mMips[currentMip];
pData[dataIndex].SysMemPitch = dds->getSurfacePitch(currentMip);
pData[dataIndex].SysMemSlicePitch = 0;
}
}
HRESULT hr = D3D11DEVICE->CreateTexture2D(&desc, pData, &mTexture);
if (FAILED(hr))
{
AssertFatal(false, "GFXD3D11Cubemap::initStatic(DDSFile *dds) - CreateTexture2D failure");
}
delete [] pData;
D3D11_SHADER_RESOURCE_VIEW_DESC SMViewDesc;
SMViewDesc.Format = GFXD3D11TextureFormat[mFaceFormat];
SMViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
SMViewDesc.TextureCube.MipLevels = mMipMapLevels;
SMViewDesc.TextureCube.MostDetailedMip = 0;
hr = D3D11DEVICE->CreateShaderResourceView(mTexture, &SMViewDesc, &mSRView);
if(FAILED(hr))
{
AssertFatal(false, "GFXD3D11Cubemap::initStatic(DDSFile *dds) - CreateTexture2D call failure");
}
}
void GFXD3D11Cubemap::initDynamic(U32 texSize, GFXFormat faceFormat, U32 mipLevels)
{
if(!mDynamic)
GFXTextureManager::addEventDelegate(this, &GFXD3D11Cubemap::_onTextureEvent);
mDynamic = true;
mTexSize = texSize;
mFaceFormat = faceFormat;
if (!mipLevels)
mAutoGenMips = true;
mMipMapLevels = mipLevels;
bool compressed = ImageUtil::isCompressedFormat(mFaceFormat);
UINT bindFlags = D3D11_BIND_SHADER_RESOURCE;
UINT miscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
if (!compressed)
{
bindFlags |= D3D11_BIND_RENDER_TARGET;
miscFlags |= D3D11_RESOURCE_MISC_GENERATE_MIPS;
}
D3D11_TEXTURE2D_DESC desc;
desc.Width = mTexSize;
desc.Height = mTexSize;
desc.MipLevels = mMipMapLevels;
desc.ArraySize = 6;
desc.Format = GFXD3D11TextureFormat[mFaceFormat];
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = bindFlags;
desc.CPUAccessFlags = 0;
desc.MiscFlags = miscFlags;
HRESULT hr = D3D11DEVICE->CreateTexture2D(&desc, NULL, &mTexture);
D3D11_SHADER_RESOURCE_VIEW_DESC SMViewDesc;
SMViewDesc.Format = GFXD3D11TextureFormat[mFaceFormat];
SMViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
SMViewDesc.TextureCube.MipLevels = mAutoGenMips ? -1 : mMipMapLevels;
SMViewDesc.TextureCube.MostDetailedMip = 0;
hr = D3D11DEVICE->CreateShaderResourceView(mTexture, &SMViewDesc, &mSRView);
if(FAILED(hr))
{
AssertFatal(false, "GFXD3D11Cubemap::initDynamic - CreateTexture2D call failure");
}
//Generate mips
if (mAutoGenMips && !compressed)
{
D3D11DEVICECONTEXT->GenerateMips(mSRView);
//get mip level count
D3D11_SHADER_RESOURCE_VIEW_DESC viewDesc;
mSRView->GetDesc(&viewDesc);
mMipMapLevels = viewDesc.TextureCube.MipLevels;
}
D3D11_RENDER_TARGET_VIEW_DESC viewDesc;
viewDesc.Format = desc.Format;
viewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
viewDesc.Texture2DArray.ArraySize = 1;
for (U32 i = 0; i < CubeFaces; i++)
{
viewDesc.Texture2DArray.FirstArraySlice = i;
for (U32 j = 0; j < mMipMapLevels; j++)
{
viewDesc.Texture2DArray.MipSlice = j;
hr = D3D11DEVICE->CreateRenderTargetView(mTexture, &viewDesc, &mRTView[i][j]);
if (FAILED(hr))
{
AssertFatal(false, "GFXD3D11Cubemap::initDynamic - CreateRenderTargetView call failure");
}
}
}
D3D11_TEXTURE2D_DESC depthTexDesc;
depthTexDesc.Width = mTexSize;
depthTexDesc.Height = mTexSize;
depthTexDesc.MipLevels = 1;
depthTexDesc.ArraySize = 1;
depthTexDesc.SampleDesc.Count = 1;
depthTexDesc.SampleDesc.Quality = 0;
depthTexDesc.Format = DXGI_FORMAT_D32_FLOAT;
depthTexDesc.Usage = D3D11_USAGE_DEFAULT;
depthTexDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
depthTexDesc.CPUAccessFlags = 0;
depthTexDesc.MiscFlags = 0;
ID3D11Texture2D* depthTex = 0;
hr = D3D11DEVICE->CreateTexture2D(&depthTexDesc, 0, &depthTex);
if(FAILED(hr))
{
AssertFatal(false, "GFXD3D11Cubemap::initDynamic - CreateTexture2D for depth stencil call failure");
}
// Create the depth stencil view for the entire cube
D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
dsvDesc.Format = depthTexDesc.Format; //The format must match the depth texture we created above
dsvDesc.Flags = 0;
dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
dsvDesc.Texture2D.MipSlice = 0;
hr = D3D11DEVICE->CreateDepthStencilView(depthTex, &dsvDesc, &mDSView);
if(FAILED(hr))
{
AssertFatal(false, "GFXD3D11Cubemap::initDynamic - CreateDepthStencilView call failure");
}
SAFE_RELEASE(depthTex);
}
//-----------------------------------------------------------------------------
// Set the cubemap to the specified texture unit num
//-----------------------------------------------------------------------------
void GFXD3D11Cubemap::setToTexUnit(U32 tuNum)
{
D3D11DEVICECONTEXT->PSSetShaderResources(tuNum, 1, &mSRView);
}
void GFXD3D11Cubemap::zombify()
{
// Static cubemaps are handled by D3D
if( mDynamic )
releaseSurfaces();
}
void GFXD3D11Cubemap::resurrect()
{
// Static cubemaps are handled by D3D
if( mDynamic )
initDynamic( mTexSize, mFaceFormat );
}
ID3D11ShaderResourceView* GFXD3D11Cubemap::getSRView()
{
return mSRView;
}
ID3D11RenderTargetView* GFXD3D11Cubemap::getRTView(U32 faceIdx, U32 mipIndex)
{
AssertFatal(faceIdx < CubeFaces, "GFXD3D11Cubemap::getRTView - face index out of bounds");
return mRTView[faceIdx][mipIndex];
}
ID3D11DepthStencilView* GFXD3D11Cubemap::getDSView()
{
return mDSView;
}
ID3D11Texture2D* GFXD3D11Cubemap::get2DTex()
{
return mTexture;
}
//-----------------------------------------------------------------------------
// Cubemap Array
//-----------------------------------------------------------------------------
GFXD3D11CubemapArray::GFXD3D11CubemapArray() : mTexture(NULL), mSRView(NULL)
{
}
GFXD3D11CubemapArray::~GFXD3D11CubemapArray()
{
SAFE_RELEASE(mSRView);
SAFE_RELEASE(mTexture);
}
//TODO: really need a common private 'init' function to avoid code double up with these init* functions
void GFXD3D11CubemapArray::init(GFXCubemapHandle *cubemaps, const U32 cubemapCount)
{
AssertFatal(cubemaps, "GFXD3D11CubemapArray::initStatic - Got null GFXCubemapHandle!");
AssertFatal(*cubemaps, "GFXD3D11CubemapArray::initStatic - Got empty cubemap!");
U32 downscalePower = GFXTextureManager::smTextureReductionLevel;
U32 scaledSize = cubemaps[0]->getSize();
if (downscalePower != 0)
{
// Otherwise apply the appropriate scale...
scaledSize >>= downscalePower;
}
//all cubemaps must be the same size,format and number of mipmaps. Grab the details from the first cubemap
mSize = scaledSize;
mFormat = cubemaps[0]->getFormat();
mMipMapLevels = cubemaps[0]->getMipMapLevels() - downscalePower;
mNumCubemaps = cubemapCount;
//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");
for (U32 i = 0; i < cubemapCount; i++)
{
GFXD3D11Cubemap *cubeObj = static_cast<GFXD3D11Cubemap*>((GFXCubemap*)cubemaps[i]);
//yes checking the first one(cubemap at index 0) is pointless but saves a further if statement
if (cubemaps[i]->getSize() != mSize || cubemaps[i]->getFormat() != mFormat || cubemaps[i]->getMipMapLevels() != mMipMapLevels)
{
Con::printf("Trying to add an invalid Cubemap to a CubemapArray");
//destroy array here first
AssertFatal(false, "GFXD3D11CubemapArray::initStatic - invalid cubemap");
}
for (U32 face = 0; face < CubeFaces; face++)
{
const U32 arraySlice = face + CubeFaces * i;
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, 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)
{
U32 downscalePower = GFXTextureManager::smTextureReductionLevel;
U32 scaledSize = cubemapFaceSize;
if (downscalePower != 0)
{
scaledSize >>= downscalePower;
}
mSize = scaledSize;
mMipMapLevels = ImageUtil::getMaxMipCount(cubemapFaceSize, cubemapFaceSize) - downscalePower;
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
}