virtual void InitRHI()
	{
		TextureCubeRHI = RHICreateTextureCube(Size, Format, NumMips, 0, NULL);
		TextureRHI = TextureCubeRHI;

		if (SourceData)
		{
			check(SourceData->Num() > 0);

			const int32 BlockBytes = GPixelFormats[Format].BlockBytes;
			int32 MipBaseIndex = 0;

			for (int32 MipIndex = 0; MipIndex < NumMips; MipIndex++)
			{
				const int32 MipSize = 1 << (NumMips - MipIndex - 1);
				const int32 CubeFaceBytes = MipSize * MipSize * BlockBytes;

				for (int32 CubeFace = 0; CubeFace < CubeFace_MAX; CubeFace++)
				{
					uint32 DestStride = 0;
					uint8* DestBuffer = (uint8*)RHILockTextureCubeFace(TextureCubeRHI, CubeFace, 0, MipIndex, RLM_WriteOnly, DestStride, false);

					// Handle DestStride by copying each row
					for (int32 Y = 0; Y < MipSize; Y++)
					{
						uint8* DestPtr = ((uint8*)DestBuffer + Y * DestStride);
						const int32 SourceIndex = MipBaseIndex + CubeFace * CubeFaceBytes + Y * MipSize * BlockBytes;
						const uint8* SourcePtr = &(*SourceData)[SourceIndex];
						FMemory::Memcpy(DestPtr, SourcePtr, MipSize * BlockBytes);
					}

					RHIUnlockTextureCubeFace(TextureCubeRHI, CubeFace, 0, MipIndex, false);
				}

				MipBaseIndex += CubeFaceBytes * CubeFace_MAX;
			}

			if (!GIsEditor)
			{
				// Toss the source data now that we've created the cubemap
				// Note: can't do this if we ever use this texture resource in the editor and want to save the data later
				DEC_MEMORY_STAT_BY(STAT_ReflectionCaptureMemory,SourceData->GetAllocatedSize());
				SourceData->Empty();
			}
		}

		// Create the sampler state RHI resource.
		FSamplerStateInitializerRHI SamplerStateInitializer
		(
			SF_Trilinear,
			AM_Clamp,
			AM_Clamp,
			AM_Clamp
		);
		SamplerStateRHI = RHICreateSamplerState(SamplerStateInitializer);

		INC_MEMORY_STAT_BY(STAT_ReflectionCaptureTextureMemory,CalcTextureSize(Size,Size,Format,NumMips) * 6);
	}
예제 #2
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	/**
	 * Called when the resource is initialized. This is only called by the rendering thread.
	 */
	virtual void InitRHI() override
	{
		INC_DWORD_STAT_BY( STAT_TextureMemory, TextureSize );
		INC_DWORD_STAT_FNAME_BY( LODGroupStatName, TextureSize );

		// Create the RHI texture.
		uint32 TexCreateFlags = (Owner->SRGB ? TexCreate_SRGB : 0)  | TexCreate_OfflineProcessed;
		FRHIResourceCreateInfo CreateInfo;
		TextureCubeRHI = RHICreateTextureCube( Owner->GetSizeX(), Owner->GetPixelFormat(), Owner->GetNumMips(), TexCreateFlags, CreateInfo );
		TextureRHI = TextureCubeRHI;
		RHIBindDebugLabelName(TextureRHI, *Owner->GetName());
		RHIUpdateTextureReference(Owner->TextureReference.TextureReferenceRHI,TextureRHI);

		// Read the mip-levels into the RHI texture.
		int32 NumMips = Owner->GetNumMips();
		for( int32 FaceIndex=0; FaceIndex<6; FaceIndex++ )
		{
			for(int32 MipIndex=0; MipIndex < NumMips; MipIndex++)
			{
				if( MipData[FaceIndex][MipIndex] != NULL )
				{
					uint32 DestStride;
					void* TheMipData = RHILockTextureCubeFace( TextureCubeRHI, FaceIndex, 0, MipIndex, RLM_WriteOnly, DestStride, false );
					GetData( FaceIndex, MipIndex, TheMipData, DestStride );
					RHIUnlockTextureCubeFace( TextureCubeRHI, FaceIndex, 0, MipIndex, false );
				}
			}
		}

		// Create the sampler state RHI resource.
		FSamplerStateInitializerRHI SamplerStateInitializer
		(
			GSystemSettings.TextureLODSettings.GetSamplerFilter( Owner ),
			AM_Clamp,
			AM_Clamp,
			AM_Clamp
		);
		SamplerStateRHI = RHICreateSamplerState(SamplerStateInitializer);

		// Set the greyscale format flag appropriately.
		EPixelFormat PixelFormat = Owner->GetPixelFormat();
		bGreyScaleFormat = (PixelFormat == PF_G8) || (PixelFormat == PF_BC4);
	}