示例#1
0
	//------------------------------------------------------------------------------------
	D3D11Texture::D3D11Texture(const StringVector& vecTexNames, bool bSRGB)
		: Texture(eTextureType_TextureArray, 0, 0, 0, ePF_Unknown, 0, true)
		, m_pTexture2D(nullptr)
		, m_pTexture3D(nullptr)
		, m_pRTV(nullptr)
		, m_pSRV(nullptr)
		, m_pDSV(nullptr)
		, m_pTexStaging(nullptr)
	{
		_AST(!vecTexNames.empty());

		HRESULT hr = S_OK;
		// First load all texture elements
		std::vector<ID3D11Texture2D*> vecTexs(vecTexNames.size());
		for (size_t i=0; i<vecTexNames.size(); ++i)
		{
			D3DX11_IMAGE_LOAD_INFO loadInfo;
			loadInfo.Width  = D3DX11_FROM_FILE;
			loadInfo.Height = D3DX11_FROM_FILE;
			loadInfo.Depth  = D3DX11_FROM_FILE;
			loadInfo.FirstMipLevel = 0;
			loadInfo.BindFlags = 0;
			loadInfo.Usage = D3D11_USAGE_STAGING;	// Local res
			loadInfo.MipLevels = 0;
			loadInfo.CpuAccessFlags = D3D11_CPU_ACCESS_WRITE | D3D11_CPU_ACCESS_READ;
			loadInfo.MiscFlags = 0;
			loadInfo.Format = DXGI_FORMAT_FROM_FILE;
			loadInfo.Filter = D3DX11_FILTER_NONE;
			loadInfo.MipFilter = D3DX11_FILTER_LINEAR;
			loadInfo.pSrcInfo  = 0;

			if (vecTexNames[i].find(".dds") != STRING::npos)
			{
				V(DirectX::CreateDDSTextureFromFileEx(g_pRenderSys->GetDevice(), EngineToUnicode(vecTexNames[i]).c_str(),
					4096, D3D11_USAGE_STAGING, 0, D3D11_CPU_ACCESS_READ, 0, bSRGB, (ID3D11Resource**)&vecTexs[i], nullptr));
			}
			else
			{
				V(D3DX11CreateTextureFromFileA(g_pRenderSys->GetDevice(), vecTexNames[i].c_str(),
					&loadInfo, nullptr, (ID3D11Resource**)&vecTexs[i], nullptr));
			}
			
		}

		// Then create the texture array object
		D3D11_TEXTURE2D_DESC texElementDesc;
		vecTexs[0]->GetDesc(&texElementDesc);

		// Store dimension and format
		m_width = texElementDesc.Width;
		m_height = texElementDesc.Height;

		m_texFormat = ConvertFromDXFormat(texElementDesc.Format);

		D3D11_TEXTURE2D_DESC texArrayDesc;
		texArrayDesc.Width              = texElementDesc.Width;
		texArrayDesc.Height             = texElementDesc.Height;
		texArrayDesc.MipLevels          = texElementDesc.MipLevels;
		texArrayDesc.ArraySize          = vecTexs.size();
		texArrayDesc.Format             = texElementDesc.Format;
		texArrayDesc.SampleDesc.Count   = 1;
		texArrayDesc.SampleDesc.Quality = 0;
		texArrayDesc.Usage              = D3D11_USAGE_DEFAULT;
		texArrayDesc.BindFlags          = D3D11_BIND_SHADER_RESOURCE;
		texArrayDesc.CPUAccessFlags     = 0;
		texArrayDesc.MiscFlags          = 0;

		V(g_pRenderSys->GetDevice()->CreateTexture2D(&texArrayDesc, 0, &m_pTexture2D));

		// Fill texture array data
		ID3D11DeviceContext* dc = g_pRenderSys->GetDeviceContext();

		for(size_t texElement=0; texElement<vecTexs.size(); ++texElement)
		{
			vecTexs[texElement]->GetDesc(&texElementDesc);

			for(UINT mipLevel = 0; mipLevel < texElementDesc.MipLevels; ++mipLevel)
			{
				D3D11_MAPPED_SUBRESOURCE mappedTex2D;
				V(dc->Map(vecTexs[texElement], mipLevel, D3D11_MAP_READ, 0, &mappedTex2D));

				dc->UpdateSubresource(m_pTexture2D, 
					D3D11CalcSubresource(mipLevel, texElement, texElementDesc.MipLevels),
					0, mappedTex2D.pData, mappedTex2D.RowPitch, mappedTex2D.DepthPitch);

				dc->Unmap(vecTexs[texElement], mipLevel);
			}
		}

		CreateSRV();

		for(size_t i=0; i<vecTexs.size(); ++i)
			vecTexs[i]->Release();
	}
示例#2
0
//------------------------------------------------------------------------------------
D3D11Texture::D3D11Texture( const StringVector& vecTexNames )
    :m_pTexture2D(nullptr)
    ,m_pTexture3D(nullptr)
    ,m_pRenderSystem(g_env.pRenderSystem)
    ,m_rtView(nullptr)
    ,m_pSRV(nullptr)
    ,m_pDSV(nullptr)
    ,m_usage(0)
    ,m_texType(eTextureType_TextureArray)
    ,m_bMipMap(true)
{
    m_pd3dDevice = m_pRenderSystem->GetDevice();
    if (m_pd3dDevice)
        m_pd3dDevice->AddRef();

    assert(!vecTexNames.empty());

    HRESULT hr = S_OK;
    // First load all texture elements
    std::vector<ID3D11Texture2D*> vecTexs(vecTexNames.size());
    for (size_t i=0; i<vecTexNames.size(); ++i)
    {
        D3DX11_IMAGE_LOAD_INFO loadInfo;
        loadInfo.Width  = D3DX11_FROM_FILE;
        loadInfo.Height = D3DX11_FROM_FILE;
        loadInfo.Depth  = D3DX11_FROM_FILE;
        loadInfo.FirstMipLevel = 0;
        loadInfo.BindFlags = 0;
        loadInfo.Usage = D3D11_USAGE_STAGING;	// Local res
        loadInfo.MipLevels = 0;
        loadInfo.CpuAccessFlags = D3D11_CPU_ACCESS_WRITE | D3D11_CPU_ACCESS_READ;
        loadInfo.MiscFlags = 0;
        loadInfo.Format = DXGI_FORMAT_FROM_FILE;
        loadInfo.Filter = D3DX11_FILTER_NONE;
        loadInfo.MipFilter = D3DX11_FILTER_LINEAR;
        loadInfo.pSrcInfo  = 0;

        V(D3DX11CreateTextureFromFileA(m_pRenderSystem->GetDevice(), vecTexNames[i].c_str(),
                                       &loadInfo, nullptr, (ID3D11Resource**)&vecTexs[i], nullptr));
    }

    // Then create the texture array object
    D3D11_TEXTURE2D_DESC texElementDesc;
    vecTexs[0]->GetDesc(&texElementDesc);

    // Store dimension and format
    m_width = texElementDesc.Width;
    m_height = texElementDesc.Height;

    m_texFormat = ConvertFromDXFormat(texElementDesc.Format);

    D3D11_TEXTURE2D_DESC texArrayDesc;
    texArrayDesc.Width              = texElementDesc.Width;
    texArrayDesc.Height             = texElementDesc.Height;
    texArrayDesc.MipLevels          = texElementDesc.MipLevels;
    texArrayDesc.ArraySize          = vecTexs.size();
    texArrayDesc.Format             = texElementDesc.Format;
    texArrayDesc.SampleDesc.Count   = 1;
    texArrayDesc.SampleDesc.Quality = 0;
    texArrayDesc.Usage              = D3D11_USAGE_DEFAULT;
    texArrayDesc.BindFlags          = D3D11_BIND_SHADER_RESOURCE;
    texArrayDesc.CPUAccessFlags     = 0;
    texArrayDesc.MiscFlags          = 0;

    V(m_pRenderSystem->GetDevice()->CreateTexture2D( &texArrayDesc, 0, &m_pTexture2D));

    // Fill texture array data
    ID3D11DeviceContext* dc = m_pRenderSystem->GetDeviceContext();

    for(size_t texElement=0; texElement<vecTexs.size(); ++texElement)
    {
        for(UINT mipLevel = 0; mipLevel < texElementDesc.MipLevels; ++mipLevel)
        {
            D3D11_MAPPED_SUBRESOURCE mappedTex2D;
            V(dc->Map(vecTexs[texElement], mipLevel, D3D11_MAP_READ, 0, &mappedTex2D));

            dc->UpdateSubresource(m_pTexture2D,
                                  D3D11CalcSubresource(mipLevel, texElement, texElementDesc.MipLevels),
                                  0, mappedTex2D.pData, mappedTex2D.RowPitch, mappedTex2D.DepthPitch);

            dc->Unmap(vecTexs[texElement], mipLevel);
        }
    }

    CreateSRV();

    for(size_t i=0; i<vecTexs.size(); ++i)
        vecTexs[i]->Release();
}