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- //-----------------------------------------------------------------------------
- // 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!");
- setCubeTexSize(cubemaps);
- mFormat = cubemaps[0]->getFormat();
- 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)
- {
- setCubeTexSize(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
- }
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