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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/gfxD3D11Device.h"
- #include "gfx/D3D11/gfxD3D11EnumTranslate.h"
- #include "gfx/bitmap/bitmapUtils.h"
- #include "gfx/bitmap/imageUtils.h"
- #include "gfx/gfxCardProfile.h"
- #include "gfx/gfxStringEnumTranslate.h"
- #include "core/strings/unicode.h"
- #include "core/util/swizzle.h"
- #include "core/util/safeDelete.h"
- #include "console/console.h"
- #include "core/resourceManager.h"
- GFXD3D11TextureManager::GFXD3D11TextureManager()
- {
- ZeroMemory(mCurTexSet, sizeof(mCurTexSet));
- }
- GFXD3D11TextureManager::~GFXD3D11TextureManager()
- {
- // Destroy texture table now so just in case some texture objects
- // are still left, we don't crash on a pure virtual method call.
- SAFE_DELETE_ARRAY( mHashTable );
- }
- void GFXD3D11TextureManager::_innerCreateTexture( GFXD3D11TextureObject *retTex,
- U32 height,
- U32 width,
- U32 depth,
- GFXFormat format,
- GFXTextureProfile *profile,
- U32 numMipLevels,
- bool forceMips,
- S32 antialiasLevel)
- {
- U32 usage = 0;
- U32 bindFlags = 0;
- U32 miscFlags = 0;
-
- if(!retTex->mProfile->isZTarget() && !retTex->mProfile->isSystemMemory())
- bindFlags = D3D11_BIND_SHADER_RESOURCE;
-
- U32 cpuFlags = 0;
- retTex->mProfile = profile;
- retTex->isManaged = false;
- DXGI_FORMAT d3dTextureFormat = GFXD3D11TextureFormat[format];
- if( retTex->mProfile->isDynamic() )
- {
- usage = D3D11_USAGE_DYNAMIC;
- cpuFlags |= D3D11_CPU_ACCESS_WRITE;
- retTex->isManaged = false;
- }
- else if ( retTex->mProfile->isSystemMemory() )
- {
- usage |= D3D11_USAGE_STAGING;
- cpuFlags |= D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
- }
- else
- {
- usage = D3D11_USAGE_DEFAULT;
- retTex->isManaged = true;
- }
- if( retTex->mProfile->isRenderTarget() )
- {
- bindFlags |= D3D11_BIND_RENDER_TARGET;
- //need to check to make sure this format supports render targets
- U32 supportFlag = 0;
-
- D3D11DEVICE->CheckFormatSupport(d3dTextureFormat, &supportFlag);
- //if it doesn't support render targets then default to R8G8B8A8
- if(!(supportFlag & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
- d3dTextureFormat = DXGI_FORMAT_R8G8B8A8_UNORM;
- retTex->isManaged =false;
- }
- if( retTex->mProfile->isZTarget() )
- {
- bindFlags |= D3D11_BIND_DEPTH_STENCIL;
- retTex->isManaged = false;
- }
- if( !forceMips && !retTex->mProfile->isSystemMemory() &&
- numMipLevels == 0 &&
- !(depth > 0) )
- {
- miscFlags |= D3D11_RESOURCE_MISC_GENERATE_MIPS;
- bindFlags |= D3D11_BIND_RENDER_TARGET; // in order to automatically generate mips. Resource needs to be a rendertarget and shader resource
- }
- if( depth > 0 )
- {
- D3D11_TEXTURE3D_DESC desc;
- ZeroMemory(&desc, sizeof(D3D11_TEXTURE3D_DESC));
- desc.BindFlags = bindFlags;
- desc.CPUAccessFlags = cpuFlags;
- desc.Depth = depth;
- desc.Width = width;
- desc.Height = height;
- desc.Format = d3dTextureFormat;
- desc.Usage = (D3D11_USAGE)usage;
- desc.MipLevels = numMipLevels;
- HRESULT hr = D3D11DEVICE->CreateTexture3D(&desc, NULL, retTex->get3DTexPtr());
- if(FAILED(hr))
- {
- AssertFatal(false, "GFXD3D11TextureManager::_createTexture - failed to create volume texture!");
- }
- if (!retTex->mProfile->isSystemMemory())
- {
- createResourceView(height, width, depth, d3dTextureFormat, numMipLevels, bindFlags, retTex);
- }
- retTex->mTextureSize.set(width, height, depth);
- retTex->get3DTex()->GetDesc(&desc);
- retTex->mMipLevels = numMipLevels;
- retTex->mFormat = format;
- }
- else
- {
- U32 numQualityLevels = 0;
- switch (antialiasLevel)
- {
- case 0:
- case AA_MATCH_BACKBUFFER:
- antialiasLevel = 1;
- break;
- default:
- {
- antialiasLevel = 0;
- D3D11DEVICE->CheckMultisampleQualityLevels(d3dTextureFormat, antialiasLevel, &numQualityLevels);
- AssertFatal(numQualityLevels, "Invalid AA level!");
- break;
- }
- }
- if(retTex->mProfile->isZTarget())
- {
- D3D11_TEXTURE2D_DESC desc;
-
- ZeroMemory(&desc, sizeof(D3D11_TEXTURE2D_DESC));
- desc.ArraySize = 1;
- desc.BindFlags = bindFlags;
- desc.CPUAccessFlags = cpuFlags;
- //depth stencil must be a typeless format if it is bound on render target and shader resource simultaneously
- // we'll send the real format for the creation of the views
- desc.Format = DXGI_FORMAT_R24G8_TYPELESS;
- desc.MipLevels = numMipLevels;
- desc.SampleDesc.Count = antialiasLevel;
- desc.SampleDesc.Quality = numQualityLevels;
- desc.Height = height;
- desc.Width = width;
- desc.Usage = (D3D11_USAGE)usage;
- HRESULT hr = D3D11DEVICE->CreateTexture2D(&desc, NULL, retTex->getSurfacePtr());
-
- if(FAILED(hr))
- {
- AssertFatal(false, "Failed to create Zbuffer texture");
- }
- retTex->mFormat = format; // Assigning format like this should be fine.
- }
- else
- {
- D3D11_TEXTURE2D_DESC desc;
-
- ZeroMemory(&desc, sizeof(D3D11_TEXTURE2D_DESC));
- desc.ArraySize = 1;
- desc.BindFlags = bindFlags;
- desc.CPUAccessFlags = cpuFlags;
- desc.Format = d3dTextureFormat;
- desc.MipLevels = numMipLevels;
- desc.SampleDesc.Count = antialiasLevel;
- desc.SampleDesc.Quality = numQualityLevels;
- desc.Height = height;
- desc.Width = width;
- desc.Usage = (D3D11_USAGE)usage;
- desc.MiscFlags = miscFlags;
- HRESULT hr = D3D11DEVICE->CreateTexture2D(&desc, NULL, retTex->get2DTexPtr());
- if(FAILED(hr))
- {
- AssertFatal(false, "GFXD3D11TextureManager::_createTexture - failed to create texture!");
- }
- retTex->get2DTex()->GetDesc(&desc);
- retTex->mMipLevels = desc.MipLevels;
- }
- // start creating the resource views...
- // don't bother creating views for system memory/staging textures
- // they are just used for copying
- if (!retTex->mProfile->isSystemMemory())
- {
- createResourceView(height, width, depth, d3dTextureFormat, numMipLevels, bindFlags, retTex);
- }
- // Get the actual size of the texture...
- D3D11_TEXTURE2D_DESC probeDesc;
- ZeroMemory(&probeDesc, sizeof(D3D11_TEXTURE2D_DESC));
-
- if( retTex->get2DTex() != NULL )
- {
- retTex->get2DTex()->GetDesc(&probeDesc);
- }
- else if( retTex->getSurface() != NULL )
- {
- retTex->getSurface()->GetDesc(&probeDesc);
- }
- retTex->mTextureSize.set(probeDesc.Width, probeDesc.Height, 0);
- S32 fmt = 0;
- if(!profile->isZTarget())
- fmt = probeDesc.Format;
- else
- fmt = DXGI_FORMAT_D24_UNORM_S8_UINT; // we need to assign this manually.
- GFXREVERSE_LOOKUP( GFXD3D11TextureFormat, GFXFormat, fmt );
- retTex->mFormat = (GFXFormat)fmt;
- }
- }
- //-----------------------------------------------------------------------------
- // createTexture
- //-----------------------------------------------------------------------------
- GFXTextureObject *GFXD3D11TextureManager::_createTextureObject( U32 height,
- U32 width,
- U32 depth,
- GFXFormat format,
- GFXTextureProfile *profile,
- U32 numMipLevels,
- bool forceMips,
- S32 antialiasLevel,
- GFXTextureObject *inTex )
- {
- GFXD3D11TextureObject *retTex;
- if ( inTex )
- {
- AssertFatal(static_cast<GFXD3D11TextureObject*>( inTex ), "GFXD3D11TextureManager::_createTexture() - Bad inTex type!");
- retTex = static_cast<GFXD3D11TextureObject*>( inTex );
- retTex->release();
- }
- else
- {
- retTex = new GFXD3D11TextureObject(GFX, profile);
- retTex->registerResourceWithDevice(GFX);
- }
- _innerCreateTexture(retTex, height, width, depth, format, profile, numMipLevels, forceMips, antialiasLevel);
- return retTex;
- }
- bool GFXD3D11TextureManager::_loadTexture(GFXTextureObject *aTexture, GBitmap *pDL)
- {
- PROFILE_SCOPE(GFXD3D11TextureManager_loadTexture);
- GFXD3D11TextureObject *texture = static_cast<GFXD3D11TextureObject*>(aTexture);
- // Check with profiler to see if we can do automatic mipmap generation.
- const bool supportsAutoMips = GFX->getCardProfiler()->queryProfile("autoMipMapLevel", true);
- // Helper bool
- const bool isCompressedTexFmt = ImageUtil::isCompressedFormat(aTexture->mFormat);
- // Settings for mipmap generation
- U32 maxDownloadMip = pDL->getNumMipLevels();
- U32 nbMipMapLevel = pDL->getNumMipLevels();
- if( supportsAutoMips && !isCompressedTexFmt )
- {
- maxDownloadMip = 1;
- nbMipMapLevel = aTexture->mMipLevels;
- }
- GFXD3D11Device* dev = D3D11;
- bool isDynamic = texture->mProfile->isDynamic();
- // Fill the texture...
- for( U32 i = 0; i < maxDownloadMip; i++ )
- {
- U32 subResource = D3D11CalcSubresource(i, 0, aTexture->mMipLevels);
- if(!isDynamic)
- {
- U8* copyBuffer = NULL;
- switch(texture->mFormat)
- {
- case GFXFormatR8G8B8:
- case GFXFormatR8G8B8_SRGB:
- {
- PROFILE_SCOPE(Swizzle24_Upload);
- U8* Bits = new U8[pDL->getWidth(i) * pDL->getHeight(i) * 4];
- dMemcpy(Bits, pDL->getBits(i), pDL->getWidth(i) * pDL->getHeight(i) * 3);
- bitmapConvertRGB_to_RGBX(&Bits, pDL->getWidth(i) * pDL->getHeight(i));
- copyBuffer = new U8[pDL->getWidth(i) * pDL->getHeight(i) * 4];
-
- dev->getDeviceSwizzle32()->ToBuffer(copyBuffer, Bits, pDL->getWidth(i) * pDL->getHeight(i) * 4);
- dev->getDeviceContext()->UpdateSubresource(texture->get2DTex(), subResource, NULL, copyBuffer, pDL->getWidth() * 4, pDL->getHeight() *4);
- SAFE_DELETE_ARRAY(Bits);
- break;
- }
- case GFXFormatR8G8B8A8:
- case GFXFormatR8G8B8X8:
- case GFXFormatR8G8B8A8_SRGB:
- {
- PROFILE_SCOPE(Swizzle32_Upload);
- copyBuffer = new U8[pDL->getWidth(i) * pDL->getHeight(i) * pDL->getBytesPerPixel()];
- dev->getDeviceSwizzle32()->ToBuffer(copyBuffer, pDL->getBits(i), pDL->getWidth(i) * pDL->getHeight(i) * pDL->getBytesPerPixel());
- dev->getDeviceContext()->UpdateSubresource(texture->get2DTex(), subResource, NULL, copyBuffer, pDL->getWidth() * pDL->getBytesPerPixel(), pDL->getHeight() *pDL->getBytesPerPixel());
- break;
- }
- default:
- {
- // Just copy the bits in no swizzle or padding
- PROFILE_SCOPE(SwizzleNull_Upload);
- AssertFatal( pDL->getFormat() == texture->mFormat, "Format mismatch");
- dev->getDeviceContext()->UpdateSubresource(texture->get2DTex(), subResource, NULL, pDL->getBits(i), pDL->getWidth() *pDL->getBytesPerPixel(), pDL->getHeight() *pDL->getBytesPerPixel());
- }
- }
- SAFE_DELETE_ARRAY(copyBuffer);
- }
-
- else
- {
- D3D11_MAPPED_SUBRESOURCE mapping;
- HRESULT res = dev->getDeviceContext()->Map(texture->get2DTex(), subResource, D3D11_MAP_WRITE, 0, &mapping);
- AssertFatal(res, "tex2d map call failure");
- switch( texture->mFormat )
- {
- case GFXFormatR8G8B8:
- case GFXFormatR8G8B8_SRGB:
- {
- PROFILE_SCOPE(Swizzle24_Upload);
- U8* Bits = new U8[pDL->getWidth(i) * pDL->getHeight(i) * 4];
- dMemcpy(Bits, pDL->getBits(i), pDL->getWidth(i) * pDL->getHeight(i) * 3);
- bitmapConvertRGB_to_RGBX(&Bits, pDL->getWidth(i) * pDL->getHeight(i));
- dev->getDeviceSwizzle32()->ToBuffer(mapping.pData, Bits, pDL->getWidth(i) * pDL->getHeight(i) * 4);
- SAFE_DELETE_ARRAY(Bits);
- }
- break;
- case GFXFormatR8G8B8A8:
- case GFXFormatR8G8B8X8:
- case GFXFormatR8G8B8A8_SRGB:
- {
- PROFILE_SCOPE(Swizzle32_Upload);
- dev->getDeviceSwizzle32()->ToBuffer(mapping.pData, pDL->getBits(i), pDL->getWidth(i) * pDL->getHeight(i) * pDL->getBytesPerPixel());
- }
- break;
- default:
- {
- // Just copy the bits in no swizzle or padding
- PROFILE_SCOPE(SwizzleNull_Upload);
- AssertFatal( pDL->getFormat() == texture->mFormat, "Format mismatch");
- dMemcpy(mapping.pData, pDL->getBits(i), pDL->getWidth(i) * pDL->getHeight(i) * pDL->getBytesPerPixel());
- }
- }
- dev->getDeviceContext()->Unmap(texture->get2DTex(), subResource);
- }
- }
- D3D11_TEXTURE2D_DESC desc;
- // if the texture asked for mip generation. lets generate it.
- texture->get2DTex()->GetDesc(&desc);
- if (desc.MiscFlags &D3D11_RESOURCE_MISC_GENERATE_MIPS)
- {
- dev->getDeviceContext()->GenerateMips(texture->getSRView());
- //texture->mMipLevels = desc.MipLevels;
- }
- return true;
- }
- bool GFXD3D11TextureManager::_loadTexture(GFXTextureObject *inTex, void *raw)
- {
- PROFILE_SCOPE(GFXD3D11TextureManager_loadTextureRaw);
- GFXD3D11TextureObject *texture = (GFXD3D11TextureObject *) inTex;
- GFXD3D11Device* dev = static_cast<GFXD3D11Device *>(GFX);
- // currently only for volume textures...
- if(texture->getDepth() < 1) return false;
- U8* Bits = NULL;
-
- if(texture->mFormat == GFXFormatR8G8B8 || texture->mFormat == GFXFormatR8G8B8_SRGB)
- {
- // convert 24 bit to 32 bit
- Bits = new U8[texture->getWidth() * texture->getHeight() * texture->getDepth() * 4];
- dMemcpy(Bits, raw, texture->getWidth() * texture->getHeight() * texture->getDepth() * 3);
- bitmapConvertRGB_to_RGBX(&Bits, texture->getWidth() * texture->getHeight() * texture->getDepth());
- }
- U32 bytesPerPix = 1;
- switch(texture->mFormat)
- {
- case GFXFormatR8G8B8:
- case GFXFormatR8G8B8_SRGB:
- case GFXFormatR8G8B8A8:
- case GFXFormatR8G8B8X8:
- case GFXFormatR8G8B8A8_SRGB:
- bytesPerPix = 4;
- break;
- }
- D3D11_BOX box;
- box.left = 0;
- box.right = texture->getWidth();
- box.front = 0;
- box.back = texture->getDepth();
- box.top = 0;
- box.bottom = texture->getHeight();
- if(texture->mFormat == GFXFormatR8G8B8 || texture->mFormat == GFXFormatR8G8B8_SRGB) // converted format also for volume textures
- dev->getDeviceContext()->UpdateSubresource(texture->get3DTex(), 0, &box, Bits, texture->getWidth() * bytesPerPix, texture->getHeight() * bytesPerPix);
- else
- dev->getDeviceContext()->UpdateSubresource(texture->get3DTex(), 0, &box, raw, texture->getWidth() * bytesPerPix, texture->getHeight() * bytesPerPix);
- SAFE_DELETE_ARRAY(Bits);
- return true;
- }
- bool GFXD3D11TextureManager::_refreshTexture(GFXTextureObject *texture)
- {
- U32 usedStrategies = 0;
- GFXD3D11TextureObject *realTex = static_cast<GFXD3D11TextureObject *>(texture);
- if(texture->mProfile->doStoreBitmap())
- {
- if(texture->mBitmap)
- _loadTexture(texture, texture->mBitmap);
- if(texture->mDDS)
- _loadTexture(texture, texture->mDDS);
- usedStrategies++;
- }
- if(texture->mProfile->isRenderTarget() || texture->mProfile->isDynamic() || texture->mProfile->isZTarget())
- {
- realTex->release();
- _innerCreateTexture(realTex, texture->getHeight(), texture->getWidth(), texture->getDepth(), texture->mFormat, texture->mProfile, texture->mMipLevels, false, texture->mAntialiasLevel);
- usedStrategies++;
- }
- AssertFatal(usedStrategies < 2, "GFXD3D11TextureManager::_refreshTexture - Inconsistent profile flags!");
- return true;
- }
- bool GFXD3D11TextureManager::_freeTexture(GFXTextureObject *texture, bool zombify)
- {
- AssertFatal(dynamic_cast<GFXD3D11TextureObject *>(texture),"Not an actual d3d texture object!");
- GFXD3D11TextureObject *tex = static_cast<GFXD3D11TextureObject *>( texture );
- // If it's a managed texture and we're zombifying, don't blast it, D3D allows
- // us to keep it.
- if(zombify && tex->isManaged)
- return true;
- tex->release();
- return true;
- }
- /// Load a texture from a proper DDSFile instance.
- bool GFXD3D11TextureManager::_loadTexture(GFXTextureObject *aTexture, DDSFile *dds)
- {
- PROFILE_SCOPE(GFXD3D11TextureManager_loadTextureDDS);
- GFXD3D11TextureObject *texture = static_cast<GFXD3D11TextureObject*>(aTexture);
- GFXD3D11Device* dev = static_cast<GFXD3D11Device *>(GFX);
- // Fill the texture...
- for( U32 i = 0; i < aTexture->mMipLevels; i++ )
- {
- PROFILE_SCOPE(GFXD3DTexMan_loadSurface);
- AssertFatal( dds->mSurfaces.size() > 0, "Assumption failed. DDSFile has no surfaces." );
- U32 subresource = D3D11CalcSubresource(i, 0, aTexture->mMipLevels);
- dev->getDeviceContext()->UpdateSubresource(texture->get2DTex(), subresource, 0, dds->mSurfaces[0]->mMips[i], dds->getSurfacePitch(i), 0);
- }
- D3D11_TEXTURE2D_DESC desc;
- // if the texture asked for mip generation. lets generate it.
- texture->get2DTex()->GetDesc(&desc);
- if (desc.MiscFlags & D3D11_RESOURCE_MISC_GENERATE_MIPS)
- dev->getDeviceContext()->GenerateMips(texture->getSRView());
- return true;
- }
- void GFXD3D11TextureManager::createResourceView(U32 height, U32 width, U32 depth, DXGI_FORMAT format, U32 numMipLevels,U32 usageFlags, GFXTextureObject *inTex)
- {
- GFXD3D11TextureObject *tex = static_cast<GFXD3D11TextureObject*>(inTex);
- ID3D11Resource* resource = NULL;
-
- if(tex->get2DTex())
- resource = tex->get2DTex();
- else if(tex->getSurface())
- resource = tex->getSurface();
- else
- resource = tex->get3DTex();
- HRESULT hr;
- //TODO: add MSAA support later.
- if(usageFlags & D3D11_BIND_SHADER_RESOURCE)
- {
- D3D11_SHADER_RESOURCE_VIEW_DESC desc;
- if(usageFlags & D3D11_BIND_DEPTH_STENCIL)
- desc.Format = DXGI_FORMAT_R24_UNORM_X8_TYPELESS; // reads the depth
- else
- desc.Format = format;
-
- if(depth > 0)
- {
- desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
- desc.Texture3D.MipLevels = -1;
- desc.Texture3D.MostDetailedMip = 0;
- }
- else
- {
- desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
- desc.Texture2D.MipLevels = -1;
- desc.Texture2D.MostDetailedMip = 0;
- }
-
- hr = D3D11DEVICE->CreateShaderResourceView(resource,&desc, tex->getSRViewPtr());
- AssertFatal(SUCCEEDED(hr), "CreateShaderResourceView:: failed to create view!");
- }
- if(usageFlags & D3D11_BIND_RENDER_TARGET)
- {
- D3D11_RENDER_TARGET_VIEW_DESC desc;
- desc.Format = format;
- desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
- desc.Texture2D.MipSlice = 0;
- hr = D3D11DEVICE->CreateRenderTargetView(resource, &desc, tex->getRTViewPtr());
- AssertFatal(SUCCEEDED(hr), "CreateRenderTargetView:: failed to create view!");
- }
- if(usageFlags & D3D11_BIND_DEPTH_STENCIL)
- {
- D3D11_DEPTH_STENCIL_VIEW_DESC desc;
- desc.Format = format;
- desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
- desc.Texture2D.MipSlice = 0;
- desc.Flags = 0;
- hr = D3D11DEVICE->CreateDepthStencilView(resource,&desc, tex->getDSViewPtr());
- AssertFatal(SUCCEEDED(hr), "CreateDepthStencilView:: failed to create view!");
- }
- }
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