D3D11: Support mipmaps in wrapper textures

This commit is contained in:
Connor McLaughlin
2020-12-30 14:56:43 +10:00
parent 68ce959d70
commit 59e8363075
4 changed files with 27 additions and 21 deletions

View File

@ -28,10 +28,11 @@ D3D11_TEXTURE2D_DESC Texture::GetDesc() const
return desc;
}
bool Texture::Create(ID3D11Device* device, u32 width, u32 height, u32 samples, DXGI_FORMAT format, u32 bind_flags,
const void* initial_data /* = nullptr */, u32 initial_data_stride /* = 0 */, bool dynamic)
bool Texture::Create(ID3D11Device* device, u32 width, u32 height, u16 levels, u16 samples, DXGI_FORMAT format,
u32 bind_flags, const void* initial_data /* = nullptr */, u32 initial_data_stride /* = 0 */,
bool dynamic)
{
CD3D11_TEXTURE2D_DESC desc(format, width, height, 1, 1, bind_flags,
CD3D11_TEXTURE2D_DESC desc(format, width, height, 1, levels, bind_flags,
dynamic ? D3D11_USAGE_DYNAMIC : D3D11_USAGE_DEFAULT, dynamic ? D3D11_CPU_ACCESS_WRITE : 0,
samples, 0, 0);
@ -79,9 +80,10 @@ bool Texture::Create(ID3D11Device* device, u32 width, u32 height, u32 samples, D
m_texture = std::move(texture);
m_srv = std::move(srv);
m_rtv = std::move(rtv);
m_width = desc.Width;
m_height = desc.Height;
m_samples = desc.SampleDesc.Count;
m_width = width;
m_height = height;
m_levels = levels;
m_samples = samples;
return true;
}
@ -123,7 +125,8 @@ bool Texture::Adopt(ID3D11Device* device, ComPtr<ID3D11Texture2D> texture)
m_rtv = std::move(rtv);
m_width = desc.Width;
m_height = desc.Height;
m_samples = desc.SampleDesc.Count;
m_levels = static_cast<u16>(desc.MipLevels);
m_samples = static_cast<u16>(desc.SampleDesc.Count);
return true;
}
@ -134,6 +137,7 @@ void Texture::Destroy()
m_texture.Reset();
m_width = 0;
m_height = 0;
m_levels = 0;
m_samples = 0;
}

View File

@ -23,7 +23,8 @@ public:
ALWAYS_INLINE u32 GetWidth() const { return m_width; }
ALWAYS_INLINE u32 GetHeight() const { return m_height; }
ALWAYS_INLINE u32 GetSamples() const { return m_samples; }
ALWAYS_INLINE u16 GetLevels() const { return m_levels; }
ALWAYS_INLINE u16 GetSamples() const { return m_samples; }
ALWAYS_INLINE bool IsMultisampled() const { return m_samples > 1; }
ALWAYS_INLINE DXGI_FORMAT GetFormat() const { return GetDesc().Format; }
D3D11_TEXTURE2D_DESC GetDesc() const;
@ -33,7 +34,7 @@ public:
ALWAYS_INLINE operator ID3D11RenderTargetView*() const { return m_rtv.Get(); }
ALWAYS_INLINE operator bool() const { return static_cast<bool>(m_texture); }
bool Create(ID3D11Device* device, u32 width, u32 height, u32 samples, DXGI_FORMAT format, u32 bind_flags,
bool Create(ID3D11Device* device, u32 width, u32 height, u16 levels, u16 samples, DXGI_FORMAT format, u32 bind_flags,
const void* initial_data = nullptr, u32 initial_data_stride = 0, bool dynamic = false);
bool Adopt(ID3D11Device* device, ComPtr<ID3D11Texture2D> texture);
@ -45,6 +46,7 @@ private:
ComPtr<ID3D11RenderTargetView> m_rtv;
u32 m_width;
u32 m_height;
u32 m_samples;
u16 m_levels;
u16 m_samples;
};
} // namespace D3D11