D3D11/Texture: Add layers/texture arrays

This commit is contained in:
Connor McLaughlin
2021-05-30 14:04:30 +10:00
parent e7fb42347f
commit f7aa7c659c
4 changed files with 60 additions and 40 deletions

View File

@ -11,9 +11,11 @@ Texture::Texture(ComPtr<ID3D11Texture2D> texture, ComPtr<ID3D11ShaderResourceVie
: m_texture(std::move(texture)), m_srv(std::move(srv)), m_rtv(std::move(rtv))
{
const D3D11_TEXTURE2D_DESC desc = GetDesc();
m_width = desc.Width;
m_height = desc.Height;
m_samples = static_cast<u16>(desc.SampleDesc.Count);
m_width = static_cast<u16>(desc.Width);
m_height = static_cast<u16>(desc.Height);
m_layers = static_cast<u16>(desc.ArraySize);
m_levels = static_cast<u8>(desc.MipLevels);
m_samples = static_cast<u8>(desc.SampleDesc.Count);
}
Texture::~Texture()
@ -28,11 +30,19 @@ D3D11_TEXTURE2D_DESC Texture::GetDesc() const
return desc;
}
bool Texture::Create(ID3D11Device* device, u32 width, u32 height, u32 levels, 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, u32 layers, u32 levels, u32 samples,
DXGI_FORMAT format, u32 bind_flags, const void* initial_data /* = nullptr */,
u32 initial_data_stride /* = 0 */, bool dynamic /* = false */)
{
CD3D11_TEXTURE2D_DESC desc(format, width, height, 1, levels, bind_flags,
if (width > D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION || height > D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION ||
layers > D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION || (layers > 1 && samples > 1))
{
Log_ErrorPrintf("Texture bounds (%ux%ux%u, %u mips, %u samples) are too large", width, height, layers, levels,
samples);
return false;
}
CD3D11_TEXTURE2D_DESC desc(format, width, height, layers, levels, bind_flags,
dynamic ? D3D11_USAGE_DYNAMIC : D3D11_USAGE_DEFAULT, dynamic ? D3D11_CPU_ACCESS_WRITE : 0,
samples, 0, 0);
@ -55,7 +65,9 @@ bool Texture::Create(ID3D11Device* device, u32 width, u32 height, u32 levels, u3
if (bind_flags & D3D11_BIND_SHADER_RESOURCE)
{
const D3D11_SRV_DIMENSION srv_dimension =
(desc.SampleDesc.Count > 1) ? D3D11_SRV_DIMENSION_TEXTURE2DMS : D3D11_SRV_DIMENSION_TEXTURE2D;
(desc.SampleDesc.Count > 1) ?
D3D11_SRV_DIMENSION_TEXTURE2DMS :
(desc.ArraySize > 1 ? D3D11_SRV_DIMENSION_TEXTURE2DARRAY : D3D11_SRV_DIMENSION_TEXTURE2D);
const CD3D11_SHADER_RESOURCE_VIEW_DESC srv_desc(srv_dimension, desc.Format, 0, desc.MipLevels, 0, desc.ArraySize);
const HRESULT hr = device->CreateShaderResourceView(texture.Get(), &srv_desc, srv.GetAddressOf());
if (FAILED(hr))
@ -82,10 +94,11 @@ bool Texture::Create(ID3D11Device* device, u32 width, u32 height, u32 levels, u3
m_texture = std::move(texture);
m_srv = std::move(srv);
m_rtv = std::move(rtv);
m_width = width;
m_height = height;
m_levels = static_cast<u16>(levels);
m_samples = static_cast<u16>(samples);
m_width = static_cast<u16>(width);
m_height = static_cast<u16>(height);
m_layers = static_cast<u16>(layers);
m_levels = static_cast<u8>(levels);
m_samples = static_cast<u8>(samples);
return true;
}
@ -125,10 +138,11 @@ bool Texture::Adopt(ID3D11Device* device, ComPtr<ID3D11Texture2D> texture)
m_texture = std::move(texture);
m_srv = std::move(srv);
m_rtv = std::move(rtv);
m_width = desc.Width;
m_height = desc.Height;
m_levels = static_cast<u16>(desc.MipLevels);
m_samples = static_cast<u16>(desc.SampleDesc.Count);
m_width = static_cast<u16>(desc.Width);
m_height = static_cast<u16>(desc.Height);
m_layers = static_cast<u16>(desc.ArraySize);
m_levels = static_cast<u8>(desc.MipLevels);
m_samples = static_cast<u8>(desc.SampleDesc.Count);
return true;
}
@ -139,8 +153,9 @@ void Texture::Destroy()
m_texture.Reset();
m_width = 0;
m_height = 0;
m_layers = 0;
m_levels = 0;
m_samples = 0;
}
} // namespace D3D11
} // namespace D3D11

View File

@ -21,10 +21,11 @@ public:
ALWAYS_INLINE ID3D11ShaderResourceView* const* GetD3DSRVArray() const { return m_srv.GetAddressOf(); }
ALWAYS_INLINE ID3D11RenderTargetView* const* GetD3DRTVArray() const { return m_rtv.GetAddressOf(); }
ALWAYS_INLINE u32 GetWidth() const { return m_width; }
ALWAYS_INLINE u32 GetHeight() const { return m_height; }
ALWAYS_INLINE u16 GetLevels() const { return m_levels; }
ALWAYS_INLINE u16 GetSamples() const { return m_samples; }
ALWAYS_INLINE u16 GetWidth() const { return m_width; }
ALWAYS_INLINE u16 GetHeight() const { return m_height; }
ALWAYS_INLINE u16 GetLayers() const { return m_layers; }
ALWAYS_INLINE u8 GetLevels() const { return m_levels; }
ALWAYS_INLINE u8 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;
@ -34,8 +35,8 @@ 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 levels, u32 samples, DXGI_FORMAT format, u32 bind_flags,
const void* initial_data = nullptr, u32 initial_data_stride = 0, bool dynamic = false);
bool Create(ID3D11Device* device, u32 width, u32 height, u32 layers, u32 levels, u32 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);
void Destroy();
@ -44,9 +45,10 @@ private:
ComPtr<ID3D11Texture2D> m_texture;
ComPtr<ID3D11ShaderResourceView> m_srv;
ComPtr<ID3D11RenderTargetView> m_rtv;
u32 m_width;
u32 m_height;
u16 m_levels;
u16 m_samples;
u16 m_width;
u16 m_height;
u16 m_layers;
u8 m_levels;
u8 m_samples;
};
} // namespace D3D11