D3D11/12 mipmapping fixes

This commit is contained in:
Jack Andersen
2016-01-19 10:30:51 -10:00
parent c8b72e8bef
commit 2f254dc955
3 changed files with 100 additions and 95 deletions

View File

@@ -121,10 +121,10 @@ class D3D11TextureS : public ITextureS
friend class D3D11DataFactory;
size_t m_sz;
D3D11TextureS(D3D11Context* ctx, size_t width, size_t height, size_t mips,
TextureFormat fmt, const void* data, size_t sz)
: m_sz(sz)
TextureFormat fmt, const void* data, size_t sz)
: m_sz(sz)
{
CD3D11_TEXTURE2D_DESC desc(DXGI_FORMAT_R8G8B8A8_UNORM, width, height, 1, mips,
CD3D11_TEXTURE2D_DESC desc(DXGI_FORMAT_R8G8B8A8_UNORM, width, height, 1, mips,
D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_IMMUTABLE);
const uint8_t* dataIt = static_cast<const uint8_t*>(data);
@@ -140,8 +140,8 @@ class D3D11TextureS : public ITextureS
}
ThrowIfFailed(ctx->m_dev->CreateTexture2D(&desc, upData, &m_tex));
ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_tex.Get(),
&CD3D11_SHADER_RESOURCE_VIEW_DESC(m_tex.Get(), D3D_SRV_DIMENSION_TEXTURE2D, DXGI_FORMAT_R8G8B8A8_UNORM), &m_srv));
ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_tex.Get(),
&CD3D11_SHADER_RESOURCE_VIEW_DESC(m_tex.Get(), D3D_SRV_DIMENSION_TEXTURE2D, DXGI_FORMAT_R8G8B8A8_UNORM, 0, mips), &m_srv));
}
public:
ComPtr<ID3D11Texture2D> m_tex;
@@ -245,7 +245,7 @@ class D3D11TextureD : public ITextureD
for (int i=0 ; i<3 ; ++i)
{
ThrowIfFailed(ctx->m_dev->CreateTexture2D(&desc, nullptr, &m_texs[i]));
ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_texs[i].Get(),
ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_texs[i].Get(),
&CD3D11_SHADER_RESOURCE_VIEW_DESC(m_texs[i].Get(), D3D_SRV_DIMENSION_TEXTURE2D, pixelFmt), &m_srvs[i]));
}
}
@@ -270,34 +270,34 @@ class D3D11TextureR : public ITextureR
void Setup(D3D11Context* ctx, size_t width, size_t height, size_t samples)
{
ThrowIfFailed(ctx->m_dev->CreateTexture2D(&CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, width, height,
ThrowIfFailed(ctx->m_dev->CreateTexture2D(&CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, width, height,
1, 1, D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, 1), nullptr, &m_tex));
ThrowIfFailed(ctx->m_dev->CreateTexture2D(&CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_D24_UNORM_S8_UINT, width, height,
ThrowIfFailed(ctx->m_dev->CreateTexture2D(&CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_D24_UNORM_S8_UINT, width, height,
1, 1, D3D11_BIND_DEPTH_STENCIL, D3D11_USAGE_DEFAULT, 0, samples), nullptr, &m_depthTex));
if (samples > 1)
{
ThrowIfFailed(ctx->m_dev->CreateTexture2D(&CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, width, height,
ThrowIfFailed(ctx->m_dev->CreateTexture2D(&CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, width, height,
1, 1, D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, samples), nullptr, &m_msaaTex));
ThrowIfFailed(ctx->m_dev->CreateRenderTargetView(m_msaaTex.Get(),
ThrowIfFailed(ctx->m_dev->CreateRenderTargetView(m_msaaTex.Get(),
&CD3D11_RENDER_TARGET_VIEW_DESC(m_msaaTex.Get(), D3D11_RTV_DIMENSION_TEXTURE2DMS), &m_rtv));
ThrowIfFailed(ctx->m_dev->CreateDepthStencilView(m_depthTex.Get(),
ThrowIfFailed(ctx->m_dev->CreateDepthStencilView(m_depthTex.Get(),
&CD3D11_DEPTH_STENCIL_VIEW_DESC(m_depthTex.Get(), D3D11_DSV_DIMENSION_TEXTURE2DMS), &m_dsv));
}
else
{
ThrowIfFailed(ctx->m_dev->CreateRenderTargetView(m_tex.Get(),
ThrowIfFailed(ctx->m_dev->CreateRenderTargetView(m_tex.Get(),
&CD3D11_RENDER_TARGET_VIEW_DESC(m_tex.Get(), D3D11_RTV_DIMENSION_TEXTURE2D), &m_rtv));
ThrowIfFailed(ctx->m_dev->CreateDepthStencilView(m_depthTex.Get(),
ThrowIfFailed(ctx->m_dev->CreateDepthStencilView(m_depthTex.Get(),
&CD3D11_DEPTH_STENCIL_VIEW_DESC(m_depthTex.Get(), D3D11_DSV_DIMENSION_TEXTURE2D), &m_dsv));
}
ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_tex.Get(),
ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_tex.Get(),
&CD3D11_SHADER_RESOURCE_VIEW_DESC(m_tex.Get(), D3D11_SRV_DIMENSION_TEXTURE2D), &m_srv));
}
D3D11TextureR(D3D11Context* ctx, size_t width, size_t height, size_t samples)
: m_width(width), m_height(height), m_samples(samples)
: m_width(width), m_height(height), m_samples(samples)
{
if (samples == 0) m_samples = 1;
Setup(ctx, width, height, samples);
@@ -433,8 +433,8 @@ class D3D11ShaderPipeline : public IShaderPipeline
ThrowIfFailed(ctx->m_dev->CreateVertexShader(vert->GetBufferPointer(), vert->GetBufferSize(), nullptr, &m_vShader));
ThrowIfFailed(ctx->m_dev->CreatePixelShader(pixel->GetBufferPointer(), pixel->GetBufferSize(), nullptr, &m_pShader));
CD3D11_RASTERIZER_DESC rasDesc(D3D11_FILL_SOLID, backfaceCulling ? D3D11_CULL_BACK : D3D11_CULL_NONE, true,
D3D11_DEFAULT_DEPTH_BIAS, D3D11_DEFAULT_DEPTH_BIAS_CLAMP, D3D11_DEFAULT_SLOPE_SCALED_DEPTH_BIAS,
CD3D11_RASTERIZER_DESC rasDesc(D3D11_FILL_SOLID, backfaceCulling ? D3D11_CULL_BACK : D3D11_CULL_NONE, true,
D3D11_DEFAULT_DEPTH_BIAS, D3D11_DEFAULT_DEPTH_BIAS_CLAMP, D3D11_DEFAULT_SLOPE_SCALED_DEPTH_BIAS,
true, true, false, false);
ThrowIfFailed(ctx->m_dev->CreateRasterizerState(&rasDesc, &m_rasState));
@@ -450,7 +450,7 @@ class D3D11ShaderPipeline : public IShaderPipeline
blDesc.RenderTarget[0].DestBlend = BLEND_FACTOR_TABLE[int(dstFac)];
ThrowIfFailed(ctx->m_dev->CreateBlendState(&blDesc, &m_blState));
ThrowIfFailed(ctx->m_dev->CreateInputLayout(vtxFmt->m_elements.get(), vtxFmt->m_elementCount,
ThrowIfFailed(ctx->m_dev->CreateInputLayout(vtxFmt->m_elements.get(), vtxFmt->m_elementCount,
vert->GetBufferPointer(), vert->GetBufferSize(), &m_inLayout));
}
public:
@@ -729,7 +729,7 @@ struct D3D11CommandQueue : IGraphicsCommandQueue
ID3D11Texture2D* src = csource->m_tex.Get();
self->m_ctx->m_devCtx->CopyResource(dest.Get(), src);
}
self->m_windowCtx->m_swapChain->Present(1, 0);
}
}
@@ -1153,7 +1153,7 @@ public:
thread_local D3D11Data* D3D11DataFactory::m_deferredData;
void D3D11CommandQueue::execute()
{
{
/* Stage dynamic uploads */
D3D11DataFactory* gfxF = static_cast<D3D11DataFactory*>(m_parent->getDataFactory());
gfxF->procDeletes();