Beispiel #1
0
        /// <summary>
        /// Calculates the number of miplevels for a Texture 2D.
        /// </summary>
        /// <param name="width">The width of the texture.</param>
        /// <param name="height">The height of the texture.</param>
        /// <param name="depth">The depth of the texture.</param>
        /// <param name="mipLevels">A <see cref="MipMapCount"/>, set to true to calculates all mipmaps, to false to calculate only 1 miplevel, or > 1 to calculate a specific amount of levels.</param>
        /// <returns>The number of miplevels.</returns>
        public static int CalculateMipLevels(int width, int height, int depth, MipMapCount mipLevels)
        {
            if (mipLevels > 1)
            {
                if (!IsPow2(width) || !IsPow2(height) || !IsPow2(depth))
                {
                    throw new InvalidOperationException("Width/Height/Depth must be power of 2");
                }

                int maxMips = CountMips(width, height, depth);
                if (mipLevels > maxMips)
                {
                    throw new InvalidOperationException(String.Format("MipLevels must be <= {0}", maxMips));
                }
            }
            else if (mipLevels == 0)
            {
                if (!IsPow2(width) || !IsPow2(height) || !IsPow2(depth))
                {
                    throw new InvalidOperationException("Width/Height/Depth must be power of 2");
                }

                mipLevels = CountMips(width, height, depth);
            }
            else
            {
                mipLevels = 1;
            }
            return(mipLevels);
        }
Beispiel #2
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        /// <summary>
        /// Calculates the mip map count from a requested level.
        /// </summary>
        /// <param name="requestedLevel">The requested level.</param>
        /// <param name="width">The width.</param>
        /// <param name="height">The height.</param>
        /// <param name="depth">The depth.</param>
        /// <returns>The resulting mipmap count (clamp to [1, maxMipMapCount] for this texture)</returns>
        internal static int CalculateMipMapCount(MipMapCount requestedLevel, int width, int height = 0, int depth = 0)
        {
            int size      = Math.Max(Math.Max(width, height), depth);
            int maxMipMap = 1 + (int)Math.Log(size, 2);

            return(requestedLevel == 0 ? maxMipMap : Math.Min(requestedLevel, maxMipMap));
        }
Beispiel #3
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 /// <summary>
 /// Calculates the number of miplevels for a Texture 2D.
 /// </summary>
 /// <param name="width">The width of the texture.</param>
 /// <param name="height">The height of the texture.</param>
 /// <param name="mipLevels">A <see cref="MipMapCount"/>, set to true to calculates all mipmaps, to false to calculate only 1 miplevel, or > 1 to calculate a specific amount of levels.</param>
 /// <returns>The number of miplevels.</returns>
 public static int CalculateMipLevels(int width, int height, MipMapCount mipLevels)
 {
     if (mipLevels > 1)
     {
         int maxMips = CountMips(width, height);
         if (mipLevels > maxMips)
         {
             throw new InvalidOperationException(String.Format("MipLevels must be <= {0}", maxMips));
         }
     }
     else if (mipLevels == 0)
     {
         mipLevels = CountMips(width, height);
     }
     else
     {
         mipLevels = 1;
     }
     return(mipLevels);
 }
Beispiel #4
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 /// <summary>
 /// Creates a new instance of a Cube <see cref="Image"/>.
 /// </summary>
 /// <param name="width">The width.</param>
 /// <param name="mipMapCount">The mip map count.</param>
 /// <param name="format">The format.</param>
 /// <param name="dataPointer">Pointer to an existing buffer.</param>
 /// <returns>A new image.</returns>
 public static Image NewCube(int width, MipMapCount mipMapCount, PixelFormat format, IntPtr dataPointer)
 {
     return(new Image(CreateDescription(TextureDimension.TextureCube, width, width, 1, mipMapCount, format, 6), dataPointer, 0, null, false));
 }
Beispiel #5
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 /// <summary>
 /// Creates a new instance of a 2D <see cref="Image"/>.
 /// </summary>
 /// <param name="width">The width.</param>
 /// <param name="height">The height.</param>
 /// <param name="mipMapCount">The mip map count.</param>
 /// <param name="format">The format.</param>
 /// <param name="arraySize">Size of the array.</param>
 /// <param name="dataPointer">Pointer to an existing buffer.</param>
 /// <returns>A new image.</returns>
 public static Image New2D(int width, int height, MipMapCount mipMapCount, PixelFormat format, int arraySize, IntPtr dataPointer)
 {
     return(new Image(CreateDescription(TextureDimension.Texture2D, width, height, 1, mipMapCount, format, arraySize), dataPointer, 0, null, false));
 }
Beispiel #6
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 /// <summary>
 /// Creates a new instance of a 3D <see cref="Image"/>.
 /// </summary>
 /// <param name="width">The width.</param>
 /// <param name="height">The height.</param>
 /// <param name="depth">The depth.</param>
 /// <param name="mipMapCount">The mip map count.</param>
 /// <param name="format">The format.</param>
 /// <returns>A new image.</returns>
 public static Image New3D(int width, int height, int depth, MipMapCount mipMapCount, PixelFormat format)
 {
     return(New3D(width, height, depth, mipMapCount, format, IntPtr.Zero));
 }
Beispiel #7
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 /// <summary>
 /// Creates a new instance of a Cube <see cref="Image"/>.
 /// </summary>
 /// <param name="width">The width.</param>
 /// <param name="mipMapCount">The mip map count.</param>
 /// <param name="format">The format.</param>
 /// <returns>A new image.</returns>
 public static Image NewCube(int width, MipMapCount mipMapCount, PixelFormat format)
 {
     return(NewCube(width, mipMapCount, format, IntPtr.Zero));
 }
Beispiel #8
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 /// <summary>
 /// Creates a new instance of a 2D <see cref="Image"/>.
 /// </summary>
 /// <param name="width">The width.</param>
 /// <param name="height">The height.</param>
 /// <param name="mipMapCount">The mip map count.</param>
 /// <param name="format">The format.</param>
 /// <param name="arraySize">Size of the array.</param>
 /// <returns>A new image.</returns>
 public static Image New2D(int width, int height, MipMapCount mipMapCount, PixelFormat format, int arraySize = 1)
 {
     return(New2D(width, height, mipMapCount, format, arraySize, IntPtr.Zero));
 }
 /// <summary>
 /// Creates a new <see cref="RenderTarget1D" />.
 /// </summary>
 /// <param name="device">The <see cref="GraphicsDevice"/>.</param>
 /// <param name="width">The width.</param>
 /// <param name="mipCount">Number of mipmaps, set to true to have all mipmaps, set to an int >=1 for a particular mipmap count.</param>
 /// <param name="format">Describes the format to use.</param>
 /// <param name="flags">Sets the texture flags (for unordered access...etc.)</param>
 /// <param name="arraySize">Size of the texture 1D array, default to 1.</param>
 /// <returns>A new instance of <see cref="RenderTarget1D" /> class.</returns>
 /// <msdn-id>ff476520</msdn-id>
 /// <unmanaged>HRESULT ID3D11Device::CreateTexture1D([In] const D3D11_TEXTURE1D_DESC* pDesc,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture1D** ppTexture1D)</unmanaged>
 /// <unmanaged-short>ID3D11Device::CreateTexture1D</unmanaged-short>
 public static RenderTarget1D New(GraphicsDevice device, int width, MipMapCount mipCount, PixelFormat format, TextureFlags flags = TextureFlags.RenderTarget | TextureFlags.ShaderResource, int arraySize = 1)
 {
     return(new RenderTarget1D(device, NewRenderTargetDescription(width, format, flags | TextureFlags.RenderTarget, mipCount, arraySize)));
 }
Beispiel #10
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 /// <summary>
 /// Creates a new <see cref="Texture1D"/>.
 /// </summary>
 /// <param name="device">The <see cref="GraphicsDevice"/>.</param>
 /// <param name="width">The width.</param>
 /// <param name="mipCount">Number of mipmaps, set to true to have all mipmaps, set to an int >=1 for a particular mipmap count.</param>
 /// <param name="format">Describes the format to use.</param>
 /// <param name="usage">The usage.</param>
 /// <param name="flags">Sets the texture flags (for unordered access...etc.)</param>
 /// <param name="arraySize">Size of the texture 2D array, default to 1.</param>
 /// <returns>
 /// A new instance of <see cref="Texture1D"/> class.
 /// </returns>
 /// <msdn-id>ff476520</msdn-id>
 /// <unmanaged>HRESULT ID3D11Device::CreateTexture1D([In] const D3D11_TEXTURE1D_DESC* pDesc,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture1D** ppTexture1D)</unmanaged>
 /// <unmanaged-short>ID3D11Device::CreateTexture1D</unmanaged-short>
 public static Texture1D New(GraphicsDevice device, int width, MipMapCount mipCount, PixelFormat format, TextureFlags flags = TextureFlags.ShaderResource, int arraySize = 1, ResourceUsage usage = ResourceUsage.Default)
 {
     return(new Texture1D(device, NewDescription(width, format, flags | TextureFlags.ShaderResource, mipCount, arraySize, usage)));
 }
Beispiel #11
0
 /// <summary>
 /// Creates a new <see cref="Texture3D"/>.
 /// </summary>
 /// <param name="device">The <see cref="GraphicsDevice"/>.</param>
 /// <param name="width">The width.</param>
 /// <param name="height">The height.</param>
 /// <param name="depth">The depth.</param>
 /// <param name="mipCount">Number of mipmaps, set to true to have all mipmaps, set to an int >=1 for a particular mipmap count.</param>
 /// <param name="format">Describes the format to use.</param>
 /// <param name="usage">The usage.</param>
 /// <param name="textureData">DataBox used to fill texture data.</param>
 /// <param name="flags">Sets the texture flags (for unordered access...etc.)</param>
 /// <returns>
 /// A new instance of <see cref="Texture3D"/> class.
 /// </returns>
 /// <msdn-id>ff476522</msdn-id>
 /// <unmanaged>HRESULT ID3D11Device::CreateTexture3D([In] const D3D11_TEXTURE3D_DESC* pDesc,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture3D** ppTexture3D)</unmanaged>
 /// <unmanaged-short>ID3D11Device::CreateTexture3D</unmanaged-short>
 public static Texture3D New(GraphicsDevice device, int width, int height, int depth, MipMapCount mipCount, PixelFormat format, DataBox[] textureData, TextureFlags flags = TextureFlags.ShaderResource, ResourceUsage usage = ResourceUsage.Default)
 {
     // TODO Add check for number of texture data according to width/height/depth/mipCount.
     return(new Texture3D(device, NewDescription(width, height, depth, format, flags | TextureFlags.ShaderResource, mipCount, usage), textureData));
 }
Beispiel #12
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 /// <summary>
 /// Creates a new <see cref="Texture3D"/>.
 /// </summary>
 /// <param name="device">The <see cref="GraphicsDevice"/>.</param>
 /// <param name="width">The width.</param>
 /// <param name="height">The height.</param>
 /// <param name="depth">The depth.</param>
 /// <param name="mipCount">Number of mipmaps, set to true to have all mipmaps, set to an int >=1 for a particular mipmap count.</param>
 /// <param name="format">Describes the format to use.</param>
 /// <param name="usage">The usage.</param>
 /// <param name="flags">Sets the texture flags (for unordered access...etc.)</param>
 /// <returns>
 /// A new instance of <see cref="Texture3D"/> class.
 /// </returns>
 /// <msdn-id>ff476522</msdn-id>
 /// <unmanaged>HRESULT ID3D11Device::CreateTexture3D([In] const D3D11_TEXTURE3D_DESC* pDesc,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture3D** ppTexture3D)</unmanaged>
 /// <unmanaged-short>ID3D11Device::CreateTexture3D</unmanaged-short>
 public static Texture3D New(GraphicsDevice device, int width, int height, int depth, MipMapCount mipCount, PixelFormat format, TextureFlags flags = TextureFlags.ShaderResource, ResourceUsage usage = ResourceUsage.Default)
 {
     return(new Texture3D(device, NewDescription(width, height, depth, format, flags | TextureFlags.ShaderResource, mipCount, usage)));
 }
Beispiel #13
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 /// <summary>
 /// Creates a new <see cref="Texture2D" />.
 /// </summary>
 /// <param name="device">The <see cref="GraphicsDevice"/>.</param>
 /// <param name="width">The width.</param>
 /// <param name="height">The height.</param>
 /// <param name="format">Describes the format to use.</param>
 /// <param name="mipCount">Number of mipmaps, set to true to have all mipmaps, set to an int >=1 for a particular mipmap count.</param>
 /// <param name="textureData">Texture data through an array of <see cref="DataBox"/> </param>
 /// <param name="flags">Sets the texture flags (for unordered access...etc.)</param>
 /// <param name="arraySize">Size of the texture 2D array, default to 1.</param>
 /// <param name="usage">The usage.</param>
 /// <returns>A new instance of <see cref="Texture2D" /> class.</returns>
 /// <msdn-id>ff476521</msdn-id>
 ///   <unmanaged>HRESULT ID3D11Device::CreateTexture2D([In] const D3D11_TEXTURE2D_DESC* pDesc,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture2D** ppTexture2D)</unmanaged>
 ///   <unmanaged-short>ID3D11Device::CreateTexture2D</unmanaged-short>
 public static Texture2D New(GraphicsDevice device, int width, int height, MipMapCount mipCount, PixelFormat format, DataBox[] textureData, TextureFlags flags = TextureFlags.ShaderResource, int arraySize = 1, ResourceUsage usage = ResourceUsage.Default)
 {
     return(new Texture2D(device, NewDescription(width, height, format, flags, mipCount, arraySize, usage), textureData));
 }
Beispiel #14
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 /// <summary>
 /// Creates a new <see cref="RenderTarget3D" />.
 /// </summary>
 /// <param name="device">The <see cref="Direct3D11.Device"/>.</param>
 /// <param name="width">The width.</param>
 /// <param name="height">The height.</param>
 /// <param name="depth">The depth.</param>
 /// <param name="mipCount">Number of mipmaps, set to true to have all mipmaps, set to an int >=1 for a particular mipmap count.</param>
 /// <param name="format">Describes the format to use.</param>
 /// <param name="flags">Sets the texture flags (for unordered access...etc.)</param>
 /// <param name="arraySize">Size of the texture 3D array, default to 1.</param>
 /// <returns>A new instance of <see cref="RenderTarget3D" /> class.</returns>
 /// <msdn-id>ff476521</msdn-id>
 ///   <unmanaged>HRESULT ID3D11Device::CreateTexture3D([In] const D3D11_TEXTURE3D_DESC* pDesc,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture3D** ppTexture3D)</unmanaged>
 ///   <unmanaged-short>ID3D11Device::CreateTexture3D</unmanaged-short>
 public static RenderTarget3D New(Device device, int width, int height, int depth, MipMapCount mipCount, PixelFormat format, TextureFlags flags = TextureFlags.RenderTarget | TextureFlags.ShaderResource, int arraySize = 1)
 {
     return(new RenderTarget3D(device, NewRenderTargetDescription(width, height, depth, format, flags | TextureFlags.RenderTarget, mipCount)));
 }
Beispiel #15
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 /// <summary>
 /// Creates a new instance of a 3D <see cref="Image"/>.
 /// </summary>
 /// <param name="width">The width.</param>
 /// <param name="height">The height.</param>
 /// <param name="depth">The depth.</param>
 /// <param name="mipMapCount">The mip map count.</param>
 /// <param name="format">The format.</param>
 /// <param name="dataPointer">Pointer to an existing buffer.</param>
 /// <returns>A new image.</returns>
 public static Image New3D(int width, int height, int depth, MipMapCount mipMapCount, PixelFormat format, IntPtr dataPointer)
 {
     return(new Image(CreateDescription(TextureDimension.Texture3D, width, width, depth, mipMapCount, format, 1), dataPointer, 0, null, false));
 }
Beispiel #16
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 private static ImageDescription CreateDescription(TextureDimension dimension, int width, int height, int depth, MipMapCount mipMapCount, PixelFormat format, int arraySize)
 {
     return(new ImageDescription()
     {
         Width = width,
         Height = height,
         Depth = depth,
         ArraySize = arraySize,
         Dimension = dimension,
         Format = format,
         MipLevels = mipMapCount,
     });
 }
Beispiel #17
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 /// <summary>
 /// Creates a new texture description <see cref="RenderTarget2D" />.
 /// </summary>
 /// <param name="device">The <see cref="GraphicsDevice"/>.</param>
 /// <param name="width">The width.</param>
 /// <param name="height">The height.</param>
 /// <param name="mipCount">Number of mipmaps, set to true to have all mipmaps, set to an int >=1 for a particular mipmap count.</param>
 /// <param name="format">Describes the format to use.</param>
 /// <param name="flags">Sets the texture flags (for unordered access...etc.)</param>
 /// <param name="arraySize">Size of the texture 2D array, default to 1.</param>
 /// <returns>A new instance of <see cref="RenderTarget2D" /> class.</returns>
 /// <msdn-id>ff476521</msdn-id>
 ///   <unmanaged>HRESULT ID3D11Device::CreateTexture2D([In] const D3D11_TEXTURE2D_DESC* pDesc,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture2D** ppTexture2D)</unmanaged>
 ///   <unmanaged-short>ID3D11Device::CreateTexture2D</unmanaged-short>
 public static Texture2DDescription CreateDescription(GraphicsDevice device, int width, int height, MipMapCount mipCount, PixelFormat format, TextureFlags flags = TextureFlags.RenderTarget | TextureFlags.ShaderResource, int arraySize = 1)
 {
     return(CreateDescription(device.MainDevice, width, height, format, flags, mipCount, arraySize, MSAALevel.None));
 }
Beispiel #18
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 /// <summary>
 /// Creates a new <see cref="TextureCube"/>.
 /// </summary>
 /// <param name="device">The <see cref="GraphicsDevice"/>.</param>
 /// <param name="size">The size (in pixels) of the top-level faces of the cube texture.</param>
 /// <param name="mipCount">Number of mipmaps, set to true to have all mipmaps, set to an int >=1 for a particular mipmap count.</param>
 /// <param name="format">Describes the format to use.</param>
 /// <param name="usage">The usage.</param>
 /// <param name="flags">Sets the texture flags (for unordered access...etc.)</param>
 /// <returns>
 /// A new instance of <see cref="Texture2D"/> class.
 /// </returns>
 /// <msdn-id>ff476521</msdn-id>
 /// <unmanaged>HRESULT ID3D11Device::CreateTexture2D([In] const D3D11_TEXTURE2D_DESC* pDesc,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture2D** ppTexture2D)</unmanaged>
 /// <unmanaged-short>ID3D11Device::CreateTexture2D</unmanaged-short>
 public static TextureCube New(GraphicsDevice device, int size, MipMapCount mipCount, PixelFormat format, TextureFlags flags = TextureFlags.ShaderResource, ResourceUsage usage = ResourceUsage.Default)
 {
     return(new TextureCube(device, NewTextureCubeDescription(size, format, flags | TextureFlags.ShaderResource, mipCount, usage)));
 }
Beispiel #19
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 /// <summary>
 /// Creates a new <see cref="RenderTargetCube" />.
 /// </summary>
 /// <param name="device">The <see cref="GraphicsDevice"/>.</param>
 /// <param name="size">The size (in pixels) of the top-level faces of the cube texture.</param>
 /// <param name="mipCount">Number of mipmaps, set to true to have all mipmaps, set to an int >=1 for a particular mipmap count.</param>
 /// <param name="format">Describes the format to use.</param>
 /// <param name="flags">Sets the texture flags (for unordered access...etc.)</param>
 /// <returns>A new instance of <see cref="RenderTargetCube" /> class.</returns>
 /// <msdn-id>ff476521</msdn-id>
 ///   <unmanaged>HRESULT ID3D11Device::CreateTexture2D([In] const D3D11_TEXTURE2D_DESC* pDesc,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture2D** ppTexture2D)</unmanaged>
 ///   <unmanaged-short>ID3D11Device::CreateTexture2D</unmanaged-short>
 public static RenderTargetCube New(GraphicsDevice device, int size, MipMapCount mipCount, PixelFormat format, TextureFlags flags = TextureFlags.RenderTarget | TextureFlags.ShaderResource)
 {
     return(new RenderTargetCube(device, NewRenderTargetDescription(size, format, flags | TextureFlags.RenderTarget, mipCount)));
 }