コード例 #1
0
        ISrvBindable CreateNewTexture(Vector2I resolution)
        {
            string debugName    = string.Format("Debug-mipmap-{0}x{1}", resolution.X, resolution.Y);
            int    mipmapLevels = MyResourceUtils.GetMipmapsCount(Math.Max(resolution.X, resolution.Y));

            resolution.X = MyResourceUtils.GetMipmapStride(resolution.X, 0); // this is required by texture compression
            resolution.Y = MyResourceUtils.GetMipmapStride(resolution.Y, 0); // this is required by texture compression
            ISrvTexture dstTex = MyManagers.RwTextures.CreateSrv(debugName, resolution.X, resolution.Y, Format.BC7_UNorm_SRgb, mipmapLevels: mipmapLevels);

            for (int i = 0; i < mipmapLevels; i++)
            {
                ISrvBindable srcTex           = m_fileTextures[i % m_fileTextures.Length];
                Vector2I     mipmapResolution = new Vector2I(MyResourceUtils.GetMipmapSize(resolution.X, i),
                                                             MyResourceUtils.GetMipmapSize(resolution.Y, i));
                for (int x = 0; x < mipmapResolution.X; x += srcTex.Size.X)
                {
                    for (int y = 0; y < mipmapResolution.Y; y += srcTex.Size.Y)
                    {
                        MyRender11.RC.CopySubresourceRegion(srcTex, 0, null, dstTex, i, x, y);
                    }
                }
            }

            return(dstTex);
        }
コード例 #2
0
            unsafe void InitDxObjects(string name, Vector2I size, Format format, byte[] bytePattern)
            {
                Texture2DDescription desc = new Texture2DDescription();

                desc.Format            = format;
                desc.ArraySize         = 1;
                desc.Height            = size.Y;
                desc.Width             = size.X;
                desc.MipLevels         = MyResourceUtils.GetMipmapsCount(Math.Max(size.X, size.Y));
                desc.BindFlags         = BindFlags.ShaderResource;
                desc.CpuAccessFlags    = CpuAccessFlags.None;
                desc.OptionFlags       = ResourceOptionFlags.None;
                desc.Usage             = ResourceUsage.Immutable;
                desc.SampleDescription = new SampleDescription(1, 0);

                Vector2I strides0;

                strides0.X = MyResourceUtils.GetMipmapStride(desc.Width, 0);
                strides0.Y = MyResourceUtils.GetMipmapStride(desc.Height, 0);
                byte[]    dataBoxData  = CreateTextureDataByPattern(strides0, bytePattern);
                DataBox[] dataBoxes    = new DataBox[desc.MipLevels];
                int       blocksOffset = 0;

                fixed(void *ptr = dataBoxData)
                {
                    for (int i = 0; i < dataBoxes.Length; i++)
                    {
                        dataBoxes[i].SlicePitch  = 0;
                        dataBoxes[i].RowPitch    = MyResourceUtils.GetMipmapStride(size.X, i) * bytePattern.Length / 16;
                        dataBoxes[i].DataPointer = new IntPtr(((byte *)ptr) + blocksOffset * bytePattern.Length);

                        Vector2I blocksInMipmap;
                        blocksInMipmap.X = MyResourceUtils.GetMipmapStride(size.X, i) / 4;
                        blocksInMipmap.Y = MyResourceUtils.GetMipmapStride(size.Y, i) / 4;
                        blocksOffset    += blocksInMipmap.X * blocksInMipmap.Y;
                    }
                    m_resource           = new Texture2D(MyRender11.Device, desc, dataBoxes);
                    m_resource.DebugName = name;
                }

                m_srv           = new ShaderResourceView(MyRender11.Device, m_resource);
                m_srv.DebugName = name;
            }
コード例 #3
0
            byte[] CreateTextureDataByPattern(Vector2I strides, byte[] pattern4x4)
            {
                MyRenderProxy.Assert(strides.X % 4 == 0);
                MyRenderProxy.Assert(strides.Y % 4 == 0);
                int blocksCount = 0;

                for (int i = 0; i < MyResourceUtils.GetMipmapsCount(Math.Max(strides.X, strides.Y)); i++)
                {
                    Vector2I blocksInMipmap;
                    blocksInMipmap.X = MyResourceUtils.GetMipmapStride(strides.X, i);
                    blocksInMipmap.Y = MyResourceUtils.GetMipmapStride(strides.Y, i);
                    blocksCount     += blocksInMipmap.X * blocksInMipmap.Y / 16;
                }

                byte[] data = new byte[blocksCount * pattern4x4.Length];
                for (int i = 0; i < blocksCount; i++)
                {
                    Array.Copy(pattern4x4, 0, data, pattern4x4.Length * i, pattern4x4.Length);
                }
                return(data);
            }