Jump to content

  • Log In with Google      Sign In   
  • Create Account

Using Texture2DArray and ShaderResourceView?


Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.

  • You cannot reply to this topic
1 reply to this topic

#1 jsedlak   Members   -  Reputation: 100

Like
0Likes
Like

Posted 19 January 2012 - 07:03 AM

I'm working on a shader that utilizes a Texture2DArray<float4> variable, but am having trouble setting it up in the C# code. I have a list of textures I want to load into the array, but am not sure how to proceed with actually putting them in the resource. Right now I have the following.


Log.BeginSection("Level.LoadTextureArray");

int mipLevels = tilesets[0].Texture.Description.MipLevels;
SlimDX.DXGI.Format format = tilesets[0].Texture.Description.Format;

Log.WriteLine("Mip Levels: {0}", mipLevels);
Log.WriteLine("Format: {0}", format);

Texture2DDescription stagingDescription = new Texture2DDescription
{
ArraySize = tilesets.Count,
Width = 512,
Height = 512,
BindFlags = BindFlags.None,
CpuAccessFlags = CpuAccessFlags.Write,
Format = format,
Usage = ResourceUsage.Staging,
MipLevels = mipLevels,
SampleDescription = new SlimDX.DXGI.SampleDescription(1, 0)
};

//TextureCache = new Texture2D(App.Device, desc);
var stagingTexture = new Texture2D(App.Device, stagingDescription);

Log.BeginSection("Tileset Loop");
for (int i = 0; i < tilesets.Count; i++)
{
Tileset tileset = tilesets[i];

Log.WriteLine("Loading tileset {1} ({0})", tileset.Filename, i);

tileset.EnsureAssets();

var box = App.Device.ImmediateContext.MapSubresource(stagingTexture, 0, i, MapMode.Write, MapFlags.None);
App.Device.ImmediateContext.UpdateSubresource(box, tileset.Texture, 0);
App.Device.ImmediateContext.UnmapSubresource(stagingTexture, 0);


tileset.DisposeAssets();
}
Log.EndSection("Tileset Loop");

var destinationDescription = new Texture2DDescription
{
ArraySize = tilesets.Count,
MipLevels = mipLevels,
Format = format,
Width = 512,
Height = 512,
Usage = ResourceUsage.Default,
BindFlags = SlimDX.Direct3D11.BindFlags.ShaderResource,
CpuAccessFlags = CpuAccessFlags.None,
SampleDescription = new SlimDX.DXGI.SampleDescription(1, 0)
};

TextureCache = new Texture2D(App.Device, destinationDescription);

App.Device.ImmediateContext.CopyResource(stagingTexture, TextureCache);

TextureCacheView = new ShaderResourceView(App.Device, TextureCache);

Log.EndSection("Level.LoadTextureArray");

This returns a "A first chance exception of type 'SlimDX.Direct3D11.Direct3D11Exception' occurred in SlimDX.dll" when I create the ShaderResourceView. Am I missing something, or doing something very wrong? TIA.

Sponsor:

#2 jsedlak   Members   -  Reputation: 100

Like
0Likes
Like

Posted 20 January 2012 - 03:49 AM

I updated the code - something with how I am trying to copy the textures is not working...

var box = App.Device.ImmediateContext.MapSubresource(stagingTexture, 0, i, MapMode.Write, MapFlags.None);
App.Device.ImmediateContext.UpdateSubresource(box, tileset.Texture, 0);
App.Device.ImmediateContext.UnmapSubresource(stagingTexture, 0);





Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.



PARTNERS