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wlastas

Member Since 01 Nov 2011
Offline Last Active Private

Topics I've Started

DeviceContext.UpdateSubresource to create Texture2dArray

04 April 2012 - 05:33 AM

Hello!
While I waited for an answer I'll figured out with your question and now I hasten to share the code - maybe he needed someone

have a vertex shader, which use a second texture in the array:
Texture2DArray tiles : register( t0 );
SamplerState tstate: register( s0 );
float4 SectorPS(Out_pos4_normal4_uv input) : SV_Target
{
	return  tiles.Sample(tstate, float3(input.uv,  1));
}

blank textures for the transfer to the shader
Texture2D t2d_tiles = new Texture2D(device, new Texture2DDescription()
			{
				BindFlags = BindFlags.ShaderResource,
				ArraySize = tiles_names.Count, // << is the number of textures that will be written into an array
				Width = 256,
				Height = 256,
				Usage = ResourceUsage.Default,
				CpuAccessFlags = CpuAccessFlags.None,
				Format = SlimDX.DXGI.Format.R8G8B8A8_UNorm,
				SampleDescription = new SlimDX.DXGI.SampleDescription(1, 0),
				MipLevels =1, //with any other value does not work - I do not know this is a bug or a feature
				OptionFlags = ResourceOptionFlags.None
			});

Read the texture from disk and write it into an array with index id:
  t2d_tmp = Texture2D.FromFile(device, full_name, new ImageLoadInformation()
			{
				Format = Format.R8G8B8A8_UNorm,
				CpuAccessFlags = CpuAccessFlags.Read,
				MipLevels = 1, //with any other value does not work - I do not know this is a bug or a feature
				Usage = ResourceUsage.Staging
			});

	DataBox tmp_db = context.MapSubresource(t2d_tmp, 0, MapMode.Read, MapFlags.None); // << 0 this t2d_tmp mip lvl
	 context.UpdateSubresource(tmp_db, t2d_tiles, id);
	 context.UnmapSubresource(t2d_tmp, 0);
	 if (id == tiles_names.Count - 1) //if last textur in array
				   ShaderResourceView  tiles = new ShaderResourceView(device, t2d_tiles);

SlimDX reading Texture2D to DataStream

01 November 2011 - 12:06 PM

Device device = new Device( SharpDX.Direct3D10.DriverType.Hardware, DeviceCreationFlags.Debug);

    	ImageLoadInformation li = new ImageLoadInformation()

    	{

        	CpuAccessFlags = CpuAccessFlags.Read,

        	BindFlags = BindFlags.None,

        	MipLevels = 1,

        	Format = Format.R8G8B8A8_UNorm,

        	MipFilter = FilterFlags.None,

        	OptionFlags = ResourceOptionFlags.None,

        	Usage = ResourceUsage.Staging

    	};

    	Texture2D bitmap = Texture2D.FromFile<Texture2D>(device, @"N:\MI\bin\Maps\16x1.bmp", li);

    	DataRectangle dr =   bitmap.Map(0, MapMode.Read, MapFlags.None);

    	DataStream ds = new DataStream(dr.DataPointer, dr.Pitch * bitmap.Description.Height, true, true);



    	List<Byte4> b = new List<Byte4>();

    	while(ds.Position <ds.Length)

       	b.Add( ds.Read<Byte4>());

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