• Advertisement
Sign in to follow this  

DX11 DX11 CreateTexture2D + automatic mips + initial data

This topic is 2503 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

How shall one create 2D texture in DX11 with automatic mipmaps generation enabled and with initial data containing top mip level data?

Here's my code and it crashes inside CreateTexture2D call:

D3D11_TEXTURE2D_DESC desc;
[...]
desc.MipLevels = 0; // enable mipmaps generation during creation
[...]

D3D11_SUBRESOURCE_DATA initialData;
initialData.pSysMem = my_data;
initialData.SysMemPitch = my_pitch;
initialData.SysMemSlicePitch = 0;

ID3D11Texture2D* handle;
dx11device->CreateTexture2D(&desc, &initialData, &handle);

I guess the cause of the crash is due to CreateTexture2D expecting an array of D3D11_SUBRESOURCE_DATAs, one for each mip level. But this doesn't make any sense, does it? All I want is given top mip level create texture with full mip chain and autogenerate remaining mip levels at startup.

Thanks for any hints from DX11 gurus!

Share this post


Link to post
Share on other sites
Advertisement
You can't partially initialize a resource with data. You either set the data for all subresources, or for none. So you have these options:

1. Use ID3D11DeviceContext::UpdateSubresource to set the data for the first mip level, and then use GPU auto-generation
2. Use ID3D11DeviceContext::UpdateSubresource to set the data for the first mip level, and then use D3DX11FilterTexture to generate the mip maps
3. Create a texture with the same size/format with only 1 mip level that initialized with your data, then use CopyResource to copy it to the first mip level of the texture with the full mip chain
4. Create a texture with the same size/format with only 1 mip level that initialized with your data, then use D3DX11LoadTextureFromTexture to fill the mip levels of the texture with the full mip chain

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
  • Advertisement
  • Popular Tags

  • Advertisement
  • Popular Now

  • Similar Content

    • By Stewie.G
      Hi,
      I've been trying to implement a gaussian blur recently, it would seem the best way to achieve this is by running a bur on one axis, then another blur on the other axis.
      I think I have successfully implemented the blur part per axis, but now I have to blend both calls with a proper BlendState, at least I think this is where my problem is.
      Here are my passes:
      RasterizerState DisableCulling { CullMode = BACK; }; BlendState AdditiveBlend { BlendEnable[0] = TRUE; BlendEnable[1] = TRUE; SrcBlend[0] = SRC_COLOR; BlendOp[0] = ADD; BlendOp[1] = ADD; SrcBlend[1] = SRC_COLOR; }; technique11 BlockTech { pass P0 { SetVertexShader(CompileShader(vs_5_0, VS())); SetGeometryShader(NULL); SetPixelShader(CompileShader(ps_5_0, PS_BlurV())); SetRasterizerState(DisableCulling); SetBlendState(AdditiveBlend, float4(0.0, 0.0, 0.0, 0.0), 0xffffffff); } pass P1 { SetVertexShader(CompileShader(vs_5_0, VS())); SetGeometryShader(NULL); SetPixelShader(CompileShader(ps_5_0, PS_BlurH())); SetRasterizerState(DisableCulling); } }  
      D3DX11_TECHNIQUE_DESC techDesc; mBlockEffect->mTech->GetDesc( &techDesc ); for(UINT p = 0; p < techDesc.Passes; ++p) { deviceContext->IASetVertexBuffers(0, 2, bufferPointers, stride, offset); deviceContext->IASetIndexBuffer(mIB, DXGI_FORMAT_R32_UINT, 0); mBlockEffect->mTech->GetPassByIndex(p)->Apply(0, deviceContext); deviceContext->DrawIndexedInstanced(36, mNumberOfActiveCubes, 0, 0, 0); } No blur

       
      PS_BlurV

      PS_BlurH

      P0 + P1

      As you can see, it does not work at all.
      I think the issue is in my BlendState, but I am not sure.
      I've seen many articles going with the render to texture approach, but I've also seen articles where both shaders were called in succession, and it worked just fine, I'd like to go with that second approach. Unfortunately, the code was in OpenGL where the syntax for running multiple passes is quite different (http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/). So I need some help doing the same in HLSL :-)
       
      Thanks!
    • By Fleshbits
      Back around 2006 I spent a good year or two reading books, articles on this site, and gobbling up everything game dev related I could. I started an engine in DX10 and got through basics. I eventually gave up, because I couldn't do the harder things.
      Now, my C++ is 12 years stronger, my mind is trained better, and I am thinking of giving it another go.
      Alot has changed. There is no more SDK, there is evidently a DX Toolkit, XNA died, all the sweet sites I used to go to are 404, and google searches all point to Unity and Unreal.
      I plainly don't like Unity or Unreal, but might learn them for reference.
      So, what is the current path? Does everyone pretty much use the DX Toolkit? Should I start there? I also read that DX12 is just expert level DX11, so I guess I am going DX 11.
      Is there a current and up to date list of learning resources anywhere?  I am about tired of 404s..
       
       
    • By Stewie.G
      Hi,
       
      I've been trying to implement a basic gaussian blur using the gaussian formula, and here is what it looks like so far:
      float gaussian(float x, float sigma)
      {
          float pi = 3.14159;
          float sigma_square = sigma * sigma;
          float a = 1 / sqrt(2 * pi*sigma_square);
          float b = exp(-((x*x) / (2 * sigma_square)));
          return a * b;
      }
      My problem is that I don't quite know what sigma should be.
      It seems that if I provide a random value for sigma, weights in my kernel won't add up to 1.
      So I ended up calling my gaussian function with sigma == 1, which gives me weights adding up to 1, but also a very subtle blur.
      Here is what my kernel looks like with sigma == 1
              [0]    0.0033238872995488885    
              [1]    0.023804742479357766    
              [2]    0.09713820127276819    
              [3]    0.22585307043511713    
              [4]    0.29920669915475656    
              [5]    0.22585307043511713    
              [6]    0.09713820127276819    
              [7]    0.023804742479357766    
              [8]    0.0033238872995488885    
       
      I would have liked it to be more "rounded" at the top, or a better spread instead of wasting [0], [1], [2] with values bellow 0.1.
      Based on my experiments, the key to this is to provide a different sigma, but if I do, my kernel values no longer adds up to 1, which results to a darker blur.
      I've found this post 
      ... which helped me a bit, but I am really confused with this the part where he divide sigma by 3.
      Can someone please explain how sigma works? How is it related to my kernel size, how can I balance my weights with different sigmas, ect...
       
      Thanks :-)
    • By mc_wiggly_fingers
      Is it possible to asynchronously create a Texture2D using DirectX11?
      I have a native Unity plugin that downloads 8K textures from a server and displays them to the user for a VR application. This works well, but there's a large frame drop when calling CreateTexture2D. To remedy this, I've tried creating a separate thread that creates the texture, but the frame drop is still present.
      Is there anything else that I could do to prevent that frame drop from occuring?
    • By cambalinho
      i'm trying draw a circule using math:
      class coordenates { public: coordenates(float x=0, float y=0) { X = x; Y = y; } float X; float Y; }; coordenates RotationPoints(coordenates ActualPosition, double angle) { coordenates NewPosition; NewPosition.X = ActualPosition.X*sin(angle) - ActualPosition.Y*sin(angle); NewPosition.Y = ActualPosition.Y*cos(angle) + ActualPosition.X*cos(angle); return NewPosition; } but now i know that these have 1 problem, because i don't use the orign.
      even so i'm getting problems on how i can rotate the point.
      these coordinates works between -1 and 1 floating points.
      can anyone advice more for i create the circule?
  • Advertisement