Jump to content
  • Advertisement
Sign in to follow this  

DeviceContext.UpdateSubresource to create Texture2dArray

This topic is 2301 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

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);

Share this post

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

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!