# DX11 DX11 - Cube Texture Creation

This topic is 1603 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

## Recommended Posts

Hi guys!

So recently I needed a cube map, and I've never actually used one, so, this is my first try. But something goes wrong, some invalid parameters were passed, this is how I create the cube map:

PS. The other functions are from the library devIL (http://openil.sourceforge.net/)

// Will be filled and returned

ilInit();

ILuint idImage;
ilGenImages( 1, &idImage );
ilBindImage( idImage );
_ASSERT ( IL_NO_ERROR == ilGetError() );

// Fetch dimensions of image
int width = ilGetInteger( IL_IMAGE_WIDTH );
int height = ilGetInteger( IL_IMAGE_HEIGHT );

ilConvertImage( IL_RGBA,IL_UNSIGNED_BYTE );
unsigned char * pData = ilGetData();

// Build the texture header descriptor
D3D11_TEXTURE2D_DESC descTex;
descTex.Width = width;
descTex.Height = height;
descTex.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
descTex.Usage = D3D11_USAGE_DEFAULT;
descTex.CPUAccessFlags = 0;
descTex.MipLevels = 1;
descTex.ArraySize = 1;
descTex.SampleDesc.Count = 1;
descTex.SampleDesc.Quality = 0;
descTex.MiscFlags = D3D10_RESOURCE_MISC_GENERATE_MIPS;

// Resource data descriptor
D3D11_SUBRESOURCE_DATA data ;
memset( &data, 0, sizeof(D3D11_SUBRESOURCE_DATA));
data.pSysMem = pData;
data.SysMemPitch = 4 * width;

// Create the 2d texture from data
ID3D11Texture2D * pTexture = NULL;
HV( pDevice->CreateTexture2D( &descTex, &data, &pTexture ));

// Create resource view descriptor
srvDesc.Format = descTex.Format;
srvDesc.ViewDimension = dimension;

srvDesc.TextureCube.MostDetailedMip = 0;
srvDesc.TextureCube.MipLevels = D3D11_RESOURCE_MISC_GENERATE_MIPS;

srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Texture2D.MipLevels = D3D11_RESOURCE_MISC_GENERATE_MIPS ;

// Create the shader resource view
HV( pDevice->CreateShaderResourceView( pTexture, &srvDesc, &pSRV ));

// Delete from IL buffer after image loaded correctly
ilDeleteImages( 1, &idImage );
idImage = 0;

return pSRV;


Where dimension is D3D11_SRV_DIMENSION_TEXTURECUBE, now what could I be doing wrong? (...Everything)

PS. I won't respond in the next 12-24 hours.

Thank You

-MIGI0027

##### Share on other sites

ArraySize

Type: UINT

Number of textures in the texture array. The range is from 1 to D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION (2048). For a texture cube-map, this value is a multiple of 6 (that is, 6 times the value in the NumCubes member of D3D11_TEXCUBE_ARRAY_SRV), and the range is from 6 to 2046. The range is actually constrained by the feature level at which you create the rendering device. For more information about restrictions, see Remarks.

I suppose this ought to be the issue, at least part of it. If you read what comes before the invalid_arguments line, it should tell you exactly whats wrong, if you enabled the debug device...

Edited by Juliean

##### Share on other sites

Hmm:

D3D11: ERROR: ID3D11Device::CreateShaderResourceView: Resources created without D3D11_RESOURCE_MISC_TEXTURECUBE may not be treated as cubemap ShaderResourceViews. [ STATE_CREATION ERROR #126: CREATESHADERRESOURCEVIEW_INVALIDDESC ]

##### Share on other sites

Why, as it says:

descTex.MiscFlags = D3D10_RESOURCE_MISC_GENERATE_MIPS | D3D11_RESOURCE_MISC_TEXTURECUBE;


Any other error?

##### Share on other sites

It's almost perfect now, thanks for the help Juliean, the final code was nothing near the initial.

One final question:

Imagine I have these .bmp files:

• back
• down
• front
• left
• right
• up

If I had to combine these into an array (Cubemap) (Which I'm doing), what would be the correct order? (My order is wrong)

##### Share on other sites

If I had to combine these into an array (Cubemap) (Which I'm doing), what would be the correct order? (My order is wrong)

Sorry, I haven't worked that much with cube textures myself, so I'll have to pass. Glad to see it now works though, maybe someone else can answer that question for you.

##### Share on other sites
The order is in the docs. Go to the D3D10 overview, go to resources, and open the page for resource types. Scroll down to the section on cubemaps. I'm pretty sure the order is +x, -x, +y, -y, +z, -z.

I'd check myself and provide a link, but I'm on my phone at the moment.

##### Share on other sites
Also I'm pretty sure that the Texassemble utility from DirectXTK can create a cubemap DDS from 6 separate images.

##### Share on other sites

Almost perfect, if someone could guide me on this:

PS. The shadows are from another mesh inside the sphere, which casts shadows, but the sphere doesn't.

As you can see It's like the cube map is upside down...

##### Share on other sites

As you can see It's like the cube map is upside down...

How about flipping them around? +x gets -x, and vice versa? I mean, even brute force there is only 64 possible combinations, I quess that would be faster solved that way before someone could answer you here ;)

##### Share on other sites

Somehow the order didn't matter in the up side down issue, but thanks!

I fixed it by reversing the .y component in the texture coordinates used to sample the map.

-MIGI0027

• 10
• 11
• 9
• 16
• 19
• ### Similar Content

• I wanted to see how others are currently handling descriptor heap updates and management.
I've read a few articles and there tends to be three major strategies :
1 ) You split up descriptor heaps per shader stage ( i.e one for vertex shader , pixel , hull, etc)
2) You have one descriptor heap for an entire pipeline
3) You split up descriptor heaps for update each update frequency (i.e EResourceSet_PerInstance , EResourceSet_PerPass , EResourceSet_PerMaterial, etc)
The benefits of the first two approaches is that it makes it easier to port current code, and descriptor / resource descriptor management and updating tends to be easier to manage, but it seems to be not as efficient.
The benefits of the third approach seems to be that it's the most efficient because you only manage and update objects when they change.

• hi,
until now i use typical vertexshader approach for skinning with a Constantbuffer containing the transform matrix for the bones and an the vertexbuffer containing bone index and bone weight.
Now i have implemented realtime environment  probe cubemaping so i have to render my scene from many point of views and the time for skinning takes too long because it is recalculated for every side of the cubemap.
For Info i am working on Win7 an therefore use one Shadermodel 5.0 not 5.x that have more options, or is there a way to use 5.x in Win 7
My Graphic Card is Directx 12 compatible NVidia GTX 960
the member turanszkij has posted a good for me understandable compute shader. ( for Info: in his engine he uses an optimized version of it )
Now my questions
is it possible to feed the compute shader with my orignial vertexbuffer or do i have to copy it in several ByteAdressBuffers as implemented in the following code ?
the same question is about the constant buffer of the matrixes
my more urgent question is how do i feed my normal pipeline with the result of the compute Shader which are 2 RWByteAddressBuffers that contain position an normal
for example i could use 2 vertexbuffer bindings
1 containing only the uv coordinates
2.containing position and normal
How do i copy from the RWByteAddressBuffers to the vertexbuffer ?

(Code from turanszkij )
Here is my shader implementation for skinning a mesh in a compute shader:

• Hi, can someone please explain why this is giving an assertion EyePosition!=0 exception?

It looks like DirectX doesnt want the 2nd parameter to be a zero vector in the assertion, but I passed in a zero vector with this exact same code in another program and it ran just fine. (Here is the version of the code that worked - note XMLoadFloat3(&m_lookAt) parameter value is (0,0,0) at runtime - I debugged it - but it throws no exceptions.
and here is the repo with the alternative version of the code that is working with a value of (0,0,0) for the second parameter.

• Hi, can somebody please tell me in clear simple steps how to debug and step through an hlsl shader file?
I already did Debug > Start Graphics Debugging > then captured some frames from Visual Studio and
double clicked on the frame to open it, but no idea where to go from there.

I've been searching for hours and there's no information on this, not even on the Microsoft Website!
They say "open the  Graphics Pixel History window" but there is no such window!
Then they say, in the "Pipeline Stages choose Start Debugging"  but the Start Debugging option is nowhere to be found in the whole interface.
Also, how do I even open the hlsl file that I want to set a break point in from inside the Graphics Debugger?

All I want to do is set a break point in a specific hlsl file, step thru it, and see the data, but this is so unbelievably complicated

• I finally ported Rastertek's tutorial # 42 on soft shadows and blur shading. This tutorial has a ton of really useful effects and there's no working version anywhere online.
Unfortunately it just draws a black screen. Not sure what's causing it. I'm guessing the camera or ortho matrix transforms are wrong, light directions, or maybe texture resources not being properly initialized.  I didnt change any of the variables though, only upgraded all types and functions DirectX3DVector3 to XMFLOAT3, and used DirectXTK for texture loading. If anyone is willing to take a look at what might be causing the black screen, maybe something pops out to you, let me know, thanks.

Also, for reference, here's tutorial #40 which has normal shadows but no blur, which I also ported, and it works perfectly.