DX12: mipmaps.
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@@ -404,7 +404,7 @@ Dx_Image dx_create_image(int width, int height, DXGI_FORMAT format, int mip_leve
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desc.Width = width;
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desc.Height = height;
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desc.DepthOrArraySize = 1;
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desc.MipLevels = 1; // /* mip_levels */; !!!!!!!!!!!!!!!!!!!!!!
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desc.MipLevels = mip_levels;
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desc.Format = format;
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desc.SampleDesc.Count = 1;
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desc.SampleDesc.Quality = 0;
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@@ -426,7 +426,7 @@ Dx_Image dx_create_image(int width, int height, DXGI_FORMAT format, int mip_leve
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srv_desc.Format = format;
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srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
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srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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srv_desc.Texture2D.MipLevels = 1; // !!!!!!!!!!!!!!!!!!!!!!1
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srv_desc.Texture2D.MipLevels = mip_levels;
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D3D12_CPU_DESCRIPTOR_HANDLE handle;
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handle.ptr = dx.srv_heap->GetCPUDescriptorHandleForHeapStart().ptr + image_index * dx.srv_descriptor_size;
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@@ -438,8 +438,8 @@ Dx_Image dx_create_image(int width, int height, DXGI_FORMAT format, int mip_leve
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return image;
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}
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void dx_upload_image_data(ID3D12Resource* texture, int width, int height, bool mipmap, const uint8_t* pixels, int bytes_per_pixel) {
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const UINT64 upload_buffer_size = GetRequiredIntermediateSize(texture, 0, 1);
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void dx_upload_image_data(ID3D12Resource* texture, int width, int height, int mip_levels, const uint8_t* pixels, int bytes_per_pixel) {
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const UINT64 upload_buffer_size = GetRequiredIntermediateSize(texture, 0, mip_levels);
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ComPtr<ID3D12Resource> upload_texture;
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DX_CHECK(dx.device->CreateCommittedResource(
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@@ -450,17 +450,29 @@ void dx_upload_image_data(ID3D12Resource* texture, int width, int height, bool m
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nullptr,
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IID_PPV_ARGS(&upload_texture)));
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D3D12_SUBRESOURCE_DATA texture_data {};
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texture_data.pData = pixels;
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texture_data.RowPitch = width * bytes_per_pixel;
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texture_data.SlicePitch = texture_data.RowPitch * height;
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D3D12_SUBRESOURCE_DATA texture_data[16];
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for (int i = 0; i < mip_levels; i++) {
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texture_data[i].pData = pixels;
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texture_data[i].RowPitch = width * bytes_per_pixel;
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texture_data[i].SlicePitch = texture_data[i].RowPitch * height;
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pixels += texture_data[i].SlicePitch;
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record_and_run_commands(dx.command_queue, [&texture, &upload_texture, &texture_data](ID3D12GraphicsCommandList* command_list)
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width >>= 1;
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if (width < 1) width = 1;
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height >>= 1;
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if (height < 1) height = 1;
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}
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record_and_run_commands(dx.command_queue, [&texture, &upload_texture, &texture_data, &mip_levels]
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(ID3D12GraphicsCommandList* command_list)
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{
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command_list->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(texture,
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_COPY_DEST));
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UpdateSubresources(command_list, texture, upload_texture.Get(), 0, 0, 1, &texture_data);
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UpdateSubresources(command_list, texture, upload_texture.Get(), 0, 0, mip_levels, texture_data);
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command_list->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(texture,
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D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE));
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@@ -477,10 +489,10 @@ static ID3D12PipelineState* create_pipeline(const Vk_Pipeline_Def& def) {
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// Vertex elements.
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D3D12_INPUT_ELEMENT_DESC input_element_desc[] =
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{
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{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 1, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 2, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 3, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }
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{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 1, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 2, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 3, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }
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};
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//
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