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Chen Yisong
angle
Commits
c273f370
Commit
c273f370
authored
Oct 09, 2013
by
Shannon Woods
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Use cube textures as 2D texture arrays in rendertarget SRVs
This fixes mipmapping for renderable cube textures in D3D11. Signed-off-by: Jamie Madill Signed-off-by: Geoff Lang
parent
cbab0048
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TextureStorage11.cpp
src/libGLESv2/renderer/TextureStorage11.cpp
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src/libGLESv2/renderer/TextureStorage11.cpp
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c273f370
...
@@ -549,7 +549,7 @@ RenderTarget *TextureStorage11_Cube::getRenderTarget(GLenum faceTarget, int leve
...
@@ -549,7 +549,7 @@ RenderTarget *TextureStorage11_Cube::getRenderTarget(GLenum faceTarget, int leve
D3D11_SHADER_RESOURCE_VIEW_DESC
srvDesc
;
D3D11_SHADER_RESOURCE_VIEW_DESC
srvDesc
;
srvDesc
.
Format
=
mShaderResourceFormat
;
srvDesc
.
Format
=
mShaderResourceFormat
;
srvDesc
.
ViewDimension
=
D3D11_SRV_DIMENSION_TEXTURE
CUBE
;
srvDesc
.
ViewDimension
=
D3D11_SRV_DIMENSION_TEXTURE
2DARRAY
;
// Will be used with Texture2D sampler, not TextureCube
srvDesc
.
Texture2DArray
.
MostDetailedMip
=
level
;
srvDesc
.
Texture2DArray
.
MostDetailedMip
=
level
;
srvDesc
.
Texture2DArray
.
MipLevels
=
1
;
srvDesc
.
Texture2DArray
.
MipLevels
=
1
;
srvDesc
.
Texture2DArray
.
FirstArraySlice
=
faceIdx
;
srvDesc
.
Texture2DArray
.
FirstArraySlice
=
faceIdx
;
...
...
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