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Added SRV to GpuTexture
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@ -262,6 +262,7 @@ namespace CodeWalker.Rendering
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public RenderTargetView MSRTV;
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public RenderTargetView MSRTV;
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public DepthStencilView MSDSV;
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public DepthStencilView MSDSV;
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public ShaderResourceView SRV;
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public ShaderResourceView SRV;
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public ShaderResourceView DepthSRV;
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public int VramUsage;
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public int VramUsage;
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public bool Multisampled;
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public bool Multisampled;
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public bool UseDepth;
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public bool UseDepth;
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@ -277,8 +278,10 @@ namespace CodeWalker.Rendering
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ShaderResourceViewDimension srvd = ShaderResourceViewDimension.Texture2D;// D3D11_SRV_DIMENSION_TEXTURE2D;
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ShaderResourceViewDimension srvd = ShaderResourceViewDimension.Texture2D;// D3D11_SRV_DIMENSION_TEXTURE2D;
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int fs = DXUtility.ElementSize(f);
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int fs = DXUtility.ElementSize(f);
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int wh = w * h;
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int wh = w * h;
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BindFlags db = BindFlags.DepthStencil;// D3D11_BIND_DEPTH_STENCIL;
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BindFlags db = BindFlags.DepthStencil | BindFlags.ShaderResource;// D3D11_BIND_DEPTH_STENCIL;
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DepthStencilViewDimension dsvd = DepthStencilViewDimension.Texture2D;
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DepthStencilViewDimension dsvd = DepthStencilViewDimension.Texture2D;
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Format dtexf = GetDepthTexFormat(df);
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Format dsrvf = GetDepthSrvFormat(df);
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Texture = DXUtility.CreateTexture2D(device, w, h, 1, 1, f, 1, 0, u, b, 0, 0);
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Texture = DXUtility.CreateTexture2D(device, w, h, 1, 1, f, 1, 0, u, b, 0, 0);
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RTV = DXUtility.CreateRenderTargetView(device, Texture, f, rtvd, 0, 0, 0);
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RTV = DXUtility.CreateRenderTargetView(device, Texture, f, rtvd, 0, 0, 0);
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@ -290,6 +293,7 @@ namespace CodeWalker.Rendering
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b = BindFlags.RenderTarget;
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b = BindFlags.RenderTarget;
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rtvd = RenderTargetViewDimension.Texture2DMultisampled;
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rtvd = RenderTargetViewDimension.Texture2DMultisampled;
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dsvd = DepthStencilViewDimension.Texture2DMultisampled;
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dsvd = DepthStencilViewDimension.Texture2DMultisampled;
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srvd = ShaderResourceViewDimension.Texture2DMultisampled;
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TextureMS = DXUtility.CreateTexture2D(device, w, h, 1, 1, f, sc, sq, u, b, 0, 0);
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TextureMS = DXUtility.CreateTexture2D(device, w, h, 1, 1, f, sc, sq, u, b, 0, 0);
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MSRTV = DXUtility.CreateRenderTargetView(device, TextureMS, f, rtvd, 0, 0, 0);
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MSRTV = DXUtility.CreateRenderTargetView(device, TextureMS, f, rtvd, 0, 0, 0);
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@ -297,8 +301,9 @@ namespace CodeWalker.Rendering
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if (depth)
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if (depth)
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{
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{
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DepthMS = DXUtility.CreateTexture2D(device, w, h, 1, 1, df, sc, sq, u, db, 0, 0);
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DepthMS = DXUtility.CreateTexture2D(device, w, h, 1, 1, dtexf, sc, sq, u, db, 0, 0);
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MSDSV = DXUtility.CreateDepthStencilView(device, DepthMS, df, dsvd);
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MSDSV = DXUtility.CreateDepthStencilView(device, DepthMS, df, dsvd);
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DepthSRV = DXUtility.CreateShaderResourceView(device, DepthMS, dsrvf, srvd, 1, 0, 0, 0);
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VramUsage += (wh * DXUtility.ElementSize(df)) * sc;
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VramUsage += (wh * DXUtility.ElementSize(df)) * sc;
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}
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}
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}
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}
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@ -306,8 +311,9 @@ namespace CodeWalker.Rendering
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{
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{
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if (depth)
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if (depth)
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{
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{
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Depth = DXUtility.CreateTexture2D(device, w, h, 1, 1, df, sc, sq, u, db, 0, 0);
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Depth = DXUtility.CreateTexture2D(device, w, h, 1, 1, dtexf, sc, sq, u, db, 0, 0);
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DSV = DXUtility.CreateDepthStencilView(device, Depth, df, dsvd);
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DSV = DXUtility.CreateDepthStencilView(device, Depth, df, dsvd);
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DepthSRV = DXUtility.CreateShaderResourceView(device, Depth, dsrvf, srvd, 1, 0, 0, 0);
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VramUsage += (wh * DXUtility.ElementSize(df));
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VramUsage += (wh * DXUtility.ElementSize(df));
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}
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}
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}
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}
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@ -418,6 +424,49 @@ namespace CodeWalker.Rendering
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}
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}
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}
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}
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public static Format GetDepthTexFormat(Format df)
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{
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Format dtexf = Format.R32_Typeless;
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switch (df)
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{
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case Format.D16_UNorm:
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dtexf = Format.R16_Typeless;
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break;
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case Format.D24_UNorm_S8_UInt:
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dtexf = Format.R24G8_Typeless;
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break;
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case Format.D32_Float:
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dtexf = Format.R32_Typeless;
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break;
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case Format.D32_Float_S8X24_UInt:
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dtexf = Format.R32G8X24_Typeless;//is this right? who uses this anyway??
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break;
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}
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return dtexf;
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}
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public static Format GetDepthSrvFormat(Format df)
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{
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Format dsrvf = Format.R32_Float;
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switch (df)
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{
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case Format.D16_UNorm:
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dsrvf = Format.R16_UNorm;
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break;
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case Format.D24_UNorm_S8_UInt:
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dsrvf = Format.R24_UNorm_X8_Typeless;
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break;
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case Format.D32_Float:
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dsrvf = Format.R32_Float;
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break;
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case Format.D32_Float_S8X24_UInt:
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dsrvf = Format.R32_Float_X8X24_Typeless;
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break;
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}
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return dsrvf;
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}
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}
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}
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@ -471,28 +520,8 @@ namespace CodeWalker.Rendering
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}
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}
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if (depth)
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if (depth)
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{
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{
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Format dtexf = Format.R32_Typeless;
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Format dtexf = GpuTexture.GetDepthTexFormat(df);
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Format dsrvf = Format.R32_Float;
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Format dsrvf = GpuTexture.GetDepthSrvFormat(df);
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switch (df)
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{
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case Format.D16_UNorm:
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dtexf = Format.R16_Typeless;
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dsrvf = Format.R16_UNorm;
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break;
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case Format.D24_UNorm_S8_UInt:
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dtexf = Format.R24G8_Typeless;
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dsrvf = Format.R24_UNorm_X8_Typeless;
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break;
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case Format.D32_Float:
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dtexf = Format.R32_Typeless;
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dsrvf = Format.R32_Float;
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break;
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case Format.D32_Float_S8X24_UInt:
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dtexf = Format.R32G8X24_Typeless;//is this right? who uses this anyway??
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dsrvf = Format.R32_Float_X8X24_Typeless;
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break;
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}
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Depth = DXUtility.CreateTexture2D(device, w, h, 1, 1, dtexf, multisamplecount, 0, u, db, 0, 0);
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Depth = DXUtility.CreateTexture2D(device, w, h, 1, 1, dtexf, multisamplecount, 0, u, db, 0, 0);
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DSV = DXUtility.CreateDepthStencilView(device, Depth, df, dsvd);
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DSV = DXUtility.CreateDepthStencilView(device, Depth, df, dsvd);
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DepthSRV = DXUtility.CreateShaderResourceView(device, Depth, dsrvf, srvd, 1, 0, 0, 0);
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DepthSRV = DXUtility.CreateShaderResourceView(device, Depth, dsrvf, srvd, 1, 0, 0, 0);
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