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[email protected] committed Mar 5, 2024
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</div><!--header-->
<div class="contents">
<div class="toc"><h3>Table of Contents</h3>
<ul><li class="level1"><a href="#autotoc_md16">Attempting to be contiguous</a></li>
<li class="level1"><a href="#autotoc_md17">Slicing in 3</a></li>
<li class="level1"><a href="#autotoc_md18">Slicing in the middle</a></li>
<ul><li class="level1"><a href="#autotoc_md18">Attempting to be contiguous</a></li>
<li class="level1"><a href="#autotoc_md19">Slicing in 3</a></li>
<li class="level1"><a href="#autotoc_md20">Slicing in the middle</a></li>
</ul>
</div>
<div class="textblock"><p><a class="anchor" id="md_manual_BehaviorOfStagingTexturesD3D11"></a> <b>Note:</b> this article is intended for developers who want to understand or modify <a class="el" href="namespace_ogre.html" title="bswapNN may be defined as macros in &lt;sys/endian.h&gt; or &lt;sys/bswap.h&gt;">Ogre</a>.</p>
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<p>This problem is essentially the same faced by sprite packers when generating an atlas.</p>
<p>Furthermore an RGBA8 and a RG16_FLOAT cannot be placed in the same StagingTexture.</p>
<p>Because the implementation details of D3D11StagingTexture are complicated, they are explained here.</p>
<h1><a class="anchor" id="autotoc_md16"></a>
<h1><a class="anchor" id="autotoc_md18"></a>
Attempting to be contiguous</h1>
<p>It was our goal that array textures could be mapped contiguously, e.g. mapping a 1024x1024x6 array texture could be done with one mapRegion() call.</p>
<p>Unfortunately Direct3D only allows mapping one slice at a time.</p>
<p>Fortunately, Direct3D allows copying from a 3D Staging Texture into an array texture. Meaning we can use 3D volume staging textures instead.</p>
<p>But unfortunately (again), 3D volume staging textures cannot exceed 2048x2048 in resolution, and thus the implementation will fallback to array staging textures (which can only be mapped one slice at a time) if the texture exceeds that resolution. GL &amp; Metal artificially follow these same restrictions for the sake of consistency and finding out these problems sooner rather than later.</p>
<h1><a class="anchor" id="autotoc_md17"></a>
<h1><a class="anchor" id="autotoc_md19"></a>
Slicing in 3</h1>
<p>Every time a region is requested (by calling StagingTexture::mapRegion), D3D11StagingTexture will look at the smallest entry in their list of free boxes and use that one. Any available space is further subdivided in 2 more boxes and added back to the free list, like in the picture:</p>
<p><img src="D3D11StagingTexture01.png" alt="" class="inline"/></p>
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<p><img src="D3D11StagingTexture04.png" alt="" class="inline"/></p>
<p>If no available region can satisfy the requirements, then we return failure, returning 0 in TextureBox::data.</p>
<p>The relevant code in charge of this is in D3D11StagingTexture::shrinkRecords</p>
<h1><a class="anchor" id="autotoc_md18"></a>
<h1><a class="anchor" id="autotoc_md20"></a>
Slicing in the middle</h1>
<p>When mapRegion tries to map multiple slices (and width, height and depth are all &lt;= 2048) we may end up mapping a region that is in the middle of slice 0:</p>
<p><img src="D3D11StagingTexture04.png" alt="" class="inline"/></p>
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<div id="projectbrief">Object-Oriented Graphics Rendering Engine</div>
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