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Add functions to support Standard Swizzle textures #515
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DirectXTex/DirectXTexImage.cpp
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_Use_decl_annotations_ | ||
HRESULT ScratchImage::InitializeImagesFromSwizzles(const Image* srcImage, size_t nImages, CP_FLAGS flags) noexcept | ||
{ | ||
HRESULT hr = Initialize2D(srcImage[0].format, srcImage[0].width, srcImage[0].height, nImages, 1, flags); |
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This only works for 2D arrays without mipmaps. For some example of more general scenarios (mips, arrays with mips, volumes, volumes with mips) see TransformImage
in DirectXTexMisc.cpp
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Looked at TransformImage in DirectXTexMisc.cpp. I only saw mips being used in the 3d case. And even in that one, we're kind of just iterating for index = 0; index < nImages.
In the case: array of 2d images, we're iterating through each image independantley. So I don't think there's anything new to do there?
In the 3d case. I should separate slice (which is being swizzled) and layer( which is not being swizzled). But what order is the array of srcImages? layerMajor or sliceMajor?
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For the 3D case, my understanding is you would do:
size_t width = mdata.width;
size_t height = mdata.height;
size_t depth = mdata.depth;
for (size_t level = 0; level < mdata.mipLevels; ++level)
{
auto destPtrBase = result.GetImage(level, 0, 0); // All slices of a given depth are always continuous in ScratchImage.
for(size_t z = 0; z < depth; ++z)
{
auto srcImage = result.GetImage(level, 0, z);
for(size_t h = 0; h < height; ++h)
{
for(size_t x = 0; 0 < width; ++w)
{
// swizzle using x, y, z copying from srcImage to destPtrBase + swizzleIndex
}
}
}
if (height > 1)
height >>= 1;
if (width > 1)
width >>= 1;
if (depth > 1)
depth >>= 1;
}
Note for testing, I'll add coverage to the test suite which will likely just do a swizzle and deswizzle and make sure the bits match. As for determining if the swizzle is correct, I probably need to make a test app that renders using WARP which supports standard swizzle. |
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- needs to be tested. where to get dx12 boilerplate? test just that texute still looks correct, or also test performance improves when roteated? - maybe merge functions? would then pass a boolean/enum to determine rowToSwizzle versus swizzleToRow Added functions that converts pixel order from row major to standard swizzle and from standard swizzle to row major. Functions for both 1 Image, and an array of Images. Folwoing standard DirectXTex pattern: Uses Image and TexMetadata as input. Outputs/initializes a ScratchImage.
Added new file to .vcxproj, other.vcxproj, and Cmake Merged to/from functions togeather memcpy src is const added non-AVX2 deposit_bits
TODO what flags/threshold to use to re-Compress?
More code review
Rework 2D swizzle into templates
Code review
Linux filesystem is case sensitive
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Implement z-order curve "swizzling" for 2D and 3D textures to support the pixel order used for "Standard Swizzle" as defined by
D3D12_TEXTURE_LAYOUT_64KB_STANDARD_SWIZZLE
.