Reputation: 9240
I have a 2d diffuse texture loaded into memory and want to create a dx11 texture from it. It does not need to be altered so I made it immutable.
DX11Texture::DX11Texture(ID3D11Device* device, const std::vector<uint8_t>& textureData, uint32_t textureWidth, uint32_t textureHeight, TextureType textureType, Logger& logger) :
mTexture(nullptr), mTextureID(gNextTextureID++)
{
D3D11_TEXTURE2D_DESC textureDesc;
ZeroMemory(&textureDesc, sizeof(D3D11_TEXTURE2D_DESC));
textureDesc.Width = textureWidth;
textureDesc.Height = textureHeight;
textureDesc.MipLevels = 1;
textureDesc.ArraySize = 1;
textureDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
textureDesc.SampleDesc.Count = 1;
textureDesc.Usage = D3D11_USAGE_IMMUTABLE;
textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
D3D11_SUBRESOURCE_DATA initData;
ZeroMemory(&initData, sizeof(D3D11_SUBRESOURCE_DATA));
initData.pSysMem = &textureData.at(0);
DXCALL(device->CreateTexture2D(&textureDesc, &initData, &mTexture)); // throws E_INVALIDARG result
}
I don't see why it is causing a faulty result from the CreateTexture2D call. For example, I have a texture 128x128 R8B8G8A8 texture and it throws a bad result. Any ideas why?
Upvotes: 0
Views: 711
Reputation: 1819
You should probably also set the value of SysMemPitch
member of initData
as explained here msdn: d3d11_subresource_data. Also keep in mind that CreateTexture2D
expects a pointer to an array of D3D11_SUBRESOURCE_DATA
(one for each mip level).
Upvotes: 1