#include #include void kinc_g4_texture_array_init(kinc_g4_texture_array_t *array, kinc_image_t *textures, int count) { D3D11_TEXTURE2D_DESC desc; desc.Width = textures[0].width; desc.Height = textures[0].height; desc.MipLevels = 1; desc.ArraySize = 2; desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; desc.SampleDesc.Count = 1; desc.SampleDesc.Quality = 0; desc.Usage = D3D11_USAGE_DEFAULT; desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; desc.CPUAccessFlags = 0; desc.MiscFlags = 0; D3D11_SUBRESOURCE_DATA *resdata = (D3D11_SUBRESOURCE_DATA *)alloca(sizeof(D3D11_SUBRESOURCE_DATA) * count); for (int i = 0; i < count; ++i) { resdata[i].pSysMem = textures[i].data; resdata[i].SysMemPitch = textures[0].width * 4; resdata[i].SysMemSlicePitch = 0; } array->impl.texture = NULL; kinc_microsoft_affirm(dx_ctx.device->lpVtbl->CreateTexture2D(dx_ctx.device, &desc, resdata, &array->impl.texture)); kinc_microsoft_affirm(dx_ctx.device->lpVtbl->CreateShaderResourceView(dx_ctx.device, (ID3D11Resource *)array->impl.texture, NULL, &array->impl.view)); } void kinc_g4_texture_array_destroy(kinc_g4_texture_array_t *array) {} void kinc_internal_texture_array_set(kinc_g4_texture_array_t *array, kinc_g4_texture_unit_t unit) { if (unit.stages[KINC_G4_SHADER_TYPE_FRAGMENT] < 0) return; dx_ctx.context->lpVtbl->PSSetShaderResources(dx_ctx.context, unit.stages[KINC_G4_SHADER_TYPE_FRAGMENT], 1, &array->impl.view); // this->stage = unit.unit; // setTextures[stage] = this; }