[2.2] DX11 Compute based mipmap auto generation problem

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SolarPortal
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[2.2] DX11 Compute based mipmap auto generation problem

Post by SolarPortal »

Hi, any solution around this problem.
I am attempting to use the Compute based mipmap generation using the:

Code: Select all

pass generate_mipmaps
{
	mipmap_method compute_hq
}
but its failing to create the UAV temp mipmap texture. OgreCompositorPassMipmap.cpp lines 193-204
The format is PFG_RGBA16_Float. The original texture image size is 1024x1024x6(cubemap) which works as a uav if width matches height as we know from previous posts, but the mipmap code tries to generate a texture 512x1024x6 and D3D11 throws an error creating the texture on _transitionto.

For now so i can move forward, i think i'll attempt to write my own unless there is a solution already :)

Thanks for your continued support :)

Edit: It does generate a UAV if type is 2D and using that format but not cubemap.
Lead developer of the Skyline Game Engine: https://aurasoft-skyline.co.uk

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TaaTT4
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Re: [2.2] DX11 Compute based mipmap auto generation problem

Post by TaaTT4 »

If I remember correctly (but Matias can be more precise on it), cubemaps are not supported by compute shader mipmap generator. I'm not sure if, when I tried, I was on OGRE 2.1 and so, maybe, something has changed in the transition to OGRE 2.2.
Senior game programmer at Vae Victis
Working on Racecraft

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SolarPortal
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Re: [2.2] DX11 Compute based mipmap auto generation problem

Post by SolarPortal »

ahh i see :P Thanks for the input, ill continue writing a custom compositor node to handle the downscaling :)
Lead developer of the Skyline Game Engine: https://aurasoft-skyline.co.uk

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