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dxvk/src/d3d11/d3d11_texture.cpp

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#include "d3d11_device.h"
#include "d3d11_texture.h"
namespace dxvk {
/**
* \brief Retrieves format mode from bind flags
*
* Uses the bind flags to determine whether a resource
* needs to be created with a color format or a depth
* format, even if the DXGI format is typeless.
* \param [in] BindFlags Image bind flags
* \returns Format mode
*/
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static DxgiFormatMode GetFormatModeFromBindFlags(UINT BindFlags) {
if (BindFlags & D3D11_BIND_RENDER_TARGET)
return DxgiFormatMode::Color;
if (BindFlags & D3D11_BIND_DEPTH_STENCIL)
return DxgiFormatMode::Depth;
return DxgiFormatMode::Any;
}
/**
* \brief Optimizes image layout based on usage flags
*
* \param [in] flags Image usage flag
* \returns Optimized image layout
*/
static VkImageLayout OptimizeLayout(VkImageUsageFlags flags) {
const VkImageUsageFlags allFlags = flags;
// Filter out unnecessary flags. Transfer operations
// are handled by the backend in a transparent manner.
flags &= ~(VK_IMAGE_USAGE_TRANSFER_DST_BIT
| VK_IMAGE_USAGE_TRANSFER_SRC_BIT);
// If the image is used only as an attachment, we never
// have to transform the image back to a different layout
if (flags == VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT)
return VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
if (flags == VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)
return VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
flags &= ~(VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT
| VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT);
// If the image is used for reading but not as a storage
// image, we can optimize the image for texture access
if (flags == VK_IMAGE_USAGE_SAMPLED_BIT) {
return allFlags & VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT
? VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL
: VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
}
// Otherwise, we have to stick with the default layout
return VK_IMAGE_LAYOUT_GENERAL;
}
/**
* \brief Creates a buffer to map an image object
*
* When mapping an image, some applications make the incorrect
* assumption that image data is tightly packed, which may lead
* to corrupted textures in memory. To prevent this, we create
* a tightly packed buffer and use it when mapping the image.
*/
Rc<DxvkBuffer> CreateImageBuffer(
const Rc<DxvkDevice>& device,
VkFormat format,
VkExtent3D extent) {
const DxvkFormatInfo* formatInfo = imageFormatInfo(format);
const VkExtent3D blockCount = {
extent.width / formatInfo->blockSize.width,
extent.height / formatInfo->blockSize.height,
extent.depth / formatInfo->blockSize.depth };
DxvkBufferCreateInfo info;
info.size = formatInfo->elementSize
* blockCount.width
* blockCount.height
* blockCount.depth;
info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT
| VK_BUFFER_USAGE_TRANSFER_DST_BIT;
info.stages = VK_PIPELINE_STAGE_TRANSFER_BIT;
info.access = VK_ACCESS_TRANSFER_READ_BIT
| VK_ACCESS_TRANSFER_WRITE_BIT;
return device->createBuffer(info,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT |
VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
}
/**
* \brief Fills in image info stage and access flags
*
* \param [in] pDevice Target device
* \param [in] BindFLags Resource bind flags
* \param [in] CPUAccessFlags CPU access flags
* \param [in] MiscFlags Additional usage info
* \param [out] pImageInfo DXVK image create info
*/
static void GetImageStagesAndAccessFlags(
const D3D11Device* pDevice,
UINT BindFlags,
UINT CPUAccessFlags,
UINT MiscFlags,
DxvkImageCreateInfo* pImageInfo) {
if (BindFlags & D3D11_BIND_SHADER_RESOURCE) {
pImageInfo->usage |= VK_IMAGE_USAGE_SAMPLED_BIT;
pImageInfo->stages |= pDevice->GetEnabledShaderStages();
pImageInfo->access |= VK_ACCESS_SHADER_READ_BIT;
}
if (BindFlags & D3D11_BIND_RENDER_TARGET) {
pImageInfo->usage |= VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
pImageInfo->stages |= VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
pImageInfo->access |= VK_ACCESS_COLOR_ATTACHMENT_READ_BIT
| VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
}
if (BindFlags & D3D11_BIND_DEPTH_STENCIL) {
pImageInfo->usage |= VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
pImageInfo->stages |= VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT
| VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
pImageInfo->access |= VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT
| VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
}
if (BindFlags & D3D11_BIND_UNORDERED_ACCESS) {
pImageInfo->usage |= VK_IMAGE_USAGE_STORAGE_BIT;
pImageInfo->stages |= pDevice->GetEnabledShaderStages();
pImageInfo->access |= VK_ACCESS_SHADER_READ_BIT
| VK_ACCESS_SHADER_WRITE_BIT;
}
if (CPUAccessFlags != 0) {
pImageInfo->stages |= VK_PIPELINE_STAGE_HOST_BIT;
if (CPUAccessFlags & D3D11_CPU_ACCESS_WRITE)
pImageInfo->access |= VK_ACCESS_HOST_WRITE_BIT;
if (CPUAccessFlags & D3D11_CPU_ACCESS_READ) {
pImageInfo->access |= VK_ACCESS_HOST_READ_BIT;
// pImageInfo->tiling = VK_IMAGE_TILING_LINEAR;
}
}
if (MiscFlags & D3D11_RESOURCE_MISC_TEXTURECUBE)
pImageInfo->flags |= VK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT;
if (pImageInfo->tiling == VK_IMAGE_TILING_OPTIMAL)
pImageInfo->layout = OptimizeLayout(pImageInfo->usage);
}
/**
* \brief Retrieves memory flags for image usage
*
* If the host requires access to the image, we
* should create it on a host-visible memory type.
* \param [in] Usage Image usage flags
* \returns Image memory properties
*/
static VkMemoryPropertyFlags GetImageMemoryFlags(UINT CPUAccessFlags) {
// FIXME investigate why image mapping breaks games
return VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT;
// if (CPUAccessFlags & D3D11_CPU_ACCESS_READ) {
// return VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT
// | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT
// | VK_MEMORY_PROPERTY_HOST_CACHED_BIT;
// } else {
// // If only write access is required, we will emulate
// // image mapping through a buffer. Some games ignore
// // the row pitch when mapping images, which leads to
// // incorrect rendering.
// return VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT;
// }
}
D3D11Texture1D::D3D11Texture1D(
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D3D11Device* pDevice,
const D3D11_TEXTURE1D_DESC* pDesc)
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: m_device (pDevice),
m_desc (*pDesc) {
const DxgiFormatMode formatMode
= GetFormatModeFromBindFlags(m_desc.BindFlags);
if (m_desc.MipLevels == 0) {
m_desc.MipLevels = util::computeMipLevelCount(
{ m_desc.Width, 1u, 1u });
}
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DxvkImageCreateInfo info;
info.type = VK_IMAGE_TYPE_1D;
info.format = pDevice->LookupFormat(m_desc.Format, formatMode).format;
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info.flags = VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT;
info.sampleCount = VK_SAMPLE_COUNT_1_BIT;
info.extent.width = m_desc.Width;
info.extent.height = 1;
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info.extent.depth = 1;
info.numLayers = m_desc.ArraySize;
info.mipLevels = m_desc.MipLevels;
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info.usage = VK_IMAGE_USAGE_TRANSFER_SRC_BIT
| VK_IMAGE_USAGE_TRANSFER_DST_BIT;
info.stages = VK_PIPELINE_STAGE_TRANSFER_BIT;
info.access = VK_ACCESS_TRANSFER_READ_BIT
| VK_ACCESS_TRANSFER_WRITE_BIT;
info.tiling = VK_IMAGE_TILING_OPTIMAL;
info.layout = VK_IMAGE_LAYOUT_GENERAL;
GetImageStagesAndAccessFlags(
pDevice,
m_desc.BindFlags,
m_desc.CPUAccessFlags,
m_desc.MiscFlags,
&info);
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// Create the image and, if necessary, the image buffer
m_texInfo.formatMode = formatMode;
m_texInfo.image = pDevice->GetDXVKDevice()->createImage(
info, GetImageMemoryFlags(m_desc.CPUAccessFlags));
m_texInfo.imageBuffer = m_desc.CPUAccessFlags != 0
? CreateImageBuffer(pDevice->GetDXVKDevice(), info.format, info.extent)
: nullptr;
m_texInfo.usage = m_desc.Usage;
m_texInfo.bindFlags = m_desc.BindFlags;
}
///////////////////////////////////////////
// D 3 D 1 1 T E X T U R E 1 D
D3D11Texture1D::~D3D11Texture1D() {
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}
HRESULT STDMETHODCALLTYPE D3D11Texture1D::QueryInterface(REFIID riid, void** ppvObject) {
COM_QUERY_IFACE(riid, ppvObject, IUnknown);
COM_QUERY_IFACE(riid, ppvObject, ID3D11DeviceChild);
COM_QUERY_IFACE(riid, ppvObject, ID3D11Resource);
COM_QUERY_IFACE(riid, ppvObject, ID3D11Texture1D);
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Logger::warn("D3D11Texture1D::QueryInterface: Unknown interface query");
Logger::warn(str::format(riid));
return E_NOINTERFACE;
}
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void STDMETHODCALLTYPE D3D11Texture1D::GetDevice(ID3D11Device** ppDevice) {
*ppDevice = m_device.ref();
}
void STDMETHODCALLTYPE D3D11Texture1D::GetType(D3D11_RESOURCE_DIMENSION *pResourceDimension) {
*pResourceDimension = D3D11_RESOURCE_DIMENSION_TEXTURE1D;
}
UINT STDMETHODCALLTYPE D3D11Texture1D::GetEvictionPriority() {
Logger::warn("D3D11Texture1D::GetEvictionPriority: Stub");
return DXGI_RESOURCE_PRIORITY_NORMAL;
}
void STDMETHODCALLTYPE D3D11Texture1D::SetEvictionPriority(UINT EvictionPriority) {
Logger::warn("D3D11Texture1D::SetEvictionPriority: Stub");
}
void STDMETHODCALLTYPE D3D11Texture1D::GetDesc(D3D11_TEXTURE1D_DESC *pDesc) {
*pDesc = m_desc;
}
///////////////////////////////////////////
// D 3 D 1 1 T E X T U R E 2 D
D3D11Texture2D::D3D11Texture2D(
D3D11Device* pDevice,
const D3D11_TEXTURE2D_DESC* pDesc)
: m_device (pDevice),
m_desc (*pDesc) {
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const DxgiFormatMode formatMode
= GetFormatModeFromBindFlags(m_desc.BindFlags);
if (m_desc.MipLevels == 0) {
m_desc.MipLevels = m_desc.SampleDesc.Count <= 1
? util::computeMipLevelCount({ m_desc.Width, m_desc.Height, 1u })
: 1;
}
DxvkImageCreateInfo info;
info.type = VK_IMAGE_TYPE_2D;
info.format = pDevice->LookupFormat(m_desc.Format, formatMode).format;
info.flags = VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT;
info.sampleCount = VK_SAMPLE_COUNT_1_BIT;
info.extent.width = m_desc.Width;
info.extent.height = m_desc.Height;
info.extent.depth = 1;
info.numLayers = m_desc.ArraySize;
info.mipLevels = m_desc.MipLevels;
info.usage = VK_IMAGE_USAGE_TRANSFER_SRC_BIT
| VK_IMAGE_USAGE_TRANSFER_DST_BIT;
info.stages = VK_PIPELINE_STAGE_TRANSFER_BIT;
info.access = VK_ACCESS_TRANSFER_READ_BIT
| VK_ACCESS_TRANSFER_WRITE_BIT;
info.tiling = VK_IMAGE_TILING_OPTIMAL;
info.layout = VK_IMAGE_LAYOUT_GENERAL;
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if (FAILED(GetSampleCount(m_desc.SampleDesc.Count, &info.sampleCount)))
throw DxvkError(str::format("D3D11: Invalid sample count: ", m_desc.SampleDesc.Count));
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GetImageStagesAndAccessFlags(
pDevice,
m_desc.BindFlags,
m_desc.CPUAccessFlags,
m_desc.MiscFlags,
&info);
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// Create the image and, if necessary, the image buffer
m_texInfo.formatMode = formatMode;
m_texInfo.image = pDevice->GetDXVKDevice()->createImage(
info, GetImageMemoryFlags(m_desc.CPUAccessFlags));
m_texInfo.imageBuffer = m_desc.CPUAccessFlags != 0
? CreateImageBuffer(pDevice->GetDXVKDevice(), info.format, info.extent)
: nullptr;
m_texInfo.usage = m_desc.Usage;
m_texInfo.bindFlags = m_desc.BindFlags;
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}
D3D11Texture2D::~D3D11Texture2D() {
}
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HRESULT STDMETHODCALLTYPE D3D11Texture2D::QueryInterface(REFIID riid, void** ppvObject) {
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COM_QUERY_IFACE(riid, ppvObject, IUnknown);
COM_QUERY_IFACE(riid, ppvObject, ID3D11DeviceChild);
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COM_QUERY_IFACE(riid, ppvObject, ID3D11Resource);
COM_QUERY_IFACE(riid, ppvObject, ID3D11Texture2D);
Logger::warn("D3D11Texture2D::QueryInterface: Unknown interface query");
Logger::warn(str::format(riid));
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return E_NOINTERFACE;
}
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void STDMETHODCALLTYPE D3D11Texture2D::GetDevice(ID3D11Device** ppDevice) {
*ppDevice = m_device.ref();
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}
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void STDMETHODCALLTYPE D3D11Texture2D::GetType(D3D11_RESOURCE_DIMENSION *pResourceDimension) {
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*pResourceDimension = D3D11_RESOURCE_DIMENSION_TEXTURE2D;
}
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UINT STDMETHODCALLTYPE D3D11Texture2D::GetEvictionPriority() {
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Logger::warn("D3D11Texture2D::GetEvictionPriority: Stub");
return DXGI_RESOURCE_PRIORITY_NORMAL;
}
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void STDMETHODCALLTYPE D3D11Texture2D::SetEvictionPriority(UINT EvictionPriority) {
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Logger::warn("D3D11Texture2D::SetEvictionPriority: Stub");
}
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void STDMETHODCALLTYPE D3D11Texture2D::GetDesc(D3D11_TEXTURE2D_DESC *pDesc) {
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*pDesc = m_desc;
}
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///////////////////////////////////////////
// D 3 D 1 1 T E X T U R E 3 D
D3D11Texture3D::D3D11Texture3D(
D3D11Device* pDevice,
const D3D11_TEXTURE3D_DESC* pDesc)
: m_device (pDevice),
m_desc (*pDesc) {
const DxgiFormatMode formatMode
= GetFormatModeFromBindFlags(m_desc.BindFlags);
if (m_desc.MipLevels == 0) {
m_desc.MipLevels = util::computeMipLevelCount(
{ m_desc.Width, m_desc.Height, m_desc.Depth });
}
DxvkImageCreateInfo info;
info.type = VK_IMAGE_TYPE_3D;
info.format = pDevice->LookupFormat(m_desc.Format, formatMode).format;
info.flags = VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT
| VK_IMAGE_CREATE_2D_ARRAY_COMPATIBLE_BIT_KHR;
info.sampleCount = VK_SAMPLE_COUNT_1_BIT;
info.extent.width = m_desc.Width;
info.extent.height = m_desc.Height;
info.extent.depth = m_desc.Depth;
info.numLayers = 1;
info.mipLevels = m_desc.MipLevels;
info.usage = VK_IMAGE_USAGE_TRANSFER_SRC_BIT
| VK_IMAGE_USAGE_TRANSFER_DST_BIT;
info.stages = VK_PIPELINE_STAGE_TRANSFER_BIT;
info.access = VK_ACCESS_TRANSFER_READ_BIT
| VK_ACCESS_TRANSFER_WRITE_BIT;
info.tiling = VK_IMAGE_TILING_OPTIMAL;
info.layout = VK_IMAGE_LAYOUT_GENERAL;
GetImageStagesAndAccessFlags(
pDevice,
m_desc.BindFlags,
m_desc.CPUAccessFlags,
m_desc.MiscFlags,
&info);
// Create the image and, if necessary, the image buffer
m_texInfo.formatMode = formatMode;
m_texInfo.image = pDevice->GetDXVKDevice()->createImage(
info, GetImageMemoryFlags(m_desc.CPUAccessFlags));
m_texInfo.imageBuffer = m_desc.CPUAccessFlags != 0
? CreateImageBuffer(pDevice->GetDXVKDevice(), info.format, info.extent)
: nullptr;
m_texInfo.usage = m_desc.Usage;
m_texInfo.bindFlags = m_desc.BindFlags;
}
D3D11Texture3D::~D3D11Texture3D() {
}
HRESULT STDMETHODCALLTYPE D3D11Texture3D::QueryInterface(REFIID riid, void** ppvObject) {
COM_QUERY_IFACE(riid, ppvObject, IUnknown);
COM_QUERY_IFACE(riid, ppvObject, ID3D11DeviceChild);
COM_QUERY_IFACE(riid, ppvObject, ID3D11Resource);
COM_QUERY_IFACE(riid, ppvObject, ID3D11Texture3D);
Logger::warn("D3D11Texture3D::QueryInterface: Unknown interface query");
Logger::warn(str::format(riid));
return E_NOINTERFACE;
}
void STDMETHODCALLTYPE D3D11Texture3D::GetDevice(ID3D11Device** ppDevice) {
*ppDevice = m_device.ref();
}
void STDMETHODCALLTYPE D3D11Texture3D::GetType(D3D11_RESOURCE_DIMENSION *pResourceDimension) {
*pResourceDimension = D3D11_RESOURCE_DIMENSION_TEXTURE3D;
}
UINT STDMETHODCALLTYPE D3D11Texture3D::GetEvictionPriority() {
Logger::warn("D3D11Texture3D::GetEvictionPriority: Stub");
return DXGI_RESOURCE_PRIORITY_NORMAL;
}
void STDMETHODCALLTYPE D3D11Texture3D::SetEvictionPriority(UINT EvictionPriority) {
Logger::warn("D3D11Texture3D::SetEvictionPriority: Stub");
}
void STDMETHODCALLTYPE D3D11Texture3D::GetDesc(D3D11_TEXTURE3D_DESC *pDesc) {
*pDesc = m_desc;
}
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D3D11TextureInfo* GetCommonTextureInfo(ID3D11Resource* pResource) {
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D3D11_RESOURCE_DIMENSION dimension = D3D11_RESOURCE_DIMENSION_UNKNOWN;
pResource->GetType(&dimension);
switch (dimension) {
case D3D11_RESOURCE_DIMENSION_TEXTURE1D:
return static_cast<D3D11Texture1D*>(pResource)->GetTextureInfo();
case D3D11_RESOURCE_DIMENSION_TEXTURE2D:
return static_cast<D3D11Texture2D*>(pResource)->GetTextureInfo();
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case D3D11_RESOURCE_DIMENSION_TEXTURE3D:
return static_cast<D3D11Texture3D*>(pResource)->GetTextureInfo();
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default:
return nullptr;
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}
}
VkImageSubresource GetSubresourceFromIndex(
VkImageAspectFlags Aspect,
UINT MipLevels,
UINT Subresource) {
VkImageSubresource result;
result.aspectMask = Aspect;
result.mipLevel = Subresource % MipLevels;
result.arrayLayer = Subresource / MipLevels;
return result;
}
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}