Comment on how cube map arrays are stored in ktx, loop structure
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1 changed files with 25 additions and 3 deletions
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@ -219,9 +219,31 @@ public:
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std::vector<VkBufferImageCopy> bufferCopyRegions;
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std::vector<VkBufferImageCopy> bufferCopyRegions;
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uint32_t offset = 0;
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uint32_t offset = 0;
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// Setup buffer copy regions to copy the data from the ktx file to our image
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/*
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for (uint32_t layer = 0; layer < ktxTexture->numLayers; layer++) {
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Setup buffer copy regions to copy the data from the ktx file to our image
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for (uint32_t face = 0; face < 6; face++) {
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Cube map arrays in ktx are stored with a layout like this:
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- Mip Level 0
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- Layer 0 (= Cube map 0)
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- Face +X
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- Face -X
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- Face +Y
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- Face -Y
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- Face +Z
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- Face -Z
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- Layer 1 (= Cube map 1)
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- Face +X
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...
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- Mip Level 1
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- Layer 0 (= Cube map 0)
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- Face +X
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...
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- Layer 1 (= Cube map 1)
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- Face +X
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...
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*/
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for (uint32_t face = 0; face < 6; face++) {
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for (uint32_t layer = 0; layer < ktxTexture->numLayers; layer++) {
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for (uint32_t level = 0; level < ktxTexture->numLevels; level++) {
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for (uint32_t level = 0; level < ktxTexture->numLevels; level++) {
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ktx_size_t offset;
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ktx_size_t offset;
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KTX_error_code ret = ktxTexture_GetImageOffset(ktxTexture, level, layer, face, &offset);
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KTX_error_code ret = ktxTexture_GetImageOffset(ktxTexture, level, layer, face, &offset);
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