I know this question is old, and there is already a solution.
Here is an example code that loads 6 textures from disk and puts them together as a cube:
Premise:
ID3D11ShaderResourceView* srv = 0;
ID3D11Resource* srcTex[6];
A pointer to a ShaderResourceView and an array filled with six textures from disk. I use the order on the right, left, top, bottom, front, back.
D3D11_TEXTURE2D_DESC texElementDesc;
((ID3D11Texture2D*)srcTex[0])->GetDesc(&texElementDesc);
D3D11_TEXTURE2D_DESC texArrayDesc;
texArrayDesc.Width = texElementDesc.Width;
texArrayDesc.Height = texElementDesc.Height;
texArrayDesc.MipLevels = texElementDesc.MipLevels;
texArrayDesc.ArraySize = 6;
texArrayDesc.Format = texElementDesc.Format;
texArrayDesc.SampleDesc.Count = 1;
texArrayDesc.SampleDesc.Quality = 0;
texArrayDesc.Usage = D3D11_USAGE_DEFAULT;
texArrayDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
texArrayDesc.CPUAccessFlags = 0;
texArrayDesc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
ID3D11Texture2D* texArray = 0;
if (FAILED(pd3dDevice->CreateTexture2D(&texArrayDesc, 0, &texArray)))
return false;
ID3D11DeviceContext* pd3dContext;
pd3dDevice->GetImmediateContext(&pd3dContext);
D3D11_BOX sourceRegion;
for (UINT x = 0; x < 6; x++)
{
for (UINT mipLevel = 0; mipLevel < texArrayDesc.MipLevels; mipLevel++)
{
sourceRegion.left = 0;
sourceRegion.right = (texArrayDesc.Width >> mipLevel);
sourceRegion.top = 0;
sourceRegion.bottom = (texArrayDesc.Height >> mipLevel);
sourceRegion.front = 0;
sourceRegion.back = 1;
if (sourceRegion.bottom == 0 || sourceRegion.right == 0)
break;
pd3dContext->CopySubresourceRegion(texArray, D3D11CalcSubresource(mipLevel, x, texArrayDesc.MipLevels), 0, 0, 0, srcTex[x], mipLevel, &sourceRegion);
}
}
D3D11_SHADER_RESOURCE_VIEW_DESC viewDesc;
viewDesc.Format = texArrayDesc.Format;
viewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
viewDesc.TextureCube.MostDetailedMip = 0;
viewDesc.TextureCube.MipLevels = texArrayDesc.MipLevels;
if (FAILED(pd3dDevice->CreateShaderResourceView(texArray, &viewDesc, &srv)))
return false;
- , , . : , deviceContext.