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tests: Use state RESOLVE_SOURCE for readback from multisampled textures.
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Notes:
Henri Verbeet
2024-11-04 17:11:43 +01:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1240
@ -573,6 +573,7 @@ static void get_resource_readback_with_command_list_and_states(ID3D12Resource *r
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D3D12_RESOURCE_STATES initial_state, D3D12_RESOURCE_STATES final_state)
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{
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D3D12_HEAP_PROPERTIES heap_properties;
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D3D12_RESOURCE_STATES readback_state;
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D3D12_RESOURCE_DESC resource_desc;
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ID3D12Resource *src_resource;
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D3D12_RANGE read_range;
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@ -580,6 +581,7 @@ static void get_resource_readback_with_command_list_and_states(ID3D12Resource *r
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ID3D12Device *device;
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uint64_t buffer_size;
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HRESULT hr;
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bool is_ms;
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hr = ID3D12Resource_GetDevice(resource, &IID_ID3D12Device, (void **)&device);
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assert_that(hr == S_OK, "Failed to get device, hr %#x.\n", hr);
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@ -598,11 +600,14 @@ static void get_resource_readback_with_command_list_and_states(ID3D12Resource *r
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rb->rb.row_pitch = align(rb->rb.row_pitch, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
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rb->rb.data = NULL;
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is_ms = resource_desc.Dimension != D3D12_RESOURCE_DIMENSION_BUFFER && resource_desc.SampleDesc.Count > 1;
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readback_state = is_ms ? D3D12_RESOURCE_STATE_RESOLVE_SOURCE : D3D12_RESOURCE_STATE_COPY_SOURCE;
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if (initial_state != RESOURCE_STATE_DO_NOT_CHANGE)
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transition_sub_resource_state(command_list, resource, sub_resource, initial_state, D3D12_RESOURCE_STATE_COPY_SOURCE);
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transition_sub_resource_state(command_list, resource, sub_resource, initial_state, readback_state);
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src_resource = resource;
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if (resource_desc.Dimension != D3D12_RESOURCE_DIMENSION_BUFFER && resource_desc.SampleDesc.Count > 1)
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if (is_ms)
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{
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memset(&heap_properties, 0, sizeof(heap_properties));
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heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT;
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@ -652,7 +657,7 @@ static void get_resource_readback_with_command_list_and_states(ID3D12Resource *r
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}
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if (final_state != RESOURCE_STATE_DO_NOT_CHANGE)
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transition_sub_resource_state(command_list, resource, sub_resource, D3D12_RESOURCE_STATE_COPY_SOURCE, final_state);
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transition_sub_resource_state(command_list, resource, sub_resource, readback_state, final_state);
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hr = ID3D12GraphicsCommandList_Close(command_list);
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assert_that(hr == S_OK, "Failed to close command list, hr %#x.\n", hr);
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