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vkd3d: Validate presence of flag ALLOW_RENDER_TARGET or ALLOW_DEPTH_STENCIL for multisampled resources.
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Notes:
Alexandre Julliard
2024-04-11 17:04:33 -05:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/772
@ -1893,6 +1893,13 @@ HRESULT d3d12_resource_validate_desc(const D3D12_RESOURCE_DESC1 *desc, struct d3
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WARN("Invalid sample count 0.\n");
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WARN("Invalid sample count 0.\n");
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return E_INVALIDARG;
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return E_INVALIDARG;
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}
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}
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if (desc->SampleDesc.Count > 1
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&& !(desc->Flags & (D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET | D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)))
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{
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WARN("Sample count %u invalid without ALLOW_RENDER_TARGET or ALLOW_DEPTH_STENCIL.\n",
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desc->SampleDesc.Count);
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return E_INVALIDARG;
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}
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if (!(format = vkd3d_format_from_d3d12_resource_desc(device, desc, 0)))
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if (!(format = vkd3d_format_from_d3d12_resource_desc(device, desc, 0)))
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{
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{
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@ -1607,10 +1607,7 @@ static void test_create_committed_resource(void)
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resource_desc.Flags = 0;
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resource_desc.Flags = 0;
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hr = ID3D12Device_CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
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hr = ID3D12Device_CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, NULL, &IID_ID3D12Resource, (void **)&resource);
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, NULL, &IID_ID3D12Resource, (void **)&resource);
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todo
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ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
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ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
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if (SUCCEEDED(hr))
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ID3D12Resource_Release(resource);
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resource_desc.Format = DXGI_FORMAT_D32_FLOAT;
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resource_desc.Format = DXGI_FORMAT_D32_FLOAT;
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resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
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resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
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