From 85e848289b34ee5ae48d072c1dd7bde12cf7efa1 Mon Sep 17 00:00:00 2001 From: Giovanni Mascellani Date: Thu, 10 Apr 2025 20:29:45 +0200 Subject: [PATCH] tests/shader_runner_d3d11: Do not create CPU-readable multisample resolution textures. Unless the D3D11_FEATURE_DATA_D3D11_OPTIONS2.MapOnDefaultTextures feature is supported, textures with default usage cannot be read by the CPU; and there isn't a need to either, since we're going through a staging texture anyway. This worked on AMD and WARP, but failed on NVIDIA on Windows. --- tests/shader_runner_d3d11.c | 1 + 1 file changed, 1 insertion(+) diff --git a/tests/shader_runner_d3d11.c b/tests/shader_runner_d3d11.c index 1db8c768c..3c9a4a699 100644 --- a/tests/shader_runner_d3d11.c +++ b/tests/shader_runner_d3d11.c @@ -980,6 +980,7 @@ static struct resource_readback *d3d11_runner_get_resource_readback(struct shade if (is_ms) { texture_desc.Usage = D3D11_USAGE_DEFAULT; + texture_desc.CPUAccessFlags = 0; hr = ID3D11Device_CreateTexture2D(runner->device, &texture_desc, NULL, (ID3D11Texture2D **)&resolved_resource); ok(hr == S_OK, "Failed to create multisampled texture, hr %#lx.\n", hr);