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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.
This commit is contained in:
committed by
Henri Verbeet
parent
4e783e2d66
commit
85e848289b
Notes:
Henri Verbeet
2025-04-14 17:17:15 +02:00
Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1459
@@ -980,6 +980,7 @@ static struct resource_readback *d3d11_runner_get_resource_readback(struct shade
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if (is_ms)
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if (is_ms)
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{
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{
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texture_desc.Usage = D3D11_USAGE_DEFAULT;
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texture_desc.Usage = D3D11_USAGE_DEFAULT;
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texture_desc.CPUAccessFlags = 0;
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hr = ID3D11Device_CreateTexture2D(runner->device, &texture_desc, NULL,
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hr = ID3D11Device_CreateTexture2D(runner->device, &texture_desc, NULL,
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(ID3D11Texture2D **)&resolved_resource);
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(ID3D11Texture2D **)&resolved_resource);
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ok(hr == S_OK, "Failed to create multisampled texture, hr %#lx.\n", hr);
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ok(hr == S_OK, "Failed to create multisampled texture, hr %#lx.\n", hr);
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