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:
Giovanni Mascellani
2025-04-10 20:29:45 +02:00
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

View File

@@ -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);