forked from MoonsideGames/Refresh
Fix 3D texture SRV creation, use UpdateSubresource1 to avoid bug with non-zero offsets on deferred contexts
parent
b0bd383f2e
commit
ce7cca2eba
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@ -1405,6 +1405,12 @@ static Refresh_Texture* D3D11_CreateTexture(
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srvDesc.Texture3D.MipLevels = desc3D.MipLevels;
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srvDesc.Texture3D.MostDetailedMip = 0;
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res = ID3D11Device_CreateShaderResourceView(
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renderer->device,
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textureHandle,
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&srvDesc,
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&srv
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);
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if (FAILED(res))
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{
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ID3D11Resource_Release(textureHandle);
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@ -1516,7 +1522,7 @@ static void D3D11_SetTextureData(
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dstBox.bottom = textureSlice->rectangle.y + h;
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dstBox.back = textureSlice->depth + 1;
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ID3D11DeviceContext_UpdateSubresource(
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ID3D11DeviceContext1_UpdateSubresource1(
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d3d11CommandBuffer->context,
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d3d11Texture->handle,
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D3D11_INTERNAL_CalcSubresource(
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@ -1527,7 +1533,8 @@ static void D3D11_SetTextureData(
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&dstBox,
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data,
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BytesPerRow(w, d3d11Texture->format),
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BytesPerImage(w, h, d3d11Texture->format)
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BytesPerImage(w, h, d3d11Texture->format),
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D3D11_COPY_DISCARD /* FIXME: Is this right? */
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);
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}
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