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d3d12: depth read doesnt crash anymore
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3f31976080
commit
7b25483b67
@ -87,7 +87,7 @@ D3D12GSRender::D3D12GSRender()
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D3D12_RESOURCE_DESC resDesc = {};
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resDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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resDesc.Width = (UINT)1024 * 1024;
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resDesc.Width = (UINT)1024 * 1024 * 16;
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resDesc.Height = 1;
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resDesc.DepthOrArraySize = 1;
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resDesc.SampleDesc.Count = 1;
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@ -208,7 +208,7 @@ D3D12GSRender::D3D12GSRender()
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// Texture
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D3D12_HEAP_DESC heapDescription = {};
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heapDescription.SizeInBytes = 256 * 256 * 256;
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heapDescription.SizeInBytes = 256 * 256 * 256 * 16;
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heapDescription.Properties.Type = D3D12_HEAP_TYPE_UPLOAD;
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check(m_device->CreateHeap(&heapDescription, IID_PPV_ARGS(&m_uploadTextureHeap)));
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@ -676,7 +676,6 @@ void D3D12GSRender::ExecCMD()
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for (u32 i = 0; i < m_textures_count; ++i)
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{
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if (!m_textures[i].IsEnabled()) continue;
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ID3D12Resource *Texture, *vramTexture;
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size_t textureSize = m_textures[i].GetWidth() * m_textures[i].GetHeight() * 4;
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D3D12_RESOURCE_DESC textureDesc = {};
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@ -721,6 +720,7 @@ void D3D12GSRender::ExecCMD()
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));
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m_currentStorageOffset += textureSize;
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m_currentStorageOffset = (m_currentStorageOffset + 65536 - 1) & ~65535;
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D3D12_TEXTURE_COPY_LOCATION dst = {}, src = {};
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dst.pResource = vramTexture;
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