diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index c44c4eac911..e2c8ba37193 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -6005,6 +6005,11 @@ static inline BOOL wined3d_dsv_srv_conflict(const struct wined3d_rendertarget_vi || (srv_format->green_size && !(dsv->desc.flags & WINED3D_VIEW_READ_ONLY_STENCIL)); } +static inline unsigned int wined3d_bind_layer_count(const struct wined3d_texture *texture) +{ + return texture->resource.type == WINED3D_RTYPE_TEXTURE_3D ? texture->resource.depth : texture->layer_count; +} + static inline bool wined3d_srv_all_subresources(const struct wined3d_shader_resource_view *srv) { struct wined3d_texture *texture; @@ -6017,7 +6022,7 @@ static inline bool wined3d_srv_all_subresources(const struct wined3d_shader_reso texture = texture_from_resource(srv->resource); return srv->desc.u.texture.level_count == texture->level_count - && srv->desc.u.texture.layer_count == texture->layer_count; + && srv->desc.u.texture.layer_count == wined3d_bind_layer_count(texture); } static inline bool wined3d_rtv_all_subresources(const struct wined3d_rendertarget_view *rtv) @@ -6031,7 +6036,7 @@ static inline bool wined3d_rtv_all_subresources(const struct wined3d_rendertarge return FALSE; texture = texture_from_resource(rtv->resource); - return texture->level_count == 1 && rtv->layer_count == texture->layer_count; + return texture->level_count == 1 && rtv->layer_count == wined3d_bind_layer_count(texture); } static inline void wined3d_srv_bind_count_inc(struct wined3d_shader_resource_view *srv) @@ -6049,7 +6054,7 @@ static inline void wined3d_srv_bind_count_inc(struct wined3d_shader_resource_vie if (!resource->sub_resource_bind_counts_device && !(resource->sub_resource_bind_counts_device = heap_alloc_zero(texture->level_count - * texture->layer_count * sizeof(*resource->sub_resource_bind_counts_device)))) + * wined3d_bind_layer_count(texture) * sizeof(*resource->sub_resource_bind_counts_device)))) return; for (layer = 0; layer < srv->desc.u.texture.layer_count; ++layer) @@ -6098,7 +6103,7 @@ static inline void wined3d_rtv_bind_count_inc(struct wined3d_rendertarget_view * if (!resource->sub_resource_bind_counts_device && !(resource->sub_resource_bind_counts_device = heap_alloc_zero(texture->level_count - * texture->layer_count * sizeof(*resource->sub_resource_bind_counts_device)))) + * wined3d_bind_layer_count(texture) * sizeof(*resource->sub_resource_bind_counts_device)))) return; for (layer = 0; layer < rtv->layer_count; ++layer)