d3d11: Normalize more fields in SRV descriptions.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1774,7 +1774,7 @@ static void test_create_shader_resource_view(void)
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"Got unexpected view dimension %#x.\n", srv_desc.ViewDimension);
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ok(U(srv_desc).Texture2D.MostDetailedMip == 0, "Got unexpected MostDetailedMip %u.\n",
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U(srv_desc).Texture2D.MostDetailedMip);
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todo_wine ok(U(srv_desc).Texture2D.MipLevels == 10, "Got unexpected MipLevels %u.\n",
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ok(U(srv_desc).Texture2D.MipLevels == 10, "Got unexpected MipLevels %u.\n",
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U(srv_desc).Texture2D.MipLevels);
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ID3D10ShaderResourceView_Release(srview);
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@ -2197,7 +2197,7 @@ static void test_create_shader_resource_view(void)
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"Got unexpected view dimension %#x.\n", srv_desc.ViewDimension);
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ok(U(srv_desc).Texture2D.MostDetailedMip == 0, "Got unexpected MostDetailedMip %u.\n",
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U(srv_desc).Texture2D.MostDetailedMip);
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todo_wine ok(U(srv_desc).Texture2D.MipLevels == 10, "Got unexpected MipLevels %u.\n",
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ok(U(srv_desc).Texture2D.MipLevels == 10, "Got unexpected MipLevels %u.\n",
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U(srv_desc).Texture2D.MipLevels);
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ID3D11ShaderResourceView_Release(srview);
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@ -467,52 +467,81 @@ static HRESULT set_srdesc_from_resource(D3D11_SHADER_RESOURCE_VIEW_DESC *desc, I
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static void normalize_srv_desc(D3D11_SHADER_RESOURCE_VIEW_DESC *desc, ID3D11Resource *resource)
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{
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unsigned int miplevel_count, layer_count;
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D3D11_RESOURCE_DIMENSION dimension;
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if (desc->Format != DXGI_FORMAT_UNKNOWN)
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return;
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DXGI_FORMAT format;
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ID3D11Resource_GetType(resource, &dimension);
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switch (dimension)
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{
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case D3D11_RESOURCE_DIMENSION_TEXTURE1D:
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{
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D3D11_TEXTURE1D_DESC texture_desc;
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ID3D11Texture1D *texture;
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if (FAILED(ID3D11Resource_QueryInterface(resource, &IID_ID3D11Texture1D, (void **)&texture)))
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{
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ERR("Resource of type TEXTURE1D doesn't implement ID3D11Texture1D.\n");
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break;
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}
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ID3D11Texture1D_GetDesc(texture, &texture_desc);
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ID3D11Texture1D_Release(texture);
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if (desc->Format == DXGI_FORMAT_UNKNOWN)
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desc->Format = texture_desc.Format;
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break;
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}
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case D3D11_RESOURCE_DIMENSION_TEXTURE2D:
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{
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D3D11_TEXTURE2D_DESC texture_desc;
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ID3D11Texture2D *texture;
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const struct d3d_texture2d *texture;
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if (FAILED(ID3D11Resource_QueryInterface(resource, &IID_ID3D11Texture2D, (void **)&texture)))
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if (!(texture = unsafe_impl_from_ID3D11Texture2D((ID3D11Texture2D *)resource)))
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{
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ERR("Resource of type TEXTURE2D doesn't implement ID3D11Texture2D.\n");
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break;
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ERR("Cannot get implementation from ID3D11Texture2D.\n");
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return;
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}
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ID3D11Texture2D_GetDesc(texture, &texture_desc);
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ID3D11Texture2D_Release(texture);
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if (desc->Format == DXGI_FORMAT_UNKNOWN)
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desc->Format = texture_desc.Format;
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format = texture->desc.Format;
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miplevel_count = texture->desc.MipLevels;
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layer_count = texture->desc.ArraySize;
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break;
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}
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case D3D11_RESOURCE_DIMENSION_TEXTURE3D:
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{
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const struct d3d_texture3d *texture;
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if (!(texture = unsafe_impl_from_ID3D11Texture3D((ID3D11Texture3D *)resource)))
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{
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ERR("Cannot get implementation from ID3D11Texture3D.\n");
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return;
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}
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format = texture->desc.Format;
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miplevel_count = texture->desc.MipLevels;
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layer_count = 1;
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break;
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}
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default:
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return;
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}
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if (desc->Format == DXGI_FORMAT_UNKNOWN)
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desc->Format = format;
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switch (desc->ViewDimension)
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{
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case D3D11_SRV_DIMENSION_TEXTURE1D:
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if (desc->u.Texture1D.MipLevels == -1 && desc->u.Texture1D.MostDetailedMip < miplevel_count)
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desc->u.Texture1D.MipLevels = miplevel_count - desc->u.Texture1D.MostDetailedMip;
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break;
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case D3D11_SRV_DIMENSION_TEXTURE2D:
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if (desc->u.Texture2D.MipLevels == -1 && desc->u.Texture2D.MostDetailedMip < miplevel_count)
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desc->u.Texture2D.MipLevels = miplevel_count - desc->u.Texture2D.MostDetailedMip;
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break;
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case D3D11_SRV_DIMENSION_TEXTURE2DARRAY:
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if (desc->u.Texture2DArray.MipLevels == -1 && desc->u.Texture2DArray.MostDetailedMip < miplevel_count)
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desc->u.Texture2DArray.MipLevels = miplevel_count - desc->u.Texture2DArray.MostDetailedMip;
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if (desc->u.Texture2DArray.ArraySize == -1 && desc->u.Texture2DArray.FirstArraySlice < layer_count)
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desc->u.Texture2DArray.ArraySize = layer_count - desc->u.Texture2DArray.FirstArraySlice;
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break;
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case D3D11_SRV_DIMENSION_TEXTURE3D:
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if (desc->u.Texture3D.MipLevels == -1 && desc->u.Texture3D.MostDetailedMip < miplevel_count)
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desc->u.Texture3D.MipLevels = miplevel_count - desc->u.Texture3D.MostDetailedMip;
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break;
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case D3D11_SRV_DIMENSION_TEXTURECUBE:
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if (desc->u.TextureCube.MipLevels == -1 && desc->u.TextureCube.MostDetailedMip < miplevel_count)
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desc->u.TextureCube.MipLevels = miplevel_count - desc->u.TextureCube.MostDetailedMip;
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break;
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default:
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break;
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}
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