d3d11: Use WINED3D_POOL_MANAGED for staging 3D textures.
This makes 3D staging textures CPU accessible. 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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@ -7972,8 +7972,7 @@ static void test_resource_map(void)
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memset(&mapped_subresource, 0, sizeof(mapped_subresource));
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hr = ID3D11DeviceContext_Map(context, (ID3D11Resource *)texture3d, 0, D3D11_MAP_WRITE, 0, &mapped_subresource);
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todo_wine ok(SUCCEEDED(hr), "Failed to map texture, hr %#x.\n", hr);
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if (FAILED(hr)) goto done;
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ok(SUCCEEDED(hr), "Failed to map texture, hr %#x.\n", hr);
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ok(mapped_subresource.RowPitch == 4 * 64, "Got unexpected row pitch %u.\n", mapped_subresource.RowPitch);
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ok(mapped_subresource.DepthPitch == 4 * 64 * 64, "Got unexpected depth pitch %u.\n",
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mapped_subresource.DepthPitch);
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@ -7990,7 +7989,6 @@ static void test_resource_map(void)
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ok(data == 0xdeadbeef, "Got unexpected data %#x.\n", data);
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ID3D11DeviceContext_Unmap(context, (ID3D11Resource *)texture3d, 0);
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done:
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refcount = ID3D11Texture3D_Release(texture3d);
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ok(!refcount, "3D texture has %u references left.\n", refcount);
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@ -946,7 +946,7 @@ static HRESULT d3d_texture3d_init(struct d3d_texture3d *texture, struct d3d_devi
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wined3d_desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
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wined3d_desc.multisample_quality = 0;
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wined3d_desc.usage = wined3d_usage_from_d3d11(desc->BindFlags, desc->Usage);
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wined3d_desc.pool = WINED3D_POOL_DEFAULT;
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wined3d_desc.pool = desc->Usage == D3D11_USAGE_STAGING ? WINED3D_POOL_MANAGED : WINED3D_POOL_DEFAULT;
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wined3d_desc.width = desc->Width;
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wined3d_desc.height = desc->Height;
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wined3d_desc.depth = desc->Depth;
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