wined3d: Use the texture level count to calculate sub-resource indices for Vulkan mip-map generation.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1266,7 +1266,7 @@ void wined3d_shader_resource_view_gl_generate_mipmap(struct wined3d_shader_resou
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void wined3d_shader_resource_view_vk_generate_mipmap(struct wined3d_shader_resource_view_vk *srv_vk,
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struct wined3d_context_vk *context_vk)
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{
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unsigned int i, j, layer_count, level_count, base_level, base_layer;
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unsigned int i, j, layer_count, level_count, base_level, base_layer, sub_resource_idx;
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const struct wined3d_vk_info *vk_info = context_vk->vk_info;
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VkImageSubresourceRange vk_src_range, vk_dst_range;
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struct wined3d_texture_vk *texture_vk;
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@ -1283,8 +1283,9 @@ void wined3d_shader_resource_view_vk_generate_mipmap(struct wined3d_shader_resou
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texture_vk = wined3d_texture_vk(texture_from_resource(srv_vk->v.resource));
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for (i = 0; i < layer_count; ++i)
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{
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if (!wined3d_texture_load_location(&texture_vk->t,
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(base_layer + i) * level_count + base_level, &context_vk->c, WINED3D_LOCATION_TEXTURE_RGB))
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sub_resource_idx = (base_layer + i) * texture_vk->t.level_count + base_level;
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if (!wined3d_texture_load_location(&texture_vk->t, sub_resource_idx,
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&context_vk->c, WINED3D_LOCATION_TEXTURE_RGB))
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ERR("Failed to load source layer %u.\n", base_layer + i);
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}
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@ -1393,10 +1394,9 @@ void wined3d_shader_resource_view_vk_generate_mipmap(struct wined3d_shader_resou
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{
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for (j = 1; j < level_count; ++j)
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{
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wined3d_texture_validate_location(&texture_vk->t,
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(base_layer + i) * level_count + base_level + j, WINED3D_LOCATION_TEXTURE_RGB);
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wined3d_texture_invalidate_location(&texture_vk->t,
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(base_layer + i) * level_count + base_level + j, ~WINED3D_LOCATION_TEXTURE_RGB);
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sub_resource_idx = (base_layer + i) * texture_vk->t.level_count + base_level + j;
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wined3d_texture_validate_location(&texture_vk->t, sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB);
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wined3d_texture_invalidate_location(&texture_vk->t, sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB);
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}
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}
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