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>
This commit is contained in:
Henri Verbeet 2021-06-07 16:55:12 +02:00 committed by Alexandre Julliard
parent 27845d2fbd
commit b6ca5e50a6
1 changed files with 7 additions and 7 deletions

View File

@ -1266,7 +1266,7 @@ void wined3d_shader_resource_view_gl_generate_mipmap(struct wined3d_shader_resou
void wined3d_shader_resource_view_vk_generate_mipmap(struct wined3d_shader_resource_view_vk *srv_vk,
struct wined3d_context_vk *context_vk)
{
unsigned int i, j, layer_count, level_count, base_level, base_layer;
unsigned int i, j, layer_count, level_count, base_level, base_layer, sub_resource_idx;
const struct wined3d_vk_info *vk_info = context_vk->vk_info;
VkImageSubresourceRange vk_src_range, vk_dst_range;
struct wined3d_texture_vk *texture_vk;
@ -1283,8 +1283,9 @@ void wined3d_shader_resource_view_vk_generate_mipmap(struct wined3d_shader_resou
texture_vk = wined3d_texture_vk(texture_from_resource(srv_vk->v.resource));
for (i = 0; i < layer_count; ++i)
{
if (!wined3d_texture_load_location(&texture_vk->t,
(base_layer + i) * level_count + base_level, &context_vk->c, WINED3D_LOCATION_TEXTURE_RGB))
sub_resource_idx = (base_layer + i) * texture_vk->t.level_count + base_level;
if (!wined3d_texture_load_location(&texture_vk->t, sub_resource_idx,
&context_vk->c, WINED3D_LOCATION_TEXTURE_RGB))
ERR("Failed to load source layer %u.\n", base_layer + i);
}
@ -1393,10 +1394,9 @@ void wined3d_shader_resource_view_vk_generate_mipmap(struct wined3d_shader_resou
{
for (j = 1; j < level_count; ++j)
{
wined3d_texture_validate_location(&texture_vk->t,
(base_layer + i) * level_count + base_level + j, WINED3D_LOCATION_TEXTURE_RGB);
wined3d_texture_invalidate_location(&texture_vk->t,
(base_layer + i) * level_count + base_level + j, ~WINED3D_LOCATION_TEXTURE_RGB);
sub_resource_idx = (base_layer + i) * texture_vk->t.level_count + base_level + j;
wined3d_texture_validate_location(&texture_vk->t, sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB);
wined3d_texture_invalidate_location(&texture_vk->t, sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB);
}
}