On Mon, 29 Mar 2021 at 10:27, Jan Sikorski jsikorski@codeweavers.com wrote:
On 26 Mar 2021, at 19:20, Henri Verbeet hverbeet@gmail.com wrote: On Fri, 26 Mar 2021 at 14:22, Jan Sikorski jsikorski@codeweavers.com wrote:
- texture_desc_3d.Width = 2;
- texture_desc_3d.Height = 2;
- texture_desc_3d.Depth = 2;
- texture_desc_3d.MipLevels = 1;
- texture_desc_3d.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- texture_desc_3d.Usage = D3D11_USAGE_DEFAULT;
- texture_desc_3d.BindFlags = D3D11_BIND_SHADER_RESOURCE;
- texture_desc_3d.CPUAccessFlags = 0;
- texture_desc_3d.MiscFlags = 0;
D3D10_USAGE_DEFAULT, D3D10_BIND_SHADER_RESOURCE.
- hr = ID3D10Device_CreateTexture3D(device, &texture_desc_3d, &resource_data, &texture_3d);
- if (FAILED(hr))
- {
skip("Failed to create BC7 3d texture, hr %#x.\n", hr);
- }
Does that pass anywhere? BC7 is supposed to be a feature level 11.0+ feature.
Oops, you’re right, I rushed that part. Looks like there’s no D3D10 compressed format that we support in 3D without decompressing. We could skip it altogether or maybe do an array of 2D, say, BC4 textures instead? (I don’t know if UpdateSubresource can write to multiple layers though..)
Skipping should be fine, but it might not be bad to test the upload decompression paths either.