On Wed May 3 12:15:40 2023 +0000, Giovanni Mascellani wrote:
This fails on a Windows 11 VM with WARP with:
shader_runner:1214: Running tests from a Windows cross build shader_runner:1216: Compiling shaders with d3dcompiler_47.dll and executing with d3d9.dll shader_runner:95: Driver string: d3d10warp.dll. shader_runner:96: Device: Microsoft Basic Render Driver, 1414:008c. shader_runner:99: Using WARP device. shader_runner:248: Section [texture 0], line 8: Test failed: Failed to map texture, hr 0x8876086c.
and than it segfaults. Not sure what's going on here, but apparently the second (i.e., when mapping the smaller level) `LockRect()` calls fails with `D3DERR_INVALIDCALL`. Did you test this on Windows?
No, mostly because I don't have a Windows system particularly convenient. I only tested on Wine.
My guess is that it doesn't like discarding a subresource other than the first. I changed it to use a managed texture instead; does that work better?