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[d3d11] Initialize subresourceLayers in the inner loop
Not doing so causes Dirt Rally to fail uploading some textures properly for some extremely weird reason.
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@ -114,16 +114,13 @@ namespace dxvk {
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// pInitialData is an array that stores an entry for
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// pInitialData is an array that stores an entry for
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// every single subresource. Since we will define all
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// every single subresource. Since we will define all
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// subresources, this counts as initialization.
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// subresources, this counts as initialization.
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VkImageSubresourceLayers subresourceLayers;
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subresourceLayers.aspectMask = formatInfo->aspectMask;
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subresourceLayers.mipLevel = 0;
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subresourceLayers.baseArrayLayer = 0;
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subresourceLayers.layerCount = 1;
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for (uint32_t layer = 0; layer < image->info().numLayers; layer++) {
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for (uint32_t layer = 0; layer < image->info().numLayers; layer++) {
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for (uint32_t level = 0; level < image->info().mipLevels; level++) {
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for (uint32_t level = 0; level < image->info().mipLevels; level++) {
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subresourceLayers.baseArrayLayer = layer;
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VkImageSubresourceLayers subresourceLayers;
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subresourceLayers.aspectMask = formatInfo->aspectMask;
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subresourceLayers.mipLevel = level;
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subresourceLayers.mipLevel = level;
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subresourceLayers.baseArrayLayer = layer;
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subresourceLayers.layerCount = 1;
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const uint32_t id = D3D11CalcSubresource(
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const uint32_t id = D3D11CalcSubresource(
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level, layer, image->info().mipLevels);
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level, layer, image->info().mipLevels);
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