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[d3d11] Compute image data layout for unmapped textures
We sometimes need this information when uploading image data. Fixes #2380.
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@ -270,6 +270,7 @@ namespace dxvk {
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layout.DepthPitch = vkLayout.depthPitch;
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layout.DepthPitch = vkLayout.depthPitch;
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} break;
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} break;
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case D3D11_COMMON_TEXTURE_MAP_MODE_NONE:
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case D3D11_COMMON_TEXTURE_MAP_MODE_BUFFER:
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case D3D11_COMMON_TEXTURE_MAP_MODE_BUFFER:
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case D3D11_COMMON_TEXTURE_MAP_MODE_STAGING: {
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case D3D11_COMMON_TEXTURE_MAP_MODE_STAGING: {
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auto packedFormatInfo = imageFormatInfo(m_packedFormat);
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auto packedFormatInfo = imageFormatInfo(m_packedFormat);
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@ -304,9 +305,6 @@ namespace dxvk {
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layout.Offset += size;
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layout.Offset += size;
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}
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}
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} break;
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} break;
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case D3D11_COMMON_TEXTURE_MAP_MODE_NONE:
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break; /* no op */
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}
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}
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// D3D wants us to return the total subresource size in some instances
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// D3D wants us to return the total subresource size in some instances
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