D3D11: Added check when blitting between depth stencil surfaces.

This commit is contained in:
Branimir Karadžić 2016-01-12 14:26:52 -08:00
parent ab9a0c12b0
commit 96d5da63ab

View File

@ -4898,12 +4898,18 @@ BX_PRAGMA_DIAGNOSTIC_POP();
}
else
{
bool depthStencil = isDepth(TextureFormat::Enum(src.m_textureFormat) );
BX_CHECK(!depthStencil
|| (width == src.m_width && height == src.m_height)
, "When blitting depthstencil surface, source resolution must match destination."
);
D3D11_BOX box;
box.left = blit.m_srcX;
box.top = blit.m_srcY;
box.front = 0;
box.right = blit.m_srcX + width;
box.bottom = blit.m_srcY + height;;
box.bottom = blit.m_srcY + height;
box.back = 1;
const uint32_t srcZ = TextureD3D11::TextureCube == src.m_type
@ -4915,7 +4921,6 @@ BX_PRAGMA_DIAGNOSTIC_POP();
: 0
;
bool depthStencil = isDepth(TextureFormat::Enum(src.m_textureFormat) );
deviceCtx->CopySubresourceRegion(dst.m_ptr
, dstZ*dst.m_numMips+blit.m_dstMip
, blit.m_dstX