D3D11: Added check when blitting between depth stencil surfaces.
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@ -4898,12 +4898,18 @@ BX_PRAGMA_DIAGNOSTIC_POP();
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}
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else
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{
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bool depthStencil = isDepth(TextureFormat::Enum(src.m_textureFormat) );
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BX_CHECK(!depthStencil
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|| (width == src.m_width && height == src.m_height)
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, "When blitting depthstencil surface, source resolution must match destination."
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);
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D3D11_BOX box;
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box.left = blit.m_srcX;
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box.top = blit.m_srcY;
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box.front = 0;
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box.right = blit.m_srcX + width;
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box.bottom = blit.m_srcY + height;;
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box.bottom = blit.m_srcY + height;
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box.back = 1;
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const uint32_t srcZ = TextureD3D11::TextureCube == src.m_type
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@ -4915,7 +4921,6 @@ BX_PRAGMA_DIAGNOSTIC_POP();
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: 0
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;
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bool depthStencil = isDepth(TextureFormat::Enum(src.m_textureFormat) );
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deviceCtx->CopySubresourceRegion(dst.m_ptr
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, dstZ*dst.m_numMips+blit.m_dstMip
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, blit.m_dstX
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