Henri Verbeet pushed to branch master at wine / vkd3d
Commits: 85e84828 by Giovanni Mascellani at 2025-04-14T15:54:27+02:00 tests/shader_runner_d3d11: Do not create CPU-readable multisample resolution textures.
Unless the D3D11_FEATURE_DATA_D3D11_OPTIONS2.MapOnDefaultTextures feature is supported, textures with default usage cannot be read by the CPU; and there isn't a need to either, since we're going through a staging texture anyway.
This worked on AMD and WARP, but failed on NVIDIA on Windows.
- - - - - 4412a836 by Giovanni Mascellani at 2025-04-14T15:56:01+02:00 tests: Create structured buffers with the appropriate stride.
The stride didn't match the structure size used in the shader.
This didn't seem to be a problem on AMD and WARP, but it was on NVIDIA on Windows. Specifically, it seems that the buffer is read using the shader structure size (so most tests pass), but bounds are checked using the buffer stride, so a test returned zero simply because an out-of-bounds read was detected.
- - - - -
2 changed files:
- tests/hlsl/srv-structuredbuffer.shader_test - tests/shader_runner_d3d11.c
View it on GitLab: https://gitlab.winehq.org/wine/vkd3d/-/compare/4e783e2d6629881bbf78db6325b3d...