[D3D12] Texture load code cleanup and resolution scaling fixes

The resolution scale is now taken into account when copying from the mip tail.
This commit is contained in:
Triang3l
2022-05-24 22:28:42 +03:00
parent 75c185e759
commit 8701c9f24e
4 changed files with 98 additions and 126 deletions

View File

@@ -562,7 +562,7 @@ class D3D12CommandProcessor : public CommandProcessor {
// Unsubmitted barrier batch.
std::vector<D3D12_RESOURCE_BARRIER> barriers_;
// <Resource, submission where requested>, sorted by the submission number.
// <Submission where requested, resource>, sorted by the submission number.
std::deque<std::pair<uint64_t, ID3D12Resource*>> resources_for_deletion_;
static constexpr uint32_t kScratchBufferSizeIncrement = 16 * 1024 * 1024;