[D3D12] 128 megatexel limit explanation based on the spec [ci skip]

This commit is contained in:
Triang3l
2022-05-31 23:23:10 +03:00
parent 25594c918c
commit efd7ef212a
5 changed files with 20 additions and 15 deletions

View File

@@ -1413,8 +1413,9 @@ bool D3D12RenderTargetCache::Resolve(const Memory& memory,
if (copy_dest_committed) {
// Write the descriptors and transition the resources.
// Full shared memory without resolution scaling, range of the scaled
// resolve buffer with scaling because only 128 R32 elements can be
// addressed on Nvidia.
// resolve buffer with scaling because only at least 128 * 2^20 R32
// elements must be addressable
// (D3D12_REQ_BUFFER_RESOURCE_TEXEL_COUNT_2_TO_EXP).
ui::d3d12::util::DescriptorCpuGpuHandlePair descriptor_dest;
ui::d3d12::util::DescriptorCpuGpuHandlePair descriptor_source;
ui::d3d12::util::DescriptorCpuGpuHandlePair descriptors[2];