[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

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@@ -377,7 +377,8 @@ struct ResolveCopyShaderInfo {
// shader (at least 2).
uint32_t source_bpe_log2;
// Log2 of bytes per element of the type of the destination buffer bound to
// the shader (at least 2 because of Nvidia's 128 megatexel limit that
// the shader (at least 2 because of the 128 megatexel minimum requirement on
// Direct3D 10+ - D3D12_REQ_BUFFER_RESOURCE_TEXEL_COUNT_2_TO_EXP - that
// prevents binding the entire shared memory buffer with smaller element
// sizes).
uint32_t dest_bpe_log2;