Fix clamping of subresource parameters in D3D11 texture data fetch

This commit is contained in:
baldurk
2023-01-05 15:39:14 +00:00
parent f23cb75633
commit 9c1c217a2a
+4 -4
View File
@@ -2253,6 +2253,10 @@ void D3D11Replay::GetTextureData(ResourceId tex, const Subresource &sub,
UINT sampleCount = desc.SampleDesc.Count;
s.mip = RDCMIN(mips - 1, s.mip);
s.slice = RDCMIN(desc.ArraySize - 1, s.slice);
s.sample = RDCMIN(sampleCount - 1, s.sample);
if(desc.SampleDesc.Count > 1)
{
desc.ArraySize *= desc.SampleDesc.Count;
@@ -2266,10 +2270,6 @@ void D3D11Replay::GetTextureData(ResourceId tex, const Subresource &sub,
mips = desc.MipLevels ? desc.MipLevels : CalcNumMips(desc.Width, desc.Height, 1);
s.mip = RDCMIN(mips - 1, s.mip);
s.slice = RDCMIN(desc.ArraySize - 1, s.slice);
s.sample = RDCMIN(sampleCount - 1, s.sample);
if(params.remap != RemapTexture::NoRemap)
{
if(params.remap == RemapTexture::RGBA8)