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d3d12: Add workaround to be able to bind texture-only formats to framebuffers

For reading back form a texture or for using it as a source in a framebuffer blit texture only formats may be bound to a framebuffer. This requires creating a render target view, but this is not possible if the corresponding DirectX format doesn't support it.

Create a texture that has an equal or better per-pixel accuracy. copy the data over, and use the replacement texture in the render target view.

Fixes: KHR-GL32.packed_pixels.varied_rectangle.rgb9_e5 KHR-GL32.packed_pixels.rectangle.rgb9_e5

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