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In error descriptions for clCreateFromD3D11Texture3DKHR, error value CL_INVALID_D3D11_RESOURCE_KHR, the spec says " if resource is a multisampled texture"
However D3D11 spec only allows 2D multisampled textures and has the restriction:
• SampleDesc: Multisample parameters for the surface (Sample Count and Quality Level). For buffers, Texture1D, Texture1DArray, and Texture3D resources, the only Sample Count allowed is 1 and the only allowed Quality Level is zero.
Just to confirm: the current text isn't wrong per se, but it is unnecessary and potentially confusing, because it is not possible to create a D3D11 3D texture resource that is multi-sampled, correct?
If so, the same change should also be made for D3D10 3D texture resources.
In error descriptions for clCreateFromD3D11Texture3DKHR, error value CL_INVALID_D3D11_RESOURCE_KHR, the spec says " if resource is a multisampled texture"
However D3D11 spec only allows 2D multisampled textures and has the restriction:
• SampleDesc: Multisample parameters for the surface (Sample Count and Quality Level). For buffers, Texture1D, Texture1DArray, and Texture3D resources, the only Sample Count allowed is 1 and the only allowed Quality Level is zero.
Further, [D3D11_TEXTURE3D_DESC] (https://learn.microsoft.com/en-us/windows/win32/api/d3d11/ns-d3d11-d3d11_texture3d_desc) does not have a parameter for SampleDesc.
Could we remove the part about multisampled textures from clCreateFromD3D11Texture3DKHR?
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