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#d3d12

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whyyyyyyyyyy

learn.microsoft.com/en-us/wind

> Note If you use CopySubresourceRegion with a depth-stencil buffer or a multisampled resource, you must copy the whole subresource.

(same for D3D12 CopyTextureRegion)

this is really messing with my goal of rendering reflections into an atlas (there's no fb fetch either which is the reason for the copy)

(vkCmdBlitImage seems to support partial rect copies out of depth/stencil images however? so why not d3d?)

learn.microsoft.comID3D11DeviceContext::CopySubresourceRegion (d3d11.h) - Win32 appsCopy a region from a source resource to a destination resource. (ID3D11DeviceContext.CopySubresourceRegion)

weird thing happening in this hlsl where if i declare this buffer as StructuredBuffer<VertexStruct> and index it with [vertex_id], i get garbage in the struct members.

but if i declare it as ByteAddressBuffer and index it with e.g. [vertex_id*32+16], i get the expected values.

(VertexStruct is eight floats, so 32 bytes; offset 16 is the fifth float)

i dont understand at all why StructuredBuffer isnt working right. any ideas?

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