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Like the manual says, this is technically undefined behaviour. See: https://msdn.microsoft.com/en-us/library/windows/desktop/ff476085.aspx In particular, MSDN says texture arrays created with the BIND_DECODER flag cannot be used with CreateShaderResourceView, which means they can't be sampled through SRVs like normal Direct3D textures. However, some programs (Google Chrome included) do this anyway for performance and power-usage reasons, and it appears to work with most drivers. Older AMD drivers had a "bug" with zero-copy decoding, but this appears to have been fixed. See #3255, #3464 and http://crbug.com/623029. |
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.. | ||
m_config.c | ||
m_config.h | ||
m_option.c | ||
m_option.h | ||
m_property.c | ||
m_property.h | ||
options.c | ||
options.h | ||
parse_commandline.c | ||
parse_commandline.h | ||
parse_configfile.c | ||
parse_configfile.h | ||
path.c | ||
path.h |