From 76ff74eeab612ee532622e310487ff89799151f4 Mon Sep 17 00:00:00 2001 From: Jesse Chounard Date: Thu, 19 Feb 2026 07:42:04 -0600 Subject: [PATCH] Fix D3D12 DSV creation for array/cube/cube-array depth textures DSV creation was missing a TEXTURE2DARRAY branch for array, cube, and cube-array depth textures. It fell through to TEXTURE2D, so FirstArraySlice was never set and all layers' DSVs targeted layer 0. This caused incorrect rendering when using depth textures with multiple layers, such as cubemap shadow maps. --- src/gpu/d3d12/SDL_gpu_d3d12.c | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) diff --git a/src/gpu/d3d12/SDL_gpu_d3d12.c b/src/gpu/d3d12/SDL_gpu_d3d12.c index f2e190cdb9..6a85c6e6d0 100644 --- a/src/gpu/d3d12/SDL_gpu_d3d12.c +++ b/src/gpu/d3d12/SDL_gpu_d3d12.c @@ -3600,7 +3600,12 @@ static D3D12Texture *D3D12_INTERNAL_CreateTexture( dsvDesc.Format = SDLToD3D12_DepthFormat[createinfo->format]; dsvDesc.Flags = (D3D12_DSV_FLAGS)0; - if (isMultisample) { + if (createinfo->type == SDL_GPU_TEXTURETYPE_2D_ARRAY || createinfo->type == SDL_GPU_TEXTURETYPE_CUBE || createinfo->type == SDL_GPU_TEXTURETYPE_CUBE_ARRAY) { + dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DARRAY; + dsvDesc.Texture2DArray.MipSlice = levelIndex; + dsvDesc.Texture2DArray.FirstArraySlice = layerIndex; + dsvDesc.Texture2DArray.ArraySize = 1; + } else if (isMultisample) { dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMS; } else { dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;