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https://github.com/baldurk/renderdoc.git
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Use integer copy for MSAA<->array when texture is typeless
* Copying as floats may not be safe as subnormal values will get flushed.
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@@ -202,7 +202,8 @@ void D3D11DebugManager::CopyArrayToTex2DMS(ID3D11Texture2D *destMS, ID3D11Textur
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}
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bool depthFormat = IsDepthFormat(descMS.Format);
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bool intFormat = IsUIntFormat(descMS.Format) || IsIntFormat(descMS.Format);
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bool intFormat =
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IsUIntFormat(descMS.Format) || IsIntFormat(descMS.Format) || IsTypelessFormat(descMS.Format);
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ID3D11Texture2D *rtvResource = NULL;
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ID3D11Texture2D *srvResource = NULL;
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@@ -547,7 +548,8 @@ void D3D11DebugManager::CopyTex2DMSToArray(ID3D11Texture2D *destArray, ID3D11Tex
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D3D11_TEXTURE2D_DESC srvResDesc = descMS;
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bool depthFormat = IsDepthFormat(descMS.Format);
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bool intFormat = IsUIntFormat(descMS.Format) || IsIntFormat(descMS.Format);
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bool intFormat =
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IsUIntFormat(descMS.Format) || IsIntFormat(descMS.Format) || IsTypelessFormat(descMS.Format);
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rtvResDesc.BindFlags = depthFormat ? D3D11_BIND_DEPTH_STENCIL : D3D11_BIND_RENDER_TARGET;
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srvResDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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