Fix depth resolve barrier in D3D12 renderpass api

This commit is contained in:
baldurk
2026-01-01 16:52:20 +00:00
parent f333d08bb4
commit 084e1c5acc
@@ -605,8 +605,7 @@ bool WrappedID3D12GraphicsCommandList::Serialise_EndRenderPass(SerialiserType &s
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Transition.pResource = Unwrap(state.rpDSV.DepthEndingAccess.Resolve.pSrcResource);
barrier.Transition.StateBefore =
D3D12_RESOURCE_STATE_DEPTH_READ | D3D12_RESOURCE_STATE_DEPTH_WRITE;
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_DEPTH_WRITE;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RESOLVE_SOURCE;
Unwrap4(m_Cmd->RerecordCmdList(m_Cmd->m_LastCmdListID))->ResourceBarrier(1, &barrier);