Add ALLOW_DEPTH_STENCIL to array textures copied to MSAA. Closes #1960

* Nothing seems to suggest that this is necessary technically and there are no
  validation errors, but without this flag sampling from the array texture
  causes DEVICE_HUNG on nvidia GPUs.
This commit is contained in:
baldurk
2020-06-29 18:25:23 +01:00
parent 767f123c73
commit 113c6f35ae
@@ -659,6 +659,9 @@ bool D3D12ResourceManager::Serialise_InitialState(SerialiserType &ser, ResourceI
bool isDepth = IsDepthFormat(resDesc.Format) ||
(resDesc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL) != 0;
if(isDepth)
arrayDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
D3D12_RESOURCE_DESC msaaDesc = resDesc;
msaaDesc.Alignment = 0;
msaaDesc.Flags = isDepth ? D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL