Disable multisampling for now

This commit is contained in:
baldurk
2016-07-10 14:30:57 +03:00
parent 7d50aad4d7
commit 2fec42b3f2
+8 -7
View File
@@ -506,7 +506,7 @@ void D3D12DebugManager::OutputWindow::MakeRTV(bool multisampled)
D3D12_RESOURCE_DESC texDesc = bb[0]->GetDesc();
texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
texDesc.SampleDesc.Count = multisampled ? 4 : 1;
texDesc.SampleDesc.Count = multisampled ? 1 : 1;
texDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
D3D12_HEAP_PROPERTIES heapProps;
@@ -546,7 +546,7 @@ void D3D12DebugManager::OutputWindow::MakeDSV()
D3D12_RESOURCE_DESC texDesc = bb[0]->GetDesc();
texDesc.SampleDesc.Count = 4;
texDesc.SampleDesc.Count = 1;
texDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
texDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
@@ -557,10 +557,9 @@ void D3D12DebugManager::OutputWindow::MakeDSV()
heapProps.CreationNodeMask = 1;
heapProps.VisibleNodeMask = 1;
HRESULT hr = dev->CreateCommittedResource(
&heapProps, D3D12_HEAP_FLAG_NONE, &texDesc,
D3D12_RESOURCE_STATE_DEPTH_WRITE | D3D12_RESOURCE_STATE_DEPTH_READ, NULL,
__uuidof(ID3D12Resource), (void **)&depth);
HRESULT hr = dev->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &texDesc,
D3D12_RESOURCE_STATE_DEPTH_WRITE, NULL,
__uuidof(ID3D12Resource), (void **)&depth);
if(FAILED(hr))
{
@@ -806,11 +805,13 @@ void D3D12DebugManager::FlipOutputWindow(uint64_t id)
list->ResourceBarrier(2, barriers);
// resolve or copy from colour to backbuffer
/*
if(outw.depth)
list->ResolveSubresource(barriers[1].Transition.pResource, 0, barriers[0].Transition.pResource,
0, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB);
else
list->CopyResource(barriers[1].Transition.pResource, barriers[0].Transition.pResource);
*/
list->CopyResource(barriers[1].Transition.pResource, barriers[0].Transition.pResource);
std::swap(barriers[0].Transition.StateBefore, barriers[0].Transition.StateAfter);
std::swap(barriers[1].Transition.StateBefore, barriers[1].Transition.StateAfter);