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https://github.com/baldurk/renderdoc.git
synced 2026-05-05 01:20:42 +00:00
Disable multisampling for now
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@@ -506,7 +506,7 @@ void D3D12DebugManager::OutputWindow::MakeRTV(bool multisampled)
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D3D12_RESOURCE_DESC texDesc = bb[0]->GetDesc();
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texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
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texDesc.SampleDesc.Count = multisampled ? 4 : 1;
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texDesc.SampleDesc.Count = multisampled ? 1 : 1;
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texDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
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D3D12_HEAP_PROPERTIES heapProps;
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@@ -546,7 +546,7 @@ void D3D12DebugManager::OutputWindow::MakeDSV()
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D3D12_RESOURCE_DESC texDesc = bb[0]->GetDesc();
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texDesc.SampleDesc.Count = 4;
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texDesc.SampleDesc.Count = 1;
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texDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
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texDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
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@@ -557,10 +557,9 @@ void D3D12DebugManager::OutputWindow::MakeDSV()
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heapProps.CreationNodeMask = 1;
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heapProps.VisibleNodeMask = 1;
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HRESULT hr = dev->CreateCommittedResource(
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&heapProps, D3D12_HEAP_FLAG_NONE, &texDesc,
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D3D12_RESOURCE_STATE_DEPTH_WRITE | D3D12_RESOURCE_STATE_DEPTH_READ, NULL,
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__uuidof(ID3D12Resource), (void **)&depth);
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HRESULT hr = dev->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &texDesc,
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D3D12_RESOURCE_STATE_DEPTH_WRITE, NULL,
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__uuidof(ID3D12Resource), (void **)&depth);
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if(FAILED(hr))
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{
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@@ -806,11 +805,13 @@ void D3D12DebugManager::FlipOutputWindow(uint64_t id)
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list->ResourceBarrier(2, barriers);
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// resolve or copy from colour to backbuffer
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/*
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if(outw.depth)
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list->ResolveSubresource(barriers[1].Transition.pResource, 0, barriers[0].Transition.pResource,
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0, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB);
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else
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list->CopyResource(barriers[1].Transition.pResource, barriers[0].Transition.pResource);
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*/
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list->CopyResource(barriers[1].Transition.pResource, barriers[0].Transition.pResource);
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std::swap(barriers[0].Transition.StateBefore, barriers[0].Transition.StateAfter);
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std::swap(barriers[1].Transition.StateBefore, barriers[1].Transition.StateAfter);
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