diff --git a/renderdoc/driver/d3d12/d3d12_debug.cpp b/renderdoc/driver/d3d12/d3d12_debug.cpp index e58f408c7..8a5415fce 100644 --- a/renderdoc/driver/d3d12/d3d12_debug.cpp +++ b/renderdoc/driver/d3d12/d3d12_debug.cpp @@ -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);