mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-09-21 05:05:44 +00:00
Fix copying depth data from depth stencil with MSAA in DX12.
This commit is contained in:
@@ -144,7 +144,7 @@ void D3D12DebugManager::CopyTex2DMSToArray(ID3D12Resource *destArray, ID3D12Reso
|
||||
pipeDesc.PS.pShaderBytecode = m_DepthMS2Array->GetBufferPointer();
|
||||
pipeDesc.NumRenderTargets = 0;
|
||||
pipeDesc.RTVFormats[0] = DXGI_FORMAT_UNKNOWN;
|
||||
pipeDesc.DSVFormat = rtvDesc.Format;
|
||||
pipeDesc.DSVFormat = dsvDesc.Format;
|
||||
pipeDesc.DepthStencilState.DepthEnable = TRUE;
|
||||
pipeDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
|
||||
pipeDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
|
||||
@@ -556,4 +556,4 @@ void D3D12DebugManager::CopyArrayToTex2DMS(ID3D12Resource *destMS, ID3D12Resourc
|
||||
|
||||
SAFE_RELEASE(pso);
|
||||
SAFE_RELEASE(psoStencil);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user