Fix copying depth data from depth stencil with MSAA in DX12.

This commit is contained in:
dendron2000
2019-02-27 13:51:27 +00:00
committed by baldurk
parent 0c1b6439c4
commit 4846221794
@@ -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);
}
}