From 5291a9c19d3cab80bf3578a29959ea8af9f7db6d Mon Sep 17 00:00:00 2001 From: ruslan_kutdusov Date: Mon, 3 Jun 2019 13:19:48 +0500 Subject: [PATCH] Fix error in D3D11DebugManager::CopyTex2DMSToArray * There was an error in case of depth copy. Before the first draw only first 8 registers are cleared, but shader also expects 2D MS SRVs on t11-t15 --- renderdoc/driver/d3d11/d3d11_msaa_array_conv.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/renderdoc/driver/d3d11/d3d11_msaa_array_conv.cpp b/renderdoc/driver/d3d11/d3d11_msaa_array_conv.cpp index c51afd902..ef89b89ef 100644 --- a/renderdoc/driver/d3d11/d3d11_msaa_array_conv.cpp +++ b/renderdoc/driver/d3d11/d3d11_msaa_array_conv.cpp @@ -702,7 +702,7 @@ void D3D11DebugManager::CopyTex2DMSToArray(ID3D11Texture2D *destArray, ID3D11Tex return; } - ID3D11ShaderResourceView *srvs[8] = {NULL}; + ID3D11ShaderResourceView *srvs[16] = {NULL}; int srvIndex = 0; @@ -712,7 +712,7 @@ void D3D11DebugManager::CopyTex2DMSToArray(ID3D11Texture2D *destArray, ID3D11Tex srvs[srvIndex] = srvMS; - ctx->PSSetShaderResources(0, 8, srvs); + ctx->PSSetShaderResources(0, 16, srvs); // loop over every array slice in MS texture for(UINT slice = 0; slice < descMS.ArraySize; slice++)