Change D3D11/12 Shader_Debug_Zoo to use 32x32 mipmapped texture

32 x 32 means the mip count (5) is different to the MSSA count (4)
This commit is contained in:
Jake Turner committed 2024-07-03 11:14:01 +01:00
1 parent 0b9ed7bd8e
commit 67777f16af
2 files changed
+2 -2

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@@ -1026,7 +1026,7 @@ float4 main(v2f IN, uint samp : SV_SampleIndex) : SV_Target0
ID3D11Texture2DPtr testTex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 16, 16).Mips(3).SRV();
ID3D11ShaderResourceViewPtr testSRV = MakeSRV(testTex);
ID3D11Texture2DPtr msTex = MakeTexture(DXGI_FORMAT_R32_FLOAT, 16, 16).Multisampled(4).RTV().SRV();
ID3D11Texture2DPtr msTex = MakeTexture(DXGI_FORMAT_R32_FLOAT, 32, 32).Multisampled(4).RTV().SRV();
ID3D11ShaderResourceViewPtr msSRV = MakeSRV(msTex);
ID3D11BufferPtr rawBuf = MakeBuffer().SRV().ByteAddressed().Data(testdata);
@@ -976,7 +976,7 @@ float4 main(v2f IN, uint samp : SV_SampleIndex) : SV_Target0
.NumElements(12)
.CreateGPU(1);
ID3D12ResourcePtr msTex = MakeTexture(DXGI_FORMAT_R32_FLOAT, 16, 16).Multisampled(4).RTV();
ID3D12ResourcePtr msTex = MakeTexture(DXGI_FORMAT_R32_FLOAT, 32, 32).Multisampled(4).RTV();
MakeSRV(msTex).CreateGPU(4);
Texture rgba8;