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Fix D3D12 pixel history on MSAA depth stencils.
* Performing pixel history on an MSAA depth target caused a memory
stomp due to the depth and stencil copies being mis-identified as a
4-component operation, stomping the following 12 bytes. For the depth,
this stomped the stencil and the following padding, but when the
missing stencil copy was added in 4815ada it stomped
dsWithoutShaderDiscard as well. This triggered an assert due to a clear
event appearing to have frags associated with it.
This commit is contained in:
committed by
Jake Turner
parent
7e8c22ce68
commit
71a5d3dae0
@@ -1087,6 +1087,7 @@ private:
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? D3D12_RESOURCE_STATE_DEPTH_READ
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: D3D12_RESOURCE_STATE_DEPTH_WRITE;
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targetCopyParams.srcImageFormat = GetDepthSRVFormat(m_CallbackInfo.targetDesc.Format, 0);
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targetCopyParams.depthcopy = true;
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targetCopyParams.copyFormat = DXGI_FORMAT_R32_TYPELESS;
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offset += offsetof(struct D3D12PixelHistoryValue, depth);
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}
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