Fix another issue with MSAA depth buffer copying during D3D12 replay

This commit is contained in:
Denis Rutkov
2019-02-27 14:21:06 +00:00
committed by baldurk
parent 45a9fc97ae
commit 8d8538a068
@@ -419,7 +419,7 @@ void D3D12DebugManager::CopyArrayToTex2DMS(ID3D12Resource *destMS, ID3D12Resourc
pipeDesc.PS.pShaderBytecode = m_DepthArray2MS->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;