mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-11-07 06:24:57 +00:00
Fix another issue with MSAA depth buffer copying during D3D12 replay
This commit is contained in:
1 parent
45a9fc97ae
commit
8d8538a068
1 file changed
+1
-1
@@ -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;
|
||||
|
||||
Reference in new issue
Block a user