Identify backbuffer textures properly and set to non-typeless format

This commit is contained in:
baldurk
2016-07-10 18:10:04 +02:00
parent 5420ab3256
commit 8fd872525a
+4 -1
View File
@@ -164,8 +164,11 @@ FetchTexture D3D12Replay::GetTexture(ResourceId id)
if(desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS)
ret.creationFlags |= eTextureCreate_UAV;
if(id == m_pDevice->GetQueue()->GetBackbufferResourceID())
if(ret.ID == m_pDevice->GetQueue()->GetBackbufferResourceID())
{
ret.format = MakeResourceFormat(GetTypedFormat(desc.Format, eCompType_UNorm));
ret.creationFlags |= eTextureCreate_SwapBuffer;
}
ret.customName = true;
string str = ""; // TODO GetName(it.second);