Disable MSAA when creating PSO for mesh output fetch on D3D12

* This doesn't change anything as we're not rasterizing, but it keeps the D3D
  runtime happy.
This commit is contained in:
baldurk
2018-08-29 20:49:00 +01:00
parent f12a1a66f6
commit 909b465eb1
+4
View File
@@ -307,6 +307,10 @@ void D3D12Replay::InitPostVSBuffers(uint32_t eventId)
// render as points
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT;
// disable MSAA
psoDesc.SampleDesc.Count = 1;
psoDesc.SampleDesc.Quality = 0;
// disable outputs
RDCEraseEl(psoDesc.RTVFormats);
psoDesc.DSVFormat = DXGI_FORMAT_UNKNOWN;