From 909b465eb18c32fe81a4ff5fa1b4ba21687ee509 Mon Sep 17 00:00:00 2001 From: baldurk Date: Wed, 29 Aug 2018 20:49:00 +0100 Subject: [PATCH] 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. --- renderdoc/driver/d3d12/d3d12_postvs.cpp | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/renderdoc/driver/d3d12/d3d12_postvs.cpp b/renderdoc/driver/d3d12/d3d12_postvs.cpp index a524da085..07a86e8b2 100644 --- a/renderdoc/driver/d3d12/d3d12_postvs.cpp +++ b/renderdoc/driver/d3d12/d3d12_postvs.cpp @@ -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;