Always remap depth textures to RGBA32F if needed

This commit is contained in:
baldurk
2019-12-13 11:46:10 +00:00
parent 66cd12f113
commit a5704344b6
+4
View File
@@ -2206,8 +2206,12 @@ void ReplayProxy::RemapProxyTextureIfNeeded(TextureDescription &tex, GetTextureD
else
params.remap = RemapTexture::RGBA32;
// always remap depth to RGBA32F, because D16_UNORM will lose precision if remapped to R16_FLOAT
if(tex.format.compType == CompType::Depth)
{
params.remap = RemapTexture::RGBA32;
tex.format.compType = CompType::Float;
}
}
tex.format.SetBGRAOrder(false);