Display multisampled overlays properly for depth textures on D3D11

This commit is contained in:
baldurk
2018-11-01 12:01:05 +00:00
parent 2673be1d4e
commit d6a995f456
+2 -1
View File
@@ -61,7 +61,8 @@ ResourceId D3D11Replay::RenderOverlay(ResourceId texid, CompType typeHint, Debug
realTexDesc.Width = details.texWidth;
realTexDesc.Height = details.texHeight;
if(details.texType == eTexType_2DMS)
if(details.texType == eTexType_2DMS || details.texType == eTexType_DepthMS ||
details.texType == eTexType_StencilMS)
{
realTexDesc.SampleDesc.Count = details.sampleCount;
realTexDesc.SampleDesc.Quality = details.sampleQuality;