From d6a995f456e88a63d0e6e5cb24648c8c60f47485 Mon Sep 17 00:00:00 2001 From: baldurk Date: Thu, 1 Nov 2018 12:01:05 +0000 Subject: [PATCH] Display multisampled overlays properly for depth textures on D3D11 --- renderdoc/driver/d3d11/d3d11_overlay.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/renderdoc/driver/d3d11/d3d11_overlay.cpp b/renderdoc/driver/d3d11/d3d11_overlay.cpp index d698a8079..f5477f3c1 100644 --- a/renderdoc/driver/d3d11/d3d11_overlay.cpp +++ b/renderdoc/driver/d3d11/d3d11_overlay.cpp @@ -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;