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Fix wrong enum comparisons
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@@ -807,14 +807,14 @@ void D3D12Replay::FillResourceView(D3D12Pipe::View &view, const D3D12Descriptor
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view.numMips = srv.Texture3D.MipLevels;
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view.minLODClamp = srv.Texture3D.ResourceMinLODClamp;
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}
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else if(srv.ViewDimension == D3D11_SRV_DIMENSION_TEXTURECUBE)
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else if(srv.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBE)
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{
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view.numSlices = 6;
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view.firstMip = srv.TextureCube.MostDetailedMip;
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view.numMips = srv.TextureCube.MipLevels;
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view.minLODClamp = srv.TextureCube.ResourceMinLODClamp;
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}
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else if(srv.ViewDimension == D3D11_SRV_DIMENSION_TEXTURECUBEARRAY)
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else if(srv.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBEARRAY)
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{
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view.numSlices = srv.TextureCubeArray.NumCubes * 6;
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view.firstSlice = srv.TextureCubeArray.First2DArrayFace;
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@@ -724,7 +724,7 @@ ShaderVariable D3D12DebugAPIWrapper::GetBufferInfo(DXBCBytecode::OperandType typ
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D3D12_RESOURCE_DESC resDesc = pResource->GetDesc();
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D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = desc->GetSRV();
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if(srvDesc.ViewDimension == D3D12_UAV_DIMENSION_BUFFER)
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if(srvDesc.ViewDimension == D3D12_SRV_DIMENSION_BUFFER)
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{
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result.value.u.x = result.value.u.y = result.value.u.z = result.value.u.w =
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(uint32_t)srvDesc.Buffer.NumElements;
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@@ -2689,17 +2689,19 @@ void ExtractInputsPS(PSInput IN, float4 debug_pixelPos : SV_Position,
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pWinnerHit = pHit;
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evalSampleCache = ((float *)evalData.data()) + evalSampleCacheData.size() * 4 * i;
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}
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else if((depthFunc == D3D11_COMPARISON_ALWAYS || depthFunc == D3D11_COMPARISON_NEVER ||
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depthFunc == D3D11_COMPARISON_NOT_EQUAL || depthFunc == D3D11_COMPARISON_EQUAL))
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else if((depthFunc == D3D12_COMPARISON_FUNC_ALWAYS ||
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depthFunc == D3D12_COMPARISON_FUNC_NEVER ||
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depthFunc == D3D12_COMPARISON_FUNC_NOT_EQUAL ||
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depthFunc == D3D12_COMPARISON_FUNC_EQUAL))
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{
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// For depth functions without an inequality comparison, use the last sample encountered
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pWinnerHit = pHit;
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evalSampleCache = ((float *)evalData.data()) + evalSampleCacheData.size() * 4 * i;
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}
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else if((depthFunc == D3D11_COMPARISON_LESS && pHit->depth < pWinnerHit->depth) ||
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(depthFunc == D3D11_COMPARISON_LESS_EQUAL && pHit->depth <= pWinnerHit->depth) ||
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(depthFunc == D3D11_COMPARISON_GREATER && pHit->depth > pWinnerHit->depth) ||
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(depthFunc == D3D11_COMPARISON_GREATER_EQUAL && pHit->depth >= pWinnerHit->depth))
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else if((depthFunc == D3D12_COMPARISON_FUNC_LESS && pHit->depth < pWinnerHit->depth) ||
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(depthFunc == D3D12_COMPARISON_FUNC_LESS_EQUAL && pHit->depth <= pWinnerHit->depth) ||
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(depthFunc == D3D12_COMPARISON_FUNC_GREATER && pHit->depth > pWinnerHit->depth) ||
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(depthFunc == D3D12_COMPARISON_FUNC_GREATER_EQUAL && pHit->depth >= pWinnerHit->depth))
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{
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// For depth functions with an inequality, find the hit that "wins" the most
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pWinnerHit = pHit;
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