Fix display of mips with D3D12 texture display hack

This commit is contained in:
baldurk
2016-09-19 18:31:28 +02:00
parent 20b6c86119
commit ece0725d8e
+1 -1
View File
@@ -1552,7 +1552,7 @@ bool D3D12DebugManager::RenderTexture(TextureDisplay cfg, bool blendAlpha)
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
srvDesc.Format = GetTypedFormat(resource->GetDesc().Format, cfg.typeHint);
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
srvDesc.Texture2D.MipLevels = 1;
srvDesc.Texture2D.MipLevels = ~0U;
srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Texture2D.PlaneSlice = 0;
srvDesc.Texture2D.ResourceMinLODClamp = 0.0f;