Fix check for depth in MSAA <-> Array copies

This commit is contained in:
baldurk
2020-02-11 13:40:55 +00:00
parent 3e7273121f
commit f121b05fda
@@ -63,7 +63,8 @@ void D3D12DebugManager::CopyTex2DMSToArray(ID3D12Resource *destArray, ID3D12Reso
dsvDesc.Texture2DArray.MipSlice = 0;
bool isDepth = IsDepthFormat(rtvDesc.Format) ||
(descMS.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL) != 0;
(descMS.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL) != 0 ||
(descArr.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL) != 0;
bool intFormat = IsUIntFormat(rtvDesc.Format) || IsIntFormat(rtvDesc.Format);
bool stencil = false;
@@ -331,7 +332,8 @@ void D3D12DebugManager::CopyArrayToTex2DMS(ID3D12Resource *destMS, ID3D12Resourc
dsvDesc.Texture2DMSArray.ArraySize = 1;
bool isDepth = IsDepthFormat(rtvDesc.Format) ||
(descArr.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL) != 0;
(descArr.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL) != 0 ||
(descMS.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL) != 0;
bool intFormat = IsUIntFormat(rtvDesc.Format) || IsIntFormat(rtvDesc.Format);
bool stencil = false;