mirror of https://github.com/bkaradzic/bgfx
Resolve texture format correctly on D3D11/D3D12 (#2859)
* D3D12: Fix ResolveSubresource texture format parameter For depth textures this always returned the TYPELESS one, but instead it should have passed the FLOAT. * D3D11: Fix ResolveSubresource texture format parameter For depth textures this always returned the TYPELESS one, but instead it should have passed the FLOAT.
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@ -4873,7 +4873,7 @@ namespace bgfx { namespace d3d11
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for (uint32_t ii = _layer; ii < _numLayers; ++ii)
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{
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const UINT resource = _mip + (ii * m_numMips);
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deviceCtx->ResolveSubresource(m_texture2d, resource, m_rt, resource, s_textureFormat[m_textureFormat].m_fmt);
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deviceCtx->ResolveSubresource(m_texture2d, resource, m_rt, resource, s_textureFormat[m_textureFormat].m_fmtSrv);
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}
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}
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@ -5210,7 +5210,7 @@ namespace bgfx { namespace d3d12
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, resource
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, m_ptr
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, resource
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, s_textureFormat[m_textureFormat].m_fmt
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, s_textureFormat[m_textureFormat].m_fmtSrv
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);
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}
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