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d3d12: Fix format of depth texture
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parent
b50ab149d6
commit
f618247937
1 changed files with 15 additions and 2 deletions
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@ -113,7 +113,7 @@ const char *shaderCode = STRINGIFY(
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[numthreads(8, 8, 1)]\n
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void main(uint3 Id : SV_DispatchThreadID)\n
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{ \n
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OutputTexture[Id.xy] = InputTexture.Load(uint3(Id.xy, 0)) * 255.f;\n
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OutputTexture[Id.xy] = InputTexture.Load(uint3(Id.xy, 0));\n
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}
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);
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@ -1167,7 +1167,20 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
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);
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D3D12_CPU_DESCRIPTOR_HANDLE Handle = descriptorHeap->GetCPUDescriptorHandleForHeapStart();
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D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
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srvDesc.Format = DXGI_FORMAT_R32_FLOAT;
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switch (m_surface_depth_format)
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{
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case 0:
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break;
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case CELL_GCM_SURFACE_Z16:
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srvDesc.Format = DXGI_FORMAT_R16_UNORM;
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break;
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case CELL_GCM_SURFACE_Z24S8:
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srvDesc.Format = DXGI_FORMAT_R24_UNORM_X8_TYPELESS;
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break;
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default:
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LOG_ERROR(RSX, "Bad depth format! (%d)", m_surface_depth_format);
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assert(0);
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}
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srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
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srvDesc.Texture2D.MipLevels = 1;
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srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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