d3d12: Fix format of depth texture

This commit is contained in:
vlj 2015-05-27 00:14:22 +02:00 committed by Vincent Lejeune
parent b50ab149d6
commit f618247937

View file

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