瀏覽代碼

Fix D3D12 DSV creation for array/cube/cube-array depth textures

DSV creation was missing a TEXTURE2DARRAY branch for array, cube, and
cube-array depth textures. It fell through to TEXTURE2D, so
FirstArraySlice was never set and all layers' DSVs targeted layer 0.
This caused incorrect rendering when using depth textures with multiple
layers, such as cubemap shadow maps.
Jesse Chounard 1 周之前
父節點
當前提交
a79bd26d28
共有 1 個文件被更改,包括 6 次插入1 次删除
  1. 6 1
      src/gpu/d3d12/SDL_gpu_d3d12.c

+ 6 - 1
src/gpu/d3d12/SDL_gpu_d3d12.c

@@ -3646,7 +3646,12 @@ static D3D12Texture *D3D12_INTERNAL_CreateTexture(
                 dsvDesc.Format = SDLToD3D12_DepthFormat[createinfo->format];
                 dsvDesc.Flags = (D3D12_DSV_FLAGS)0;
 
-                if (isMultisample) {
+                if (createinfo->type == SDL_GPU_TEXTURETYPE_2D_ARRAY || createinfo->type == SDL_GPU_TEXTURETYPE_CUBE || createinfo->type == SDL_GPU_TEXTURETYPE_CUBE_ARRAY) {
+                    dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DARRAY;
+                    dsvDesc.Texture2DArray.MipSlice = levelIndex;
+                    dsvDesc.Texture2DArray.FirstArraySlice = layerIndex;
+                    dsvDesc.Texture2DArray.ArraySize = 1;
+                } else if (isMultisample) {
                     dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMS;
                 } else {
                     dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;