VideoBackends: fix d3d12 validation layer error introduced by multi-output texture breaking logic ops support
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@ -204,21 +204,12 @@ std::unique_ptr<DXPipeline> DXPipeline::Create(const AbstractPipelineConfig& con
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desc.NumRenderTargets =
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static_cast<u8>(config.framebuffer_state.additional_color_attachment_count) + 1;
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desc.RTVFormats[0] = D3DCommon::GetRTVFormatForAbstractFormat(
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config.framebuffer_state.color_texture_format, false);
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config.framebuffer_state.color_texture_format, config.blending_state.logicopenable);
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for (u8 i = 0; i < static_cast<u8>(config.framebuffer_state.additional_color_attachment_count);
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i++)
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{
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// For now set all formats to be the same
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desc.RTVFormats[i + 1] = D3DCommon::GetRTVFormatForAbstractFormat(
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config.framebuffer_state.color_texture_format, false);
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}
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if (config.blending_state.logicopenable)
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{
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desc.NumRenderTargets++;
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desc.RTVFormats[static_cast<u8>(config.framebuffer_state.additional_color_attachment_count) +
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1] =
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D3DCommon::GetRTVFormatForAbstractFormat(config.framebuffer_state.color_texture_format,
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true);
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desc.RTVFormats[i + 1] = desc.RTVFormats[0];
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}
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}
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if (config.framebuffer_state.depth_texture_format != AbstractTextureFormat::Undefined)
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