[D3D12] ROV: Don't use the D24FS8-specific clear shader with ROV

This commit is contained in:
Triang3l 2018-11-03 20:55:50 +03:00
parent 7935bcf49f
commit 3b57c82fe4
1 changed files with 2 additions and 1 deletions

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@ -1541,7 +1541,8 @@ bool RenderTargetCache::ResolveClear(uint32_t edram_base,
(clear_rect.bottom << (16 + samples_y_log2));
root_constants.base_depth_pitch =
edram_base | (is_depth ? (1 << 11) : 0) | (surface_pitch_tiles << 12);
if (is_depth &&
// When ROV is used, there's no 32-bit depth buffer.
if (!command_processor_->IsROVUsedForEDRAM() && is_depth &&
DepthRenderTargetFormat(format) == DepthRenderTargetFormat::kD24FS8) {
root_constants.clear_depth24 = regs[XE_GPU_REG_RB_DEPTH_CLEAR].u32;
// 20e4 [0,2), based on CFloat24 from d3dref9.dll and on 6e4 in DirectXTex.