better hardware utilization of depthstencil resources
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@@ -31,7 +31,8 @@ void wiDepthTarget::Initialize(int width, int height, UINT MSAAC)
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depthDesc.Height = height;
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depthDesc.MipLevels = 1;
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depthDesc.ArraySize = 1;
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depthDesc.Format = FORMAT_R24G8_TYPELESS;
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//depthDesc.Format = FORMAT_R24G8_TYPELESS;
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depthDesc.Format = FORMAT_R32G8X24_TYPELESS; // better utilization of hardware
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depthDesc.SampleDesc.Count = MSAAC;
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// depthDesc.SampleDesc.Quality = 0; // auto-filll in device
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depthDesc.Usage = USAGE_DEFAULT;
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@@ -1954,6 +1954,9 @@ HRESULT GraphicsDevice_DX11::CreateShaderResourceView(Texture2D* pTexture)
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case FORMAT_R24G8_TYPELESS:
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shaderResourceViewDesc.Format = DXGI_FORMAT_R24_UNORM_X8_TYPELESS;
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break;
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case FORMAT_R32G8X24_TYPELESS:
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shaderResourceViewDesc.Format = DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS;
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break;
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default:
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shaderResourceViewDesc.Format = _ConvertFormat(pTexture->desc.Format);
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break;
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@@ -2289,6 +2292,9 @@ HRESULT GraphicsDevice_DX11::CreateDepthStencilView(Texture2D* pTexture)
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case FORMAT_R24G8_TYPELESS:
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depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
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break;
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case FORMAT_R32G8X24_TYPELESS:
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depthStencilViewDesc.Format = DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
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break;
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default:
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depthStencilViewDesc.Format = _ConvertFormat(pTexture->desc.Format);
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break;
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@@ -9,7 +9,7 @@ namespace wiVersion
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// minor features, major updates
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const int minor = 12;
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// minor bug fixes, alterations, refactors, updates
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const int revision = 4;
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const int revision = 5;
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long GetVersion()
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