From 013bffa27ee477a73912a4d60b838b653684d6a0 Mon Sep 17 00:00:00 2001 From: Skyth <19259897+blueskythlikesclouds@users.noreply.github.com> Date: Thu, 28 Nov 2024 00:58:04 +0300 Subject: [PATCH] Fix MSAA depth resolve not accounting for reverse Z. --- UnleashedRecomp/gpu/shader/resolve_msaa_depth.hlsli | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/UnleashedRecomp/gpu/shader/resolve_msaa_depth.hlsli b/UnleashedRecomp/gpu/shader/resolve_msaa_depth.hlsli index bc04695a..d413717b 100644 --- a/UnleashedRecomp/gpu/shader/resolve_msaa_depth.hlsli +++ b/UnleashedRecomp/gpu/shader/resolve_msaa_depth.hlsli @@ -14,7 +14,7 @@ float main(in float4 position : SV_Position) : SV_Depth float result = g_Texture2DMSDescriptorHeap[g_PushConstants.ResourceDescriptorIndex].Load(int2(position.xy), 0); [unroll] for (int i = 1; i < SAMPLE_COUNT; i++) - result = max(result, g_Texture2DMSDescriptorHeap[g_PushConstants.ResourceDescriptorIndex].Load(int2(position.xy), i)); + result = min(result, g_Texture2DMSDescriptorHeap[g_PushConstants.ResourceDescriptorIndex].Load(int2(position.xy), i)); return result; }