Fix MSAA depth resolve not accounting for reverse Z.

This commit is contained in:
Skyth 2024-11-28 00:58:04 +03:00
parent 2f343bcab7
commit 013bffa27e

View file

@ -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); float result = g_Texture2DMSDescriptorHeap[g_PushConstants.ResourceDescriptorIndex].Load(int2(position.xy), 0);
[unroll] for (int i = 1; i < SAMPLE_COUNT; i++) [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; return result;
} }