[d3d11] Use only one mip level for multisampled textures

This commit is contained in:
Philip Rebohle 2018-03-13 11:29:25 +01:00
parent 06cff50453
commit 72f954088b
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GPG Key ID: C8CC613427A31C99
1 changed files with 3 additions and 2 deletions

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@ -291,8 +291,9 @@ namespace dxvk {
= GetFormatModeFromBindFlags(m_desc.BindFlags); = GetFormatModeFromBindFlags(m_desc.BindFlags);
if (m_desc.MipLevels == 0) { if (m_desc.MipLevels == 0) {
m_desc.MipLevels = util::computeMipLevelCount( m_desc.MipLevels = m_desc.SampleDesc.Count <= 1
{ m_desc.Width, m_desc.Height, 1u }); ? util::computeMipLevelCount({ m_desc.Width, m_desc.Height, 1u })
: 1;
} }
DxvkImageCreateInfo info; DxvkImageCreateInfo info;