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@@ -1265,7 +1265,7 @@ namespace bgfx { namespace d3d12
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| BGFX_CAPS_COMPUTE
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| (m_options.ROVsSupported ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
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// | (m_architecture.UMA ? BGFX_CAPS_TEXTURE_DIRECT_ACCESS : 0)
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-// | (BX_ENABLED(BX_PLATFORM_WINDOWS) ? BGFX_CAPS_SWAP_CHAIN : 0)
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+ | (BX_ENABLED(BX_PLATFORM_WINDOWS) ? BGFX_CAPS_SWAP_CHAIN : 0)
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| BGFX_CAPS_TEXTURE_BLIT
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| BGFX_CAPS_TEXTURE_READ_BACK
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| BGFX_CAPS_OCCLUSION_QUERY
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@@ -4965,11 +4965,10 @@ data.NumQualityLevels = 0;
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ID3D12Device* device = s_renderD3D12->m_device;
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FrameBufferHandle fbh = { uint16_t(this - s_renderD3D12->m_frameBuffers) };
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- uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
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for (uint32_t ii = 0, num = scd.BufferCount; ii < num; ++ii)
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{
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- D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = s_renderD3D12->getRtv(fbh, ii);
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+ D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = s_renderD3D12->getRtv(fbh, uint8_t(ii) );
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ID3D12Resource* colorBuffer;
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DX_CHECK(m_swapChain->GetBuffer(ii
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