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D3D12: Fix HDR rendering pipeline, resource states, and overlay support
Add separate HDR pipeline states (pipe_blend_hdr, pipe_noblend_hdr, pipe_font_hdr) for R10G10B10A2 render targets and select the correct pipeline based on the current render target format, tracked via a new current_rt_format field. Fix resource state management: create render target textures in RENDER_TARGET state instead of PIXEL_SHADER_RESOURCE, add mipmap generation with zero-size level guards, move resource transitions to correct positions in the frame loop, and add missing back buffer transitions after HDR compositing. Fix HDR compositing: always use R8G8B8A8_UNORM for the intermediate back buffer regardless of shader preset format, set root signature before descriptor table binds, populate source/output size in the HDR UBO, and set the blend pipeline after menu texture upload. Extend HDR back buffer compositing to handle overlays in addition to the menu (D3D12_ST_FLAG_OVERLAYS_ENABLE). Only request GPU descriptor handle for shader-visible descriptor heaps to avoid D3D12 validation errors.
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