chore: make renderer texture a little bit cleaner and fix srv creation in renderer core because backbuffer with DXGI_SWAP_EFFECT_DISCARD doesnt support D3D11_BIND_SHADER_RESOURCE

This commit is contained in:
3UR
2026-03-02 13:56:42 +10:00
parent 362d185289
commit 9cd1f647c3
2 changed files with 14 additions and 12 deletions
+9 -1
View File
@@ -359,7 +359,15 @@ void Renderer::Initialise(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain)
backBufferSampleCount = backDesc.SampleDesc.Count;
backBufferSampleQuality = backDesc.SampleDesc.Quality;
m_pDevice->CreateRenderTargetView(backBuffer, nullptr, &renderTargetView);
m_pDevice->CreateShaderResourceView(backBuffer, nullptr, &renderTargetShaderResourceView);
D3D11_TEXTURE2D_DESC srvDesc = backDesc;
srvDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
srvDesc.MiscFlags = 0;
ID3D11Texture2D *srvTexture = nullptr;
m_pDevice->CreateTexture2D(&srvDesc, nullptr, &srvTexture);
m_pDevice->CreateShaderResourceView(srvTexture, nullptr, &renderTargetShaderResourceView);
srvTexture->Release();
backBuffer->Release();
}