Closed barycz closed 4 years ago
Since you're filing other related DX12 bug does this mean #1986 can be closed? Either if it's not a problem any more or if you don't have time to look into it further. Unless you're able to share a repro case or provide more information I can't look any further into that issue.
This was related to a change I had to make a while ago to immediately read descriptors inside OMSetRenderTargets
. Even though it requires a heap and descriptors the parameters are actually consumed immediately so the descriptors are pointless. Calls to CreateRenderTargetView() would be reflected but calls to CopyDescriptors*()
would not, if they happened mid-capture before a OMSetRenderTargets
call.
Description
RenderDoc seems to incorrectly detect which texture is used as a render target when debugging a CryEngine demo application. When I run the sample FPS level there is a simple scene with a character. Most of the stuff is rendered using a deferred shading technique. If I capture the scene using PIX I can, for example, find a draw call that renders the gun: You can see in the OM section, there are 6 render targets with contents as I would expect. But if I try to capture the same frame and lookup the same draw call in RenderDoc, I see some unexpected textures bound there. It is worth mentioning, that the final image looks the same as when I run the application in Pix. I suspect RenderDoc from having more issues in the texture debug/display functionality, but I find this case easily reproducible.
Steps to reproduce
Environment
Thank You!