D3D11Device: Make depth targets sampleable

This commit is contained in:
Stenzek 2024-03-24 19:57:37 +10:00
parent 1cb3e6bd49
commit 3f25db79b8
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@ -236,7 +236,7 @@ std::unique_ptr<D3D11Texture> D3D11Texture::Create(ID3D11Device* device, u32 wid
bind_flags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
break;
case Type::DepthStencil:
bind_flags = D3D11_BIND_DEPTH_STENCIL; // | D3D11_BIND_SHADER_RESOURCE;
bind_flags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE;
break;
case Type::Texture:
bind_flags = D3D11_BIND_SHADER_RESOURCE;