graphics: resolve MSAA color into the level and layer the texture cache placed each target at

Co-authored-by: usa-ratt <188116257+usa-ratt@users.noreply.github.com>
This commit is contained in:
nmzik
2026-10-26 07:15:10 +01:00
parent 943bc19f46
commit 17a0f53d39
3 changed files with 103 additions and 5 deletions
@@ -1479,8 +1479,9 @@ bool RenderExecutor::ResolveColorTargets(CommandBuffer& buffer, uint32_t render_
cache.MarkGpuWritten(dst.image_id);
auto& source = cache.GetImage(src.image_id);
auto& destination = cache.GetImage(dst.image_id);
destination.Resolve(source, {src.guest_mip_level, 1, src.guest_array_layer, 1},
{dst.guest_mip_level, 1, dst.guest_array_layer, 1});
destination.Resolve(source,
{src.desc.view_info.base_level, 1, src.desc.view_info.base_layer, 1},
{dst.desc.view_info.base_level, 1, dst.desc.view_info.base_layer, 1});
return true;
}