Use ClearUnorderedAccessViewFloat() instead of ClearUnorderedAccessViewUint() in command_clear_color_texture()
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c7dd329293
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0b7c30fa35
1 changed files with 2 additions and 9 deletions
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@ -4039,18 +4039,11 @@ void RenderingDeviceDriverD3D12::command_clear_color_texture(CommandBufferID p_c
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cmd_buf_info->uav_alloc.cpu_handle,
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D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
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UINT values[4] = {
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(UINT)p_color.get_r8(),
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(UINT)p_color.get_g8(),
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(UINT)p_color.get_b8(),
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(UINT)p_color.get_a8(),
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};
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cmd_buf_info->cmd_list->ClearUnorderedAccessViewUint(
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cmd_buf_info->cmd_list->ClearUnorderedAccessViewFloat(
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shader_visible_descriptor_allocation.gpu_handle,
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cmd_buf_info->uav_alloc.cpu_handle,
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tex_info->resource,
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values,
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p_color.components,
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0,
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nullptr);
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}
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