Ivan Belyavtsev
04.03.2022
DXGI_FORMAT_D32_FLOATALLOW_DEPTH_STENCIL and DENY_SHADER_RESOURCEDEPTH_WRITEpso_descriptor.DepthStencilState.DepthEnable = TRUE;
pso_descriptor.DepthStencilState.StencilEnable = FALSE;
pso_descriptor.DepthStencilState.DepthFunc =
D3D12_COMPARISON_FUNC_LESS_EQUAL;
pso_descriptor.DepthStencilState.DepthWriteMask =
D3D12_DEPTH_WRITE_MASK_ALL;
pso_descriptor.DSVFormat = DXGI_FORMAT_D32_FLOAT;//Wireframe image
pso_descriptor.RasterizerState.FillMode =
D3D12_FILL_MODE_WIREFRAME;
// Solid image (default)
pso_descriptor.RasterizerState.FillMode =
D3D12_FILL_MODE_SOLID;[1]