[PATCH 3/5] wined3d: Always include any depth/stencil attachment in the Vulkan framebuffer.
Henri Verbeet
hverbeet at codeweavers.com
Thu Jan 21 03:55:51 CST 2021
Analogous to the GL backend. The alternative would be to potentially
invalidate STATE_FRAMEBUFFER when changing the depth/stencil state object,
which doesn't seem worth it.
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/wined3d/context_vk.c | 4 ++--
1 file changed, 2 insertions(+), 2 deletions(-)
diff --git a/dlls/wined3d/context_vk.c b/dlls/wined3d/context_vk.c
index 04d24ba163a..b8414155dc0 100644
--- a/dlls/wined3d/context_vk.c
+++ b/dlls/wined3d/context_vk.c
@@ -2174,7 +2174,7 @@ static bool wined3d_context_vk_begin_render_pass(struct wined3d_context_vk *cont
++attachment_count;
}
- if (wined3d_state_uses_depth_buffer(state) && (view = state->fb.depth_stencil))
+ if ((view = state->fb.depth_stencil))
{
rtv_vk = wined3d_rendertarget_view_vk(view);
vk_views[attachment_count] = wined3d_rendertarget_view_vk_get_image_view(rtv_vk, context_vk);
@@ -2191,7 +2191,7 @@ static bool wined3d_context_vk_begin_render_pass(struct wined3d_context_vk *cont
}
if (!(context_vk->vk_render_pass = wined3d_context_vk_get_render_pass(context_vk, &state->fb,
- ARRAY_SIZE(state->fb.render_targets), wined3d_state_uses_depth_buffer(state), 0)))
+ ARRAY_SIZE(state->fb.render_targets), !!state->fb.depth_stencil, 0)))
{
ERR("Failed to get render pass.\n");
return false;
--
2.20.1
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