Fix D3D12 depth format and stencil barrier issues in Render Graph
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@@ -144,11 +144,13 @@ internal sealed class RenderGraphExecutor
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? nativePass.depthAttachment.storeOp
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: AttachmentStoreOp.DontCare,
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StencilLoadOp = nativePass.hasDepthAttachment
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? nativePass.depthAttachment.loadOp
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? nativePass.depthAttachment.stencilLoadOp
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: AttachmentLoadOp.DontCare,
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StencilStoreOp = nativePass.hasDepthAttachment
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? nativePass.depthAttachment.storeOp
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: AttachmentStoreOp.DontCare
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? nativePass.depthAttachment.stencilStoreOp
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: AttachmentStoreOp.DontCare,
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HasStencil = nativePass.hasDepthAttachment &&
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(_resources.GetResource(nativePass.depthAttachment.texture).rgTextureDesc.format == TextureFormat.D24_UNorm_S8_UInt)
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};
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commandBuffer.BeginRenderPass(new Span<PassRenderTargetDesc>(pPassRTDescs, nativePass.colorAttachmentCount), depthDesc);
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