wined3d: Always include any depth/stencil attachment in the Vulkan framebuffer.
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@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
(cherry picked from commit a3f829bbb8
)
Signed-off-by: Michael Stefaniuc <mstefani@winehq.org>
This commit is contained in:
parent
53bbcc789e
commit
198c0579be
dlls/wined3d
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@ -2174,7 +2174,7 @@ static bool wined3d_context_vk_begin_render_pass(struct wined3d_context_vk *cont
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++attachment_count;
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}
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if (wined3d_state_uses_depth_buffer(state) && (view = state->fb.depth_stencil))
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if ((view = state->fb.depth_stencil))
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{
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rtv_vk = wined3d_rendertarget_view_vk(view);
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vk_views[attachment_count] = wined3d_rendertarget_view_vk_get_image_view(rtv_vk, context_vk);
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@ -2191,7 +2191,7 @@ static bool wined3d_context_vk_begin_render_pass(struct wined3d_context_vk *cont
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}
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if (!(context_vk->vk_render_pass = wined3d_context_vk_get_render_pass(context_vk, &state->fb,
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ARRAY_SIZE(state->fb.render_targets), wined3d_state_uses_depth_buffer(state), 0)))
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ARRAY_SIZE(state->fb.render_targets), !!state->fb.depth_stencil, 0)))
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{
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ERR("Failed to get render pass.\n");
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return false;
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