WIP: Vulkan: Workbench #107886
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@ -55,9 +55,12 @@ VkImageAspectFlagBits to_vk_image_aspect_flag_bits(const eGPUTextureFormat forma
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case GPU_DEPTH_COMPONENT32F:
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case GPU_DEPTH_COMPONENT24:
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case GPU_DEPTH_COMPONENT16:
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return VK_IMAGE_ASPECT_DEPTH_BIT;
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case GPU_DEPTH32F_STENCIL8:
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case GPU_DEPTH24_STENCIL8:
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return VK_IMAGE_ASPECT_DEPTH_BIT;
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return static_cast<VkImageAspectFlagBits>(VK_IMAGE_ASPECT_DEPTH_BIT |
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VK_IMAGE_ASPECT_STENCIL_BIT);
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/* Texture only formats. */
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case GPU_RGB32UI:
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@ -80,7 +80,7 @@ VkViewport VKFrameBuffer::vk_viewport_get() const
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viewport.y = viewport_rect[1];
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viewport.width = viewport_rect[2];
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viewport.height = viewport_rect[3];
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viewport.minDepth = 0.0f;
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viewport.minDepth = -1.0f;
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viewport.maxDepth = 1.0f;
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/*
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@ -15,6 +15,9 @@ VKPipelineStateManager::VKPipelineStateManager()
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rasterization_state = {};
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rasterization_state.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
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rasterization_state.lineWidth = 1.0f;
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/* By enabling depth clamping we disable depth clipping. */
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/* Note that this is only possible when device feature is available, which isn't on AMD/Mesa.*/
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rasterization_state.depthClampEnable = VK_TRUE;
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pipeline_color_blend_state = {};
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pipeline_color_blend_state.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
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