[D3D12] RT transfer: Same front/back stencil ops
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@ -4388,14 +4388,8 @@ D3D12RenderTargetCache::GetOrCreateTransferPipelines(TransferShaderKey key) {
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D3D12_STENCIL_OP_REPLACE;
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pipeline_desc.DepthStencilState.FrontFace.StencilFunc =
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D3D12_COMPARISON_FUNC_ALWAYS;
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pipeline_desc.DepthStencilState.BackFace.StencilFailOp =
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D3D12_STENCIL_OP_KEEP;
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pipeline_desc.DepthStencilState.BackFace.StencilDepthFailOp =
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D3D12_STENCIL_OP_KEEP;
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pipeline_desc.DepthStencilState.BackFace.StencilPassOp =
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D3D12_STENCIL_OP_REPLACE;
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pipeline_desc.DepthStencilState.BackFace.StencilFunc =
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D3D12_COMPARISON_FUNC_ALWAYS;
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pipeline_desc.DepthStencilState.BackFace =
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pipeline_desc.DepthStencilState.FrontFace;
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pipeline_desc.DSVFormat = GetDepthDSVDXGIFormat(dest_depth_format);
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// Even if creation fails, still store the null pointers not to try to
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// create again.
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@ -4448,14 +4442,8 @@ D3D12RenderTargetCache::GetOrCreateTransferPipelines(TransferShaderKey key) {
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// stencil being different.
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pipeline_desc.DepthStencilState.FrontFace.StencilFunc =
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D3D12_COMPARISON_FUNC_ALWAYS;
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pipeline_desc.DepthStencilState.BackFace.StencilFailOp =
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D3D12_STENCIL_OP_KEEP;
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pipeline_desc.DepthStencilState.BackFace.StencilDepthFailOp =
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D3D12_STENCIL_OP_REPLACE;
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pipeline_desc.DepthStencilState.BackFace.StencilPassOp =
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D3D12_STENCIL_OP_REPLACE;
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pipeline_desc.DepthStencilState.BackFace.StencilFunc =
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D3D12_COMPARISON_FUNC_ALWAYS;
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pipeline_desc.DepthStencilState.BackFace =
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pipeline_desc.DepthStencilState.FrontFace;
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}
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pipeline_desc.DSVFormat = GetDepthDSVDXGIFormat(dest_depth_format);
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}
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