Vulkan: Support accessing only depth buffer via shaders
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@ -550,8 +550,7 @@ TextureCache::TextureView* TextureCache::DemandView(Texture* texture,
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view_info.subresourceRange = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1};
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view_info.subresourceRange = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1};
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if (texture->format == VK_FORMAT_D24_UNORM_S8_UINT) {
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if (texture->format == VK_FORMAT_D24_UNORM_S8_UINT) {
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// This applies to any depth/stencil format, but we only use D24S8.
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// This applies to any depth/stencil format, but we only use D24S8.
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view_info.subresourceRange.aspectMask =
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view_info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
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VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
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}
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}
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if (texture->texture_info.dimension == Dimension::kCube) {
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if (texture->texture_info.dimension == Dimension::kCube) {
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