Vulkan: Support accessing only depth buffer via shaders

This commit is contained in:
Dr. Chat 2017-01-28 11:42:05 -06:00
parent ba74667190
commit 9135b6d9ac
1 changed files with 1 additions and 2 deletions

View File

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