You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
The blit command was failing on my 6700xt. The documentation does specify that a blit for depth attachments, only works when the depth formats are the same, which in this case it wasn't. Although I do believe on nvidia they are more lenient when it comes to miss matching formats. I did try having seperate depth and stencil attachments however this did not seem to be supported on my machine. Furthermore the stencil testing on the full screen pass was not necessary and problematic in the cases where it did have a stencil attachment.
you removed glBlitNamedFramebuffer(sourceFrameBuffer, targetFB, srcX0, srcY0, srcWidth, srcHeight, 0, 0, width, height, GL_DEPTH_BUFFER_BIT, GL_NEAREST); so now the pipeline will always run a full screen pass i think
you removed glBlitNamedFramebuffer(sourceFrameBuffer, targetFB, srcX0, srcY0, srcWidth, srcHeight, 0, 0, width, height, GL_DEPTH_BUFFER_BIT, GL_NEAREST); so now the pipeline will always run a full screen pass i think
Trying to think if its possible to consolidate the multiple passes into a single full screen pass which do think is possible
the other slight issue with the current thing (which isnt really fixable) is if they are using a renderbuffer instead of a depth texture
you removed glBlitNamedFramebuffer(sourceFrameBuffer, targetFB, srcX0, srcY0, srcWidth, srcHeight, 0, 0, width, height, GL_DEPTH_BUFFER_BIT, GL_NEAREST); so now the pipeline will always run a full screen pass i think
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
The blit command was failing on my 6700xt. The documentation does specify that a blit for depth attachments, only works when the depth formats are the same, which in this case it wasn't. Although I do believe on nvidia they are more lenient when it comes to miss matching formats. I did try having seperate depth and stencil attachments however this did not seem to be supported on my machine. Furthermore the stencil testing on the full screen pass was not necessary and problematic in the cases where it did have a stencil attachment.