a43fabbe2a
Metal writes to the depth/stencil attachment before fragment shader execution if the execution does not modify the depth value. However, Vulkan expects the write to happen after fragment shader execution. To circumvent the issue we add a simple depth passthrough if the user opts in. Only required when the depth/stencil attachment is used as input attachment at the same time. It seems Metal does not correctly detect the dependency. |
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amd | ||
asm | ||
comp | ||
desktop-only | ||
flatten | ||
frag | ||
intel | ||
legacy/vert | ||
masking | ||
tesc | ||
tese | ||
vert | ||
vulkan |