d3dx12.h fix for render pass depth/stencil comparision operator

This commit is contained in:
Chuck Walbourn 2019-04-01 10:32:47 -07:00
parent f48ae02567
commit 1e812a18ae

View File

@ -2723,7 +2723,7 @@ inline bool operator==( const D3D12_RENDER_PASS_DEPTH_STENCIL_DESC &a, const D3D
{
if (a.cpuDescriptor.ptr != b.cpuDescriptor.ptr) return false;
if (!(a.DepthBeginningAccess == b.DepthBeginningAccess)) return false;
if (!(a.StencilBeginningAccess == b.DepthBeginningAccess)) return false;
if (!(a.StencilBeginningAccess == b.StencilBeginningAccess)) return false;
if (!(a.DepthEndingAccess == b.DepthEndingAccess)) return false;
if (!(a.StencilEndingAccess == b.StencilEndingAccess)) return false;
return true;