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- fix: gl_PointSize is required in Vulkan when drawing points
- fix: add depthstencil attachment when stencil is active while depth is not
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923fb5c127
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2 changed files with 3 additions and 1 deletions
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@ -312,7 +312,7 @@ void VkRenderPassSetup::CreateFramebuffer(const VkRenderPassKey &key)
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builder.setRenderPass(RenderPass.get());
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builder.setRenderPass(RenderPass.get());
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builder.setSize(SCREENWIDTH, SCREENHEIGHT);
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builder.setSize(SCREENWIDTH, SCREENHEIGHT);
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builder.addAttachment(fb->GetRenderPassManager()->SceneColorView.get());
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builder.addAttachment(fb->GetRenderPassManager()->SceneColorView.get());
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if (key.DepthTest || key.DepthWrite)
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if (key.DepthTest || key.DepthWrite || key.StencilTest)
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builder.addAttachment(fb->GetRenderPassManager()->SceneDepthStencilView.get());
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builder.addAttachment(fb->GetRenderPassManager()->SceneDepthStencilView.get());
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Framebuffer = builder.create(GetVulkanFrameBuffer()->device);
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Framebuffer = builder.create(GetVulkanFrameBuffer()->device);
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}
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}
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@ -122,4 +122,6 @@ void main()
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gl_ClipDistance[3] = 1;
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gl_ClipDistance[3] = 1;
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gl_ClipDistance[4] = 1;
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gl_ClipDistance[4] = 1;
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}
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}
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gl_PointSize = 1.0;
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}
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}
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