do not create msaa textures for depth targets
	
		
			
	
		
	
	
		
			
				
	
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				continuous-integration/drone/push Build is passing
				
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				|  | @ -1,4 +1,4 @@ | ||||||
| /* Refresh - XNA-inspired 3D Graphics Library with modern capabilities
 | /* Refresh - XNA-inspired 3D Graphics Library with modern capabilities
 | ||||||
|  * |  * | ||||||
|  * Copyright (c) 2020 Evan Hemsley |  * Copyright (c) 2020 Evan Hemsley | ||||||
|  * |  * | ||||||
|  | @ -5648,8 +5648,12 @@ static VulkanTexture* VULKAN_INTERNAL_CreateTexture( | ||||||
| 			texture->slices[sliceIndex].msaaTex = NULL; | 			texture->slices[sliceIndex].msaaTex = NULL; | ||||||
| 			SDL_AtomicSet(&texture->slices[sliceIndex].referenceCount, 0); | 			SDL_AtomicSet(&texture->slices[sliceIndex].referenceCount, 0); | ||||||
| 
 | 
 | ||||||
| 			if (sampleCount > VK_SAMPLE_COUNT_1_BIT && isRenderTarget && !isMsaaTexture) | 			if ( | ||||||
| 			{ | 				sampleCount > VK_SAMPLE_COUNT_1_BIT && | ||||||
|  | 				isRenderTarget && | ||||||
|  | 				!IsDepthFormat(texture->format) && | ||||||
|  | 				!isMsaaTexture | ||||||
|  | 			) { | ||||||
| 				texture->slices[sliceIndex].msaaTex = VULKAN_INTERNAL_CreateTexture( | 				texture->slices[sliceIndex].msaaTex = VULKAN_INTERNAL_CreateTexture( | ||||||
| 					renderer, | 					renderer, | ||||||
| 					texture->dimensions.width, | 					texture->dimensions.width, | ||||||
|  |  | ||||||
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