When no depth is bound for depth overlay, use NoDepthRP renderpass

* This ensures we're entirely compatible with the renderpass we use for drawing
This commit is contained in:
baldurk
2018-12-06 14:25:42 +00:00
parent d4e4a31dc1
commit b28b3313d0
+4
View File
@@ -1413,6 +1413,10 @@ ResourceId VulkanReplay::RenderOverlay(ResourceId texid, CompType typeHint, Debu
ds->stencilTestEnable = origStencilTest;
pipeCreateInfo.renderPass = depthRP;
}
else
{
pipeCreateInfo.renderPass = m_Overlay.NoDepthRP;
}
vkr = m_pDriver->vkCreateGraphicsPipelines(m_Device, VK_NULL_HANDLE, 1, &pipeCreateInfo, NULL,
&passpipe);