Analogous to the GL backend. The alternative would be to potentially invalidate STATE_FRAMEBUFFER when changing the depth/stencil state object, which doesn't seem worth it.
Signed-off-by: Henri Verbeet hverbeet@codeweavers.com --- dlls/wined3d/context_vk.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-)
diff --git a/dlls/wined3d/context_vk.c b/dlls/wined3d/context_vk.c index 04d24ba163a..b8414155dc0 100644 --- a/dlls/wined3d/context_vk.c +++ b/dlls/wined3d/context_vk.c @@ -2174,7 +2174,7 @@ static bool wined3d_context_vk_begin_render_pass(struct wined3d_context_vk *cont ++attachment_count; }
- if (wined3d_state_uses_depth_buffer(state) && (view = state->fb.depth_stencil)) + if ((view = state->fb.depth_stencil)) { rtv_vk = wined3d_rendertarget_view_vk(view); vk_views[attachment_count] = wined3d_rendertarget_view_vk_get_image_view(rtv_vk, context_vk); @@ -2191,7 +2191,7 @@ static bool wined3d_context_vk_begin_render_pass(struct wined3d_context_vk *cont }
if (!(context_vk->vk_render_pass = wined3d_context_vk_get_render_pass(context_vk, &state->fb, - ARRAY_SIZE(state->fb.render_targets), wined3d_state_uses_depth_buffer(state), 0))) + ARRAY_SIZE(state->fb.render_targets), !!state->fb.depth_stencil, 0))) { ERR("Failed to get render pass.\n"); return false;