@@ -39,6 +39,7 @@ bool DepthOfFieldPass::Init()
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_platformSupportsBokeh = _platformSupportsDoF && limits.HasGeometryShaders && limits.HasDrawIndirect && limits.HasAppendConsumeBuffers;
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_platformSupportsBokeh &= GPUDevice::Instance->GetRendererType() != RendererType::DirectX12; // TODO: fix bokeh crash on d3d12 (driver issue probably - started to happen recently)
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_platformSupportsBokeh &= GPUDevice::Instance->GetRendererType() != RendererType::Vulkan; // TODO: add bokeh on Vulkan (draw indirect with UA output from PS)
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// Create pipeline states
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if (_platformSupportsDoF)
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@@ -259,6 +259,9 @@ META_VS_IN_ELEMENT(TEXCOORD, 0, R32G32_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
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Quad_VS2GS VS_WriteToSlice(float2 position : POSITION0, float2 texCoord : TEXCOORD0, uint layerIndex : SV_InstanceID)
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{
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Quad_VS2GS output;
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#if VULKAN
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position.y = position.y * -1.0f;
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#endif
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output.Vertex.Position = float4(position, 0, 1);
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output.Vertex.TexCoord = texCoord;
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output.LayerIndex = layerIndex;
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