diff --git a/Source/Engine/Renderer/DepthOfFieldPass.cpp b/Source/Engine/Renderer/DepthOfFieldPass.cpp index d084a6a67..8ebcbb53f 100644 --- a/Source/Engine/Renderer/DepthOfFieldPass.cpp +++ b/Source/Engine/Renderer/DepthOfFieldPass.cpp @@ -38,7 +38,6 @@ bool DepthOfFieldPass::Init() _platformSupportsDoF = limits.HasCompute; _platformSupportsBokeh = _platformSupportsDoF && limits.HasGeometryShaders && limits.HasDrawIndirect && limits.HasAppendConsumeBuffers; - _platformSupportsBokeh &= GPUDevice::Instance->GetRendererType() != RendererType::DirectX12; // TODO: fix bokeh crash on d3d12 (driver issue probably - started to happen recently) _platformSupportsBokeh &= GPUDevice::Instance->GetRendererType() != RendererType::Vulkan; // TODO: add bokeh on Vulkan (draw indirect with UA output from PS) // Create pipeline states