Add Bokeh DoF rendering on D3D12 (works fine after fixes)
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@@ -38,7 +38,6 @@ bool DepthOfFieldPass::Init()
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_platformSupportsDoF = limits.HasCompute;
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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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