Vulkan: Correct Aspectbits for Depth Textures

Vulkan spec only wants to have a single aspect bit when a texture
contains both a stencil and a depth part. As for Blender depth
is more used than stencil we standardize to depth aspect.

Pull Request: https://projects.blender.org/blender/blender/pulls/107542
This commit is contained in:
Jeroen Bakker 2023-05-02 16:20:25 +02:00
parent 5095ecc67b
commit 96dcdbfc51
1 changed files with 2 additions and 4 deletions

View File

@ -50,15 +50,13 @@ VkImageAspectFlagBits to_vk_image_aspect_flag_bits(const eGPUTextureFormat forma
case GPU_R11F_G11F_B10F:
case GPU_SRGB8_A8:
return VK_IMAGE_ASPECT_COLOR_BIT;
case GPU_DEPTH32F_STENCIL8:
case GPU_DEPTH24_STENCIL8:
return static_cast<VkImageAspectFlagBits>(VK_IMAGE_ASPECT_DEPTH_BIT |
VK_IMAGE_ASPECT_STENCIL_BIT);
/* Depth Formats. */
case GPU_DEPTH_COMPONENT32F:
case GPU_DEPTH_COMPONENT24:
case GPU_DEPTH_COMPONENT16:
case GPU_DEPTH32F_STENCIL8:
case GPU_DEPTH24_STENCIL8:
return VK_IMAGE_ASPECT_DEPTH_BIT;
/* Texture only formats. */