From 75b558eb5f945581ac27f6773ffd837c09018e95 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Henrik=20Rydg=C3=A5rd?= Date: Fri, 2 Dec 2022 14:35:43 +0100 Subject: [PATCH] Address feedback --- Common/GPU/Vulkan/VulkanFramebuffer.cpp | 2 +- Common/GPU/Vulkan/thin3d_vulkan.cpp | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/Common/GPU/Vulkan/VulkanFramebuffer.cpp b/Common/GPU/Vulkan/VulkanFramebuffer.cpp index 78e80f7c9d..20b6fa2ea7 100644 --- a/Common/GPU/Vulkan/VulkanFramebuffer.cpp +++ b/Common/GPU/Vulkan/VulkanFramebuffer.cpp @@ -290,7 +290,7 @@ VkRenderPass CreateRenderPass(VulkanContext *vulkan, const RPKey &key, RenderPas attachments[attachmentCount].samples = VK_SAMPLE_COUNT_1_BIT; attachments[attachmentCount].loadOp = multisample ? VK_ATTACHMENT_LOAD_OP_DONT_CARE : ConvertLoadAction(key.depthLoadAction); attachments[attachmentCount].storeOp = ConvertStoreAction(key.depthStoreAction); - attachments[attachmentCount].stencilLoadOp = ConvertLoadAction(key.stencilLoadAction); + attachments[attachmentCount].stencilLoadOp = multisample ? VK_ATTACHMENT_LOAD_OP_DONT_CARE : ConvertLoadAction(key.stencilLoadAction); attachments[attachmentCount].stencilStoreOp = ConvertStoreAction(key.stencilStoreAction); attachments[attachmentCount].initialLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL; attachments[attachmentCount].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL; diff --git a/Common/GPU/Vulkan/thin3d_vulkan.cpp b/Common/GPU/Vulkan/thin3d_vulkan.cpp index 258e014910..802bde6bf3 100644 --- a/Common/GPU/Vulkan/thin3d_vulkan.cpp +++ b/Common/GPU/Vulkan/thin3d_vulkan.cpp @@ -864,7 +864,7 @@ VKContext::VKContext(VulkanContext *vulkan) // Only support MSAA levels that have support for all three of color, depth, stencil. if (!caps_.isTilingGPU) { // Check for depth stencil resolve. Without it, depth textures won't work, and we don't want that mess - // of compatibility reports, so we'll just disable stencil in this case for now. + // of compatibility reports, so we'll just disable multisampling in this case for now. // There are potential workarounds for devices that don't support it, but those are nearly non-existent now. const auto &resolveProperties = vulkan->GetPhysicalDeviceProperties().depthStencilResolve; if (vulkan->Extensions().KHR_depth_stencil_resolve) {