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This repository has been archived by the owner on Aug 1, 2019. It is now read-only.
Metal does not seem to have a bit for this, and it appears that the NXT API is using this approach that infers disabling depth testing through the compare function:
I think that we have this backwards right now. This is a low-level, explicit API and having enum values side-affect into multiple settings is undesirable.
This came up when wiring up depth / stencil to the D3D12 backend, filing an issue to discuss how to proceed.
The text was updated successfully, but these errors were encountered:
The same implicit optimization of the state vs explicitly enabling things will happen for independent blend states. In PR #103 we have it implicit, but when we revisit this issue, we should handle independent blend state the same way we do depth testing.
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D3D12 has an explicit flag (DepthEnable) for disabling depth checking:
https://msdn.microsoft.com/en-us/library/windows/desktop/dn770356(v=vs.85).aspx
OpenGL has a similar thing with GL_DEPTH_TEST and glEnable:
https://www.khronos.org/opengl/wiki/Depth_Test
And Vulkan has a bit that it sets for this too:
https://www.khronos.org/registry/vulkan/specs/1.0/man/html/VkPipelineDepthStencilStateCreateInfo.html
Metal does not seem to have a bit for this, and it appears that the NXT API is using this approach that infers disabling depth testing through the compare function:
https://developer.apple.com/documentation/metal/mtldepthstencildescriptor
I think that we have this backwards right now. This is a low-level, explicit API and having enum values side-affect into multiple settings is undesirable.
This came up when wiring up depth / stencil to the D3D12 backend, filing an issue to discuss how to proceed.
The text was updated successfully, but these errors were encountered: