Metal: fix out of bounds crash when using debug draw modes

This commit is contained in:
Stuart Carnie 2024-09-11 06:08:42 +10:00
parent 97ef3c8372
commit 34190fc360
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GPG Key ID: 848D9C9718D78B4F
1 changed files with 3 additions and 3 deletions

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@ -560,10 +560,10 @@ void MDCommandBuffer::_render_clear_render_area() {
}
}
uint32_t ds_index = subpass.depth_stencil_reference.attachment;
MDAttachment const &attachment = pass.attachments[ds_index];
bool shouldClearDepth = (ds_index != RDD::AttachmentReference::UNUSED && attachment.shouldClear(subpass, false));
bool shouldClearStencil = (ds_index != RDD::AttachmentReference::UNUSED && attachment.shouldClear(subpass, true));
bool shouldClearDepth = (ds_index != RDD::AttachmentReference::UNUSED && pass.attachments[ds_index].shouldClear(subpass, false));
bool shouldClearStencil = (ds_index != RDD::AttachmentReference::UNUSED && pass.attachments[ds_index].shouldClear(subpass, true));
if (shouldClearDepth || shouldClearStencil) {
MDAttachment const &attachment = pass.attachments[ds_index];
BitField<RDD::TextureAspectBits> bits;
if (shouldClearDepth && attachment.type & MDAttachmentType::Depth) {
bits.set_flag(RDD::TEXTURE_ASPECT_DEPTH_BIT);