D3D12: Avoid cases of redundant render target clears
This commit is contained in:
parent
3978628c6c
commit
8cf2903c7f
|
@ -5057,6 +5057,7 @@ void RenderingDeviceDriverD3D12::command_begin_render_pass(CommandBufferID p_cmd
|
|||
if (pass_info->attachments[i].load_op == ATTACHMENT_LOAD_OP_CLEAR) {
|
||||
clear.aspect.set_flag(TEXTURE_ASPECT_COLOR_BIT);
|
||||
clear.color_attachment = i;
|
||||
tex_info->pending_clear.remove_from_list();
|
||||
}
|
||||
} else if ((tex_info->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) {
|
||||
if (pass_info->attachments[i].stencil_load_op == ATTACHMENT_LOAD_OP_CLEAR) {
|
||||
|
|
Loading…
Reference in New Issue