Ignore inactive metadata address bits in sampled depth descriptors

Co-authored-by: Ali Almohaya <17254073+Almo7aya@users.noreply.github.com>
This commit is contained in:
nmzik
2026-09-21 14:36:22 +04:00
parent d2df2cad74
commit 7c9e18e73b
2 changed files with 15 additions and 3 deletions
+11
View File
@@ -29200,6 +29200,17 @@ void CheckDepthTextureEncoding() {
IsSupportedDepthTextureEncoding(compressed_descriptor),
"valid compressed depth descriptor required a prior depth target");
const ShaderTextureResource disabled_metadata{{
0x20018100u, 0xc1600000u, 0x021bc1dfu, 0x91800204u,
0x00000000u, 0x00700000u, 0x00000000u, 0x0020037fu,
}};
auto retained_metadata_address = compressed_descriptor;
retained_metadata_address.fields[6] &= 0xff000000u;
Require("DepthTextureEncoding", "disabled metadata with retained address",
IsSupportedDepthTextureEncoding(disabled_metadata) &&
IsSupportedDepthTextureEncoding(retained_metadata_address),
"uncompressed depth rejected inactive metadata address bits");
const ShaderTextureResource first_use_depth{{
0x0225fc00u, 0x01600000u, 0x00000000u, 0x91800924u,
0x00000000u, 0x00700000u, 0x80280000u, 0x000225fdu,