gpu: accept partially resident depth flags

This commit is contained in:
Çağatay Güçlü
2026-10-04 23:25:41 +04:00
committed by nmzik
parent 94e7d239dd
commit a98a39c575
2 changed files with 13 additions and 2 deletions
+12
View File
@@ -12813,6 +12813,18 @@ public:
RenderDepthInfo phased_depth{};
RenderExecutorTestAccess::ResolveRenderDepthTarget(
executor, scheduler.Current(), phased_depth);
// PRT permits missing backing; a fully resident target keeps the same layout and image.
phased_depth_target.z_info.partially_resident = true;
phased_depth_target.stencil_info.partially_resident = true;
registers.SetDepthRenderTarget(phased_depth_target);
RenderDepthInfo resident_prt_depth{};
RenderExecutorTestAccess::ResolveRenderDepthTarget(
executor, scheduler.Current(), resident_prt_depth);
Require(name, "fully resident PRT depth identity",
resident_prt_depth.image_id == phased_depth.image_id &&
resident_prt_depth.desc.info.data == phased_depth.desc.info.data &&
resident_prt_depth.desc.info.stencil == phased_depth.desc.info.stencil,
"PRT permission changed a fully backed depth/stencil attachment");
auto non_texture_compatible_target = phased_depth_target;
non_texture_compatible_target.z_info.texture_compatibility =
Prospero::TextureCompatiblePlaneCompression::kDisable;