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Ensure depth buffer format picked actually supports full intended usage #70300

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merged 1 commit into from
Dec 19, 2022

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RandomShaper
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This check is needed in such an exhaustive fashion, since. for instance, in D3D12 DATA_FORMAT_D24_UNORM_S8_UINT is usable for a depth buffer (obvious) but can't be sampled and assuming the former implies the latter causes an error when trying to create the texture.

@RandomShaper RandomShaper added this to the 4.0 milestone Dec 19, 2022
@RandomShaper RandomShaper requested a review from a team as a code owner December 19, 2022 15:26
@akien-mga
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This wouldn't happen to solve #67430 (comment) by any chance?

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I don't think it will, but the needed fix may be similar to this patch.

@akien-mga akien-mga merged commit 1dad415 into godotengine:master Dec 19, 2022
@RandomShaper RandomShaper deleted the depth_format branch December 19, 2022 16:25
@akien-mga
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Thanks!

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3 participants