Fix Nahida unlit baseline isolation
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@@ -352,8 +352,6 @@ void D3D12CommandList::SetGraphicsDescriptorSets(
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continue;
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}
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// Descriptor sets are staged in CPU-visible heaps and copied into this
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// command list's shader-visible heaps immediately before binding.
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if (heap->GetType() == DescriptorHeapType::CBV_SRV_UAV) {
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const bool hasSrvTable = d3d12Layout->UsesSetLayouts()
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? d3d12Layout->HasShaderResourceTable(setIndex)
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@@ -587,8 +585,6 @@ void D3D12CommandList::SetComputeDescriptorSets(
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continue;
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}
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// Descriptor sets are staged in CPU-visible heaps and copied into this
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// command list's shader-visible heaps immediately before binding.
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if (heap->GetType() == DescriptorHeapType::CBV_SRV_UAV) {
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const bool hasSrvTable = d3d12Layout->UsesSetLayouts()
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? d3d12Layout->HasShaderResourceTable(setIndex)
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@@ -1284,8 +1284,6 @@ RHIDescriptorPool* D3D12Device::CreateDescriptorPool(const DescriptorPoolDesc& d
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DescriptorPoolDesc poolDesc = desc;
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poolDesc.device = m_device.Get();
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if (UsesTransientShaderVisibleDescriptorHeap(poolDesc.type)) {
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// Descriptor sets are staged in CPU-visible heaps and copied into the
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// command list's transient shader-visible heaps before each bind.
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poolDesc.shaderVisible = false;
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}
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if (pool->Initialize(poolDesc)) {
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