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vkd3d: Mask colour writes on graphics pipelines without fragment shaders.
Vulkan leaves the contents of colour attachments undefined in this case.
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Notes:
Henri Verbeet
2025-07-16 18:16:36 +02:00
Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1617
@@ -3401,6 +3401,11 @@ static HRESULT d3d12_pipeline_state_init_graphics(struct d3d12_pipeline_state *s
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if (!desc->ps.pShaderBytecode)
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{
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for (i = 0; i < rt_count; i++)
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{
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graphics->blend_attachments[i].colorWriteMask = 0;
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}
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if (FAILED(hr = create_shader_stage(device, &graphics->stages[graphics->stage_count],
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VK_SHADER_STAGE_FRAGMENT_BIT, &default_ps, NULL)))
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goto fail;
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