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simple-3d-engine-directx-opengl's Issues

WaterFBO: Create separate FBO pipeline without depth on DX12

D3D12 ERROR: ID3D12CommandList::DrawIndexedInstanced: The depth stencil format does not match that specified by the current pipeline state. A null depth stencil view may only be bound when the pipeline state depth stencil format is UNKNOWN. (pipeline state = D32_FLOAT, DSV ID3D12Resource* = 0x0000000000000000:'(nullptr)') [ EXECUTION ERROR #615: DEPTH_STENCIL_FORMAT_MISMATCH_PIPELINE_STATE]

D3D12 ERROR: ID3D12CommandQueue::ExecuteCommandLists: Using ResourceBarrier on Command List (0x0000023CCE639F70:'Unnamed ID3D12GraphicsCommandList Object'): Before state (0x0: D3D12_RESOURCE_STATE_[COMMON|PRESENT]) of resource (0x0000023CCDDB84A0:'Unnamed ID3D12Resource Object') (subresource: 0) specified by transition barrier does not match with the state (0x4: D3D12_RESOURCE_STATE_RENDER_TARGET) specified in the previous call to ResourceBarrier [ RESOURCE_MANIPULATION ERROR #527: RESOURCE_BARRIER_BEFORE_AFTER_MISMATCH]

// TODO
pipelineStateDesc.DSVFormat = DXGI_FORMAT_UNKNOWN;
pipelineStateDesc.DepthStencilState.DepthEnable = FALSE;

Water FBO: Fix error when switching resource state

D3D12 ERROR: ID3D12CommandQueue::ExecuteCommandLists: Using ResourceBarrier on Command List (0x00000271B6093480:'Unnamed ID3D12GraphicsCommandList Object'): Before state (0x0: D3D12_RESOURCE_STATE_[COMMON|PRESENT]) of resource (0x00000271B608E4C0:'Unnamed ID3D12Resource Object') (subresource: 0) specified by transition barrier does not match with the current resource state (0xC0: D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE|D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE) (assumed at first use) [ RESOURCE_MANIPULATION ERROR #527: RESOURCE_BARRIER_BEFORE_AFTER_MISMATCH]

No variables including gl_FragCoord are passed in to the fragment shader

  • Related to #31 Add support for shadows - Shadow Mapping - Directional Lights - VK
  • Works if you write the gl_FragDepth value manually (float value between 0.0 and 1.0)
  • Does not work if you don't do anything in the fragment shader
  • Does not work if you try to use gl_FragCoord.z
  • Does not work if you try to pass a custom depth value from the vertex to the fragment shader

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