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@@ -16,6 +16,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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+// 2024-01-17: Explicitly fill all of WGPUDepthStencilState since standard removed defaults.
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// 2023-07-13: Use WGPUShaderModuleWGSLDescriptor's code instead of source. use WGPUMipmapFilterMode_Linear instead of WGPUFilterMode_Linear. (#6602)
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// 2023-04-11: Align buffer sizes. Use WGSL shaders instead of precompiled SPIR-V.
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// 2023-04-11: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
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@@ -654,7 +655,13 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
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depth_stencil_state.depthWriteEnabled = false;
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depth_stencil_state.depthCompare = WGPUCompareFunction_Always;
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depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always;
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+ depth_stencil_state.stencilFront.failOp = WGPUStencilOperation_Keep;
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+ depth_stencil_state.stencilFront.depthFailOp = WGPUStencilOperation_Keep;
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+ depth_stencil_state.stencilFront.passOp = WGPUStencilOperation_Keep;
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depth_stencil_state.stencilBack.compare = WGPUCompareFunction_Always;
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+ depth_stencil_state.stencilBack.failOp = WGPUStencilOperation_Keep;
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+ depth_stencil_state.stencilBack.depthFailOp = WGPUStencilOperation_Keep;
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+ depth_stencil_state.stencilBack.passOp = WGPUStencilOperation_Keep;
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// Configure disabled depth-stencil state
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graphics_pipeline_desc.depthStencil = (bd->depthStencilFormat == WGPUTextureFormat_Undefined) ? nullptr : &depth_stencil_state;
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