use DEPTH24_STENCIL8 as depth attachment for render target.

I'm not sure this is even used; the backend always allocate its own internal depth/stencil buffer. There may be a final blit from the internal buffer to the render target buffer, but I haven't actually confirmed this yet
This commit is contained in:
Nick Fisher
2025-07-01 10:28:36 +08:00
parent 809f84e1fa
commit 2022fa97cc

View File

@@ -255,9 +255,9 @@ class FFIFilamentApp extends FilamentApp<Pointer> {
_onDestroy.clear();
}
/// If [asset] is actually an instance (i.e. was created via createInstance),
/// its resources may not actually be destroyed until the parent asset is
/// destroyed. It may be marked as unused, and recycled the next time
/// If [asset] is actually an instance (i.e. was created via createInstance),
/// its resources may not actually be destroyed until the parent asset is
/// destroyed. It may be marked as unused, and recycled the next time
/// createInstance is called.
///
///
@@ -295,9 +295,10 @@ class FFIFilamentApp extends FilamentApp<Pointer> {
depth = await createTexture(width, height,
flags: {
TextureUsage.TEXTURE_USAGE_SAMPLEABLE,
TextureUsage.TEXTURE_USAGE_DEPTH_ATTACHMENT
TextureUsage.TEXTURE_USAGE_DEPTH_ATTACHMENT,
TextureUsage.TEXTURE_USAGE_BLIT_SRC,
},
textureFormat: TextureFormat.DEPTH32F) as FFITexture;
textureFormat: TextureFormat.DEPTH24_STENCIL8) as FFITexture;
}
final renderTarget = await withPointerCallback<TRenderTarget>((cb) {
RenderTarget_createRenderThread(