[d3d9] Handle sampling from DS_READONLY properly #3624
Merged
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Fixes #3593
Instead of an enum or read/write flags like we discussed, I took a step back and thought about what
CommonTexture::m_hazardous
was actually used for. It's used to track whether the image has been transition to the hazard layout (GENERAL or FEEDBACK_LOOP). That's it. The actual hazard tracking happens in the device.So the image layout strategy for DS is now as follows:
Before we would transition between LAYOUT_FEEDBACK_LOOP and LAYOUT_DEPTH_READ_ONLY per render pass.