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Public tracking for GameMaker bugs
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Perform Output Merger to Swapchain with Depth Buffer #6593

Open sanbox-irl opened 2 weeks ago

sanbox-irl commented 2 weeks ago

Is your feature request related to a problem?

When drawing to the backbuffer directly, there's no depth buffer. This should be possible for GM to provide (optionally or always).

Right now, we have to use a dummy staging buffer, which is a performance loss.

Describe the solution you'd like

We should be able to provide a depth stencil target when you call OMSetRenderTargets.

I've attached the RenderDoc image which shows the call going out and the lack of a depth buffer attached to it:

image

Describe alternatives you've considered

No response

Additional context

No response

sanbox-irl commented 2 weeks ago

On a laptop using a 4k output (which unfortunately manufacturers CONTINUE to make despite their GPUs being inadequate to power that), the extra staging surface we have to make can cost a significant amount of VRAM, and in our use case, we must have it using surface_rgba8unorm, so we're paying for it a lot

DragoniteSpam commented 2 weeks ago

i asked about this a little bit ago (#6086) and was told that was the by design, but i too would really like at least the option to switch on depth for the frame buffer