Adds a storage check for resolve PBR shader

We need to check for storage support because we outpout result into a
storage. Note: it seems we might have a bug inside GL backend or inside
Mesa drivers which prevents us from running resolve on compute.
This commit is contained in:
Vladislav Belov
2026-06-20 13:29:14 +02:00
parent 7a19f38070
commit d23f9e1da3
+1 -1
View File
@@ -215,7 +215,7 @@ void CPostprocManager::InitializePBR()
LOGWARNING("%s is unsupported", framebufferFormatName);
}
if (m_Device->GetCapabilities().computeShaders)
if (m_Device->GetCapabilities().computeShaders && m_Device->GetCapabilities().storage)
{
m_ResolvePBRComputeTech = g_Renderer.GetShaderManager().LoadEffect(str_compute_resolve_pbr);
if (m_ResolvePBRComputeTech)