Graphics/FrameGraph: Fix texture pool issue

This commit is contained in:
Jérôme Leclercq
2021-12-19 18:29:20 +01:00
parent 9bd411e53c
commit 5963f4c848
3 changed files with 7 additions and 6 deletions

View File

@@ -245,9 +245,7 @@ namespace Nz
if (passIndex == lastUsingPassId)
{
std::size_t textureId = Retrieve(m_pending.attachmentToTextures, attachmentId);
// For input/output depth-stencil buffer, the same texture can be used
if (m_pending.texturePool.empty() || m_pending.texturePool.back() != textureId)
if (m_pending.texturePool.empty())
{
assert(std::find(m_pending.texturePool.begin(), m_pending.texturePool.end(), textureId) == m_pending.texturePool.end());
m_pending.texturePool.push_back(textureId);