From 1f5fcdc7c7939bb403b13f6e0720de55237ac847 Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Thu, 16 Apr 2026 15:46:24 +0200 Subject: [PATCH] Fix crash when running with `D3D10` --- Source/Engine/Renderer/AmbientOcclusionPass.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Source/Engine/Renderer/AmbientOcclusionPass.cpp b/Source/Engine/Renderer/AmbientOcclusionPass.cpp index 07a22e8f0..341270a61 100644 --- a/Source/Engine/Renderer/AmbientOcclusionPass.cpp +++ b/Source/Engine/Renderer/AmbientOcclusionPass.cpp @@ -98,7 +98,7 @@ bool AmbientOcclusionPass::Init() _psNonSmartBlur = GPUDevice::Instance->CreatePipelineState(); _psApply = GPUDevice::Instance->CreatePipelineState(); _psApplyHalf = GPUDevice::Instance->CreatePipelineState(); - _depthBounds = GPUDevice::Instance->Limits.HasDepthBounds; + _depthBounds = GPUDevice::Instance->Limits.HasDepthBounds && GPUDevice::Instance->Limits.HasReadOnlyDepth; // Load shader _shader = Content::LoadAsyncInternal(TEXT("Shaders/SSAO"));