I have a question about urp native renderpass

hi , in unity official document , urp 14.0.11

  • Enable Native RenderPass if you use Vulkan, Metal or DirectX 12 graphics APIs, so that URP automatically reduces how often it copies render textures into and out of memory. This also reduces how much memory URP uses.

but in Urp package source code scriptableRenderer.cs file
useRenderPassEnabled = data.useNativeRenderPass && SystemInfo.graphicsDeviceType != GraphicsDeviceType.OpenGLES2 && SystemInfo.graphicsDeviceType != GraphicsDeviceType.Direct3D12;

I just wander if graphicsDeviceType is Direct3D12 ,useRenderPassEnabled is false, it confuse me ,I don’t know if I misunderstood the meaning of this code,please help me ,thanks

Honestly think it’s a typo. Could you file a bug report (and link this post in it as well)?