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Vulkan: do not end render pass when invalidating · 296d3bfdIan Elliott authored
Initially, FramebufferVk::invalidateImpl() was very conservative and always ended a render pass (if the framebuffer is part of the current render pass). This adversely affects PUBG Mobile, which invalidates the depth buffer every frame, causing the render pass to be split. Test: PUBG MOBILE on Android Test: angle_white_box_tests --gtest_filter=VulkanPerformanceCounterTest.InvalidatingAndUsingDepthDoesNotBreakRenderPass/* Test: angle_deqp_gles3_tests --gtest_filter=dEQP.GLES3/functional_fbo_invalidate_* --use-angle=vulkan Bug: b/163854287 Change-Id: I343dee1db3ebaf039ff92557f9ef25b24bcdcc93 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2352627Reviewed-by:
Jamie Madill <jmadill@chromium.org> Reviewed-by:
Tim Van Patten <timvp@google.com> Reviewed-by:
Charlie Lao <cclao@google.com> Commit-Queue: Ian Elliott <ianelliott@google.com>
296d3bfd
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