Disable ignore discard optimization in Vulkan

BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2346553002

Review-Url: https://codereview.chromium.org/2346553002
This commit is contained in:
egdaniel 2016-09-14 11:26:11 -07:00 committed by Commit bot
parent 88e670ff6a
commit f6a97aec19

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@ -102,11 +102,17 @@ void GrVkGpuCommandBuffer::end() {
}
void GrVkGpuCommandBuffer::onSubmit(const SkIRect& bounds) {
// TODO: We can't add this optimization yet since many things create a scratch texture which
// adds the discard immediately, but then don't draw to it right away. This causes the discard
// to be ignored and we get yelled at for loading uninitialized data. However, once MDP lands,
// the discard will get reordered with the rest of the draw commands and we can re-enable this.
#if 0
if (fIsEmpty && !fStartsWithClear) {
// We have sumbitted no actual draw commands to the command buffer and we are not using
// the render pass to do a clear so there is no need to submit anything.
return;
}
#endif
// Change layout of our render target so it can be used as the color attachment. Currently
// we don't attach the resolve to the framebuffer so no need to change its layout.