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