Don't include BeginRenderPass in quad overdraw pass events

This commit is contained in:
baldurk
2018-11-01 12:23:12 +00:00
parent c0a974d836
commit 42229ca089
+10
View File
@@ -1624,6 +1624,16 @@ ResourceId VulkanReplay::RenderOverlay(ResourceId texid, CompType typeHint, Debu
events.push_back(eventId);
// if we're rendering the whole pass, and the first draw is a BeginRenderPass, don't include
// it in the list. We want to start by replaying into the renderpass so that we have the
// correct state being applied.
if(overlay == DebugOverlay::QuadOverdrawPass)
{
const DrawcallDescription *draw = m_pDriver->GetDrawcall(events[0]);
if(draw->flags & DrawFlags::BeginPass)
events.erase(events.begin());
}
VkImage quadImg;
VkDeviceMemory quadImgMem;
VkImageView quadImgView;