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authorGravatar egdaniel <egdaniel@google.com>2016-09-14 11:26:11 -0700
committerGravatar Commit bot <commit-bot@chromium.org>2016-09-14 11:26:11 -0700
commitf6a97aec198ba4b456a625e37254457bb981940a (patch)
tree73a6a3a7f07932723514829464194baad7ef77e6 /src/gpu/vk
parent88e670ff6a35543d3e555531157e38a9cd224b15 (diff)
Disable ignore discard optimization in Vulkan
Diffstat (limited to 'src/gpu/vk')
-rw-r--r--src/gpu/vk/GrVkGpuCommandBuffer.cpp6
1 files changed, 6 insertions, 0 deletions
diff --git a/src/gpu/vk/GrVkGpuCommandBuffer.cpp b/src/gpu/vk/GrVkGpuCommandBuffer.cpp
index a9d8e68d00..a5840699b8 100644
--- a/src/gpu/vk/GrVkGpuCommandBuffer.cpp
+++ b/src/gpu/vk/GrVkGpuCommandBuffer.cpp
@@ -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.