D3D12: Avoid redundant render pass restarts

This commit is contained in:
Stenzek
2024-07-23 17:38:24 +10:00
parent 0407f939fc
commit 5e8870ec69
3 changed files with 35 additions and 13 deletions

View File

@ -3318,10 +3318,9 @@ void VulkanDevice::SetRenderTargets(GPUTexture* const* rts, u32 num_rts, GPUText
DIRTY_FLAG_INPUT_ATTACHMENT :
0);
}
// TODO: This could use vkCmdClearAttachments() instead.
if (needs_rt_clear || needs_ds_clear)
else if (needs_rt_clear || needs_ds_clear)
{
// TODO: This could use vkCmdClearAttachments() instead.
if (InRenderPass())
EndRenderPass();
}