vulkan: Simplify
The renderpassop always has a matching end op, so there is no need to check for the end of operations and emit one manually.
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@@ -80,7 +80,7 @@ gsk_vulkan_render_pass_op_command (GskVulkanOp *op,
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vk_render_pass = gsk_vulkan_render_pass_begin_draw (self->render_pass, render, pipeline_layout, command_buffer);
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op = op->next;
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while (op && op->op_class->stage != GSK_VULKAN_STAGE_END_PASS)
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while (op->op_class->stage != GSK_VULKAN_STAGE_END_PASS)
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{
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if (op->op_class->shader_name &&
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(op->op_class != current_pipeline_class ||
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@@ -101,10 +101,7 @@ gsk_vulkan_render_pass_op_command (GskVulkanOp *op,
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op = gsk_vulkan_op_command (op, render, pipeline_layout, command_buffer);
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}
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if (op && op->op_class->stage == GSK_VULKAN_STAGE_END_PASS)
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op = gsk_vulkan_op_command (op, render, pipeline_layout, command_buffer);
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else
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gsk_vulkan_render_pass_end_draw (self->render_pass, render, pipeline_layout, command_buffer);
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op = gsk_vulkan_op_command (op, render, pipeline_layout, command_buffer);
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return op;
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}
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