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This repository was archived by the owner on Nov 1, 2021. It is now read-only.

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@misyltoad
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Signed-off-by: Joshua Ashton [email protected]

@emersion
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cc @nyorain

renderer->render_pass_clear_color = clear_color;
renderer->pending_render_pass_clear = true;
} else {
vulkan_begin_renderpass(renderer, cb);
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is this really needed? we only land here if renderer->in_render_pass == true in which case this call is a no-op right?

fb_info.height = dmabuf.height;
fb_info.layers = 1u;
fb_info.renderPass = buffer->render_setup->render_pass;
fb_info.renderPass = buffer->render_setup->render_pass_load;
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I'd add a comment here stating that we can use either VkRenderPass since they are compatible due to only loadOp being different.

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Aside from the nitpicks this makes sense. It's just a workaround for the mismatch between efficient vulkan usage and the wlr api though and we should probably rather adjust the wlr api on the long run (allowing to optionally pass clear color and scissor rect to begin already, for instance).

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emersion commented Nov 1, 2021

wlroots has migrated to gitlab.freedesktop.org. This pull request has been moved to:

https://gitlab.freedesktop.org/wlroots/wlroots/-/merge_requests/3269

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3 participants