vulkan: Always populate vk_render_pass_state::render_pass

This way drivers can at least see whether dynamic rendering is being
used or not even if they use vk_render_pass.  Dynamic rendering only
drivers are expected to ignore those fields anyway.

Reviewed-by: Danylo Piliaiev <dpiliaiev@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17858>
This commit is contained in:
Jason Ekstrand
2022-08-02 10:22:52 -05:00
committed by Marge Bot
parent d5cd8f18c2
commit 378b398da7

View File

@@ -896,13 +896,13 @@ vk_render_pass_state_init(struct vk_render_pass_state *rp,
}
*rp = (struct vk_render_pass_state) {
.render_pass = info->renderPass,
.subpass = info->subpass,
.depth_attachment_format = VK_FORMAT_UNDEFINED,
.stencil_attachment_format = VK_FORMAT_UNDEFINED,
};
if (info->renderPass != VK_NULL_HANDLE && sp_info != NULL) {
rp->render_pass = info->renderPass;
rp->subpass = info->subpass;
rp->attachment_aspects = sp_info->attachment_aspects;
rp->view_mask = sp_info->view_mask;
return;