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[vulkan] Skip ambient lights for shadow maps
Not that anything is actually rendered yet, but the validation layers don't like the null render pass. Came up now because ctf1 seems to make the first light an ambient light.
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1 changed files with 5 additions and 3 deletions
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@ -260,9 +260,11 @@ lighting_draw_maps (qfv_renderframe_t *rFrame)
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.pClearValues = lctx->qfv_renderpass->clearValues->a,
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};
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__auto_type subpassContents = VK_SUBPASS_CONTENTS_SECONDARY_COMMAND_BUFFERS;
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dfunc->vkCmdBeginRenderPass (cmd, &renderPassInfo, subpassContents);
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//...
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dfunc->vkCmdEndRenderPass (cmd);
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if (renderPassInfo.renderPass) {
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dfunc->vkCmdBeginRenderPass (cmd, &renderPassInfo, subpassContents);
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//...
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dfunc->vkCmdEndRenderPass (cmd);
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}
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QFV_CmdEndLabel (device, cmd);
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dfunc->vkEndCommandBuffer (cmd);
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