From ac8c6b631e38cb126c5a96e18be344bf5194cf92 Mon Sep 17 00:00:00 2001 From: Bill Currie Date: Sat, 22 Oct 2022 12:59:18 +0900 Subject: [PATCH] [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. --- libs/video/renderer/vulkan/vulkan_lighting.c | 8 +++++--- 1 file changed, 5 insertions(+), 3 deletions(-) diff --git a/libs/video/renderer/vulkan/vulkan_lighting.c b/libs/video/renderer/vulkan/vulkan_lighting.c index e1e287c9d..927d77728 100644 --- a/libs/video/renderer/vulkan/vulkan_lighting.c +++ b/libs/video/renderer/vulkan/vulkan_lighting.c @@ -260,9 +260,11 @@ lighting_draw_maps (qfv_renderframe_t *rFrame) .pClearValues = lctx->qfv_renderpass->clearValues->a, }; __auto_type subpassContents = VK_SUBPASS_CONTENTS_SECONDARY_COMMAND_BUFFERS; - dfunc->vkCmdBeginRenderPass (cmd, &renderPassInfo, subpassContents); - //... - dfunc->vkCmdEndRenderPass (cmd); + if (renderPassInfo.renderPass) { + dfunc->vkCmdBeginRenderPass (cmd, &renderPassInfo, subpassContents); + //... + dfunc->vkCmdEndRenderPass (cmd); + } QFV_CmdEndLabel (device, cmd); dfunc->vkEndCommandBuffer (cmd);