| Index: src/gpu/vk/GrVkGpuCommandBuffer.cpp
|
| diff --git a/src/gpu/vk/GrVkGpuCommandBuffer.cpp b/src/gpu/vk/GrVkGpuCommandBuffer.cpp
|
| index a9d8e68d0016b81ef282418d7a0d7d59cf8a94e7..a5840699b88dbafdc62b9109bdbc36e6dae89294 100644
|
| --- a/src/gpu/vk/GrVkGpuCommandBuffer.cpp
|
| +++ b/src/gpu/vk/GrVkGpuCommandBuffer.cpp
|
| @@ -102,11 +102,17 @@ void GrVkGpuCommandBuffer::end() {
|
| }
|
|
|
| void GrVkGpuCommandBuffer::onSubmit(const SkIRect& bounds) {
|
| + // TODO: We can't add this optimization yet since many things create a scratch texture which
|
| + // adds the discard immediately, but then don't draw to it right away. This causes the discard
|
| + // to be ignored and we get yelled at for loading uninitialized data. However, once MDP lands,
|
| + // the discard will get reordered with the rest of the draw commands and we can re-enable this.
|
| +#if 0
|
| if (fIsEmpty && !fStartsWithClear) {
|
| // We have sumbitted no actual draw commands to the command buffer and we are not using
|
| // the render pass to do a clear so there is no need to submit anything.
|
| return;
|
| }
|
| +#endif
|
|
|
| // Change layout of our render target so it can be used as the color attachment. Currently
|
| // we don't attach the resolve to the framebuffer so no need to change its layout.
|
|
|