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. |