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/*
* Copyright © 2023 Valve Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#include "radv_private.h"
#include "vk_framebuffer.h"
#include "vk_common_entrypoints.h"
VKAPI_ATTR void VKAPI_CALL
rage2_CmdBeginRenderPass(VkCommandBuffer commandBuffer,
const VkRenderPassBeginInfo* pRenderPassBegin,
VkSubpassContents contents)
{
VK_FROM_HANDLE(vk_framebuffer, framebuffer, pRenderPassBegin->framebuffer);
RADV_FROM_HANDLE(radv_cmd_buffer, cmd_buffer, commandBuffer);
struct radv_device *device = cmd_buffer->device;
VkRenderPassBeginInfo render_pass_begin = {
.sType = pRenderPassBegin->sType,
.pNext = pRenderPassBegin->pNext,
.renderPass = pRenderPassBegin->renderPass,
.framebuffer = pRenderPassBegin->framebuffer,
.clearValueCount = pRenderPassBegin->clearValueCount,
.pClearValues = pRenderPassBegin->pClearValues,
};
/* RAGE2 seems to incorrectly set the render area and with dynamic rendering the concept of
* framebuffer dimensions goes away. Forcing the render area to be the framebuffer dimensions
* restores previous logic and it fixes rendering issues.
*/
render_pass_begin.renderArea.offset.x = 0;
render_pass_begin.renderArea.offset.y = 0;
render_pass_begin.renderArea.extent.width = framebuffer->width;
render_pass_begin.renderArea.extent.height = framebuffer->height;
device->layer_dispatch.app.CmdBeginRenderPass(commandBuffer, &render_pass_begin, contents);
}
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