Graphics: Use debug regions inside render pass to fix an issue with OpenGL context switch

This commit is contained in:
Jérôme Leclercq
2021-09-23 17:49:15 +02:00
parent aa2021dc49
commit 3ad05614f9
3 changed files with 12 additions and 12 deletions

View File

@@ -62,11 +62,11 @@ namespace Nz
builder.TextureBarrier(textureTransition.srcStageMask, textureTransition.dstStageMask, textureTransition.srcAccessMask, textureTransition.dstAccessMask, textureTransition.oldLayout, textureTransition.newLayout, *texture);
}
builder.BeginRenderPass(*passData.framebuffer, *passData.renderPass, passData.renderRect);
if (!passData.name.empty())
builder.BeginDebugRegion(passData.name, Nz::Color::Green);
builder.BeginRenderPass(*passData.framebuffer, *passData.renderPass, passData.renderRect);
bool first = true;
for (auto& subpass : passData.subpasses)
{
@@ -78,10 +78,10 @@ namespace Nz
subpass.commandCallback(builder, passData.renderRect);
}
builder.EndRenderPass();
if (!passData.name.empty())
builder.EndDebugRegion();
builder.EndRenderPass();
});
passData.forceCommandBufferRegeneration = false;