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

@@ -348,9 +348,9 @@ namespace Nz
clearValues[1].depth = 1.f;
clearValues[1].stencil = 0;
builder.BeginDebugRegion("Main window rendering", Color::Green);
builder.BeginRenderPass(renderTarget.GetFramebuffer(renderFrame.GetFramebufferIndex()), renderTarget.GetRenderPass(), renderRegion, { clearValues[0], clearValues[1] });
{
builder.BeginRenderPass(renderTarget.GetFramebuffer(renderFrame.GetFramebufferIndex()), renderTarget.GetRenderPass(), renderRegion, { clearValues[0], clearValues[1] });
builder.BeginDebugRegion("Main window rendering", Color::Green);
{
builder.SetScissor(renderRegion);
builder.SetViewport(renderRegion);
@@ -361,9 +361,9 @@ namespace Nz
builder.Draw(3);
}
builder.EndRenderPass();
builder.EndDebugRegion();
}
builder.EndDebugRegion();
builder.EndRenderPass();
}, QueueType::Graphics);
}