render/vulkan: reset scissor before post-blend subpass

Otherwise only the last command's area will be copied over.
master
Simon Ser 1 year ago
parent 150a88bd03
commit 30616bcf0c

@ -82,9 +82,12 @@ static bool render_pass_submit(struct wlr_render_pass *wlr_pass) {
// Apply output shader to map blend image to actual output image
vkCmdNextSubpass(render_cb->vk, VK_SUBPASS_CONTENTS_INLINE);
int width = pass->render_buffer->wlr_buffer->width;
int height = pass->render_buffer->wlr_buffer->height;
float final_matrix[9] = {
pass->render_buffer->wlr_buffer->width, 0, -1,
0, pass->render_buffer->wlr_buffer->height, -1,
width, 0, -1,
0, height, -1,
0, 0, 0,
};
struct wlr_vk_vert_pcr_data vert_pcr_data = {
@ -100,6 +103,9 @@ static bool render_pass_submit(struct wlr_render_pass *wlr_pass) {
VK_PIPELINE_BIND_POINT_GRAPHICS, renderer->output_pipe_layout,
0, 1, &render_buffer->blend_descriptor_set, 0, NULL);
vkCmdSetScissor(render_cb->vk, 0, 1, &(VkRect2D){
.extent = { width, height },
});
vkCmdDraw(render_cb->vk, 4, 1, 0, 0);
}

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