| 1296 | return skip; |
| 1297 | } |
| 1298 | AccessContext* ReplayState::RenderPassReplayState::Begin(VkQueueFlags queue_flags, const SyncOpBeginRenderPass& begin_op_, |
| 1299 | const AccessContext& external_context) { |
| 1300 | const RenderPassAccessContext* rp_context = begin_op_.GetRenderPassAccessContext(); |
| 1301 | assert(rp_context); |
| 1302 | |
| 1303 | begin_op = &begin_op_; |
| 1304 | replay_context = &rp_context->GetSubpassContexts()[0]; |
| 1305 | subpass = 0; |
| 1306 | subpass_contexts = InitSubpassContexts(queue_flags, *rp_context->GetRenderPassState(), external_context); |
| 1307 | |
| 1308 | // Replace the Async contexts with the the async context of the "external" context |
| 1309 | // For replay we don't care about async subpasses, just async queue batches |
| 1310 | for (AccessContext& context : GetSubpassContexts()) { |
| 1311 | context.ClearAsyncContexts(); |
| 1312 | context.ImportAsyncContexts(external_context); |
| 1313 | } |
| 1314 | |
| 1315 | return &subpass_contexts[0]; |
| 1316 | } |
| 1317 | |
| 1318 | AccessContext* ReplayState::RenderPassReplayState::Next() { |
| 1319 | subpass++; |
no test coverage detected