do not put barrier in render pass

This commit is contained in:
goeiecool9999 2025-12-27 14:10:19 +01:00
parent 4b42b508a1
commit 9fd42a60b2

View File

@ -1129,14 +1129,14 @@ void VulkanRenderer::draw_setRenderPass()
const bool syncSkipAllowed = !m_state.hasRenderSelfDependency || !(GetConfig().vk_accurate_barriers || m_state.activePipelineInfo->neverSkipAccurateBarrier);
const bool inputSyncNecessary = sync_isInputTexturesSyncRequired();
const bool FBOChanged = m_state.activeRenderpassFBO != fboVk;
const bool passReusable = !FBOChanged && syncSkipAllowed;
const bool passReusable = !FBOChanged && !inputSyncNecessary && syncSkipAllowed;
if (passReusable)
{
if (sync_isInputTexturesSyncRequired())
sync_performFlushBarrier();
// reuse previous render pass
return;
}