Kill current render pass only when custom pipelines are present in layer

This commit is contained in:
Héctor Ramón Jiménez 2023-11-14 14:47:29 +01:00
parent 34b5cb75ef
commit fee3bf0df4
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GPG key ID: 7CC46565708259A7

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@ -323,10 +323,9 @@ impl Backend {
text_layer += 1; text_layer += 1;
} }
// kill render pass to let custom shaders get mut access to encoder if !layer.pipelines.is_empty() {
let _ = ManuallyDrop::into_inner(render_pass); let _ = ManuallyDrop::into_inner(render_pass);
if !layer.pipelines.is_empty() {
for pipeline in &layer.pipelines { for pipeline in &layer.pipelines {
let bounds = (pipeline.bounds * scale_factor).snap(); let bounds = (pipeline.bounds * scale_factor).snap();
@ -342,9 +341,7 @@ impl Backend {
encoder, encoder,
); );
} }
}
// recreate and continue processing layers
render_pass = ManuallyDrop::new(encoder.begin_render_pass( render_pass = ManuallyDrop::new(encoder.begin_render_pass(
&wgpu::RenderPassDescriptor { &wgpu::RenderPassDescriptor {
label: Some("iced_wgpu::quad render pass"), label: Some("iced_wgpu::quad render pass"),
@ -364,6 +361,7 @@ impl Backend {
}, },
)); ));
} }
}
let _ = ManuallyDrop::into_inner(render_pass); let _ = ManuallyDrop::into_inner(render_pass);
} }