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authorChris Forbes <chrisforbes@google.com>2016-05-06 16:31:14 +1200
committerTobin Ehlis <tobine@google.com>2016-05-11 06:15:06 -0600
commit3da484c3300916481d41b35a8bfb28bb40818e59 (patch)
tree75e9f32a52ae2b95849187424486818a68c50ad5 /layers/core_validation.h
parent686e71c8ac13906cb03fcf07faef56b08399181e (diff)
downloadusermoji-3da484c3300916481d41b35a8bfb28bb40818e59.tar.xz
layers: Hold active RENDER_PASS_NODE rather than VkRenderPass in CB node
Allows eliminating the bulk of the renderPassMap lookups Signed-off-by: Chris Forbes <chrisforbes@google.com>
Diffstat (limited to 'layers/core_validation.h')
-rw-r--r--layers/core_validation.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/layers/core_validation.h b/layers/core_validation.h
index 7b1dc959..41680078 100644
--- a/layers/core_validation.h
+++ b/layers/core_validation.h
@@ -553,7 +553,7 @@ struct GLOBAL_CB_NODE : public BASE_NODE {
uint64_t fenceId;
VkFence lastSubmittedFence;
VkQueue lastSubmittedQueue;
- VkRenderPass activeRenderPass;
+ RENDER_PASS_NODE *activeRenderPass;
VkSubpassContents activeSubpassContents;
uint32_t activeSubpass;
std::unordered_set<VkFramebuffer> framebuffers;