[Chore] (MG_Backend/DirectVulkan): notes for MaterializePendingClearForTexture

This commit is contained in:
2026-03-09 17:13:56 +08:00
parent 8a91225eb1
commit 9e42e40705
@@ -733,6 +733,11 @@ void main() {
}
auto* activeRenderPass = VkRenderPassManager::GetActiveRenderPass();
// Check if any of the textures to sample have pending clears,
// which probably indicates it's been gone through codepath like `fbo attach` -> `clear` -> `fbo detach`, and
// without draws in between to give it a chance to materialize such clear.
// Deal with this situation here.
Vector<MG_State::GLState::ITextureObject*> sampledTextures;
Bool hasSampledTextures = m_uniformDescriptorBinder->CollectSampledTextures(program, sampledTextures);
MOBILEGL_ASSERT(hasSampledTextures, "%s: CollectSampledTextures failed", __func__);