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DeviceContextVk: use m_CommandBuffer.IsInRenderScope in a couple more places
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Graphics/GraphicsEngineVulkan/src/DeviceContextVkImpl.cpp

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -262,7 +262,7 @@ void DeviceContextVkImpl::DisposeVkCmdBuffer(SoftwareQueueIndex CmdQueue, VkComm
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inline void DeviceContextVkImpl::DisposeCurrentCmdBuffer(SoftwareQueueIndex CmdQueue, Uint64 FenceValue)
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{
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VERIFY(m_CommandBuffer.GetState().RenderPass == VK_NULL_HANDLE, "Disposing command buffer with unfinished render pass");
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VERIFY(!m_CommandBuffer.IsInRenderScope(), "Disposing command buffer with unfinished render pass");
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VkCommandBuffer vkCmdBuff = m_CommandBuffer.GetVkCmdBuffer();
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if (vkCmdBuff != VK_NULL_HANDLE)
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{
@@ -1627,7 +1627,7 @@ void DeviceContextVkImpl::InvalidateState()
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m_vkRenderPass = VK_NULL_HANDLE;
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m_vkFramebuffer = VK_NULL_HANDLE;
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VERIFY(m_CommandBuffer.GetState().RenderPass == VK_NULL_HANDLE, "Invalidating context with unfinished render pass");
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VERIFY(!m_CommandBuffer.IsInRenderScope(), "Invalidating context with unfinished render pass");
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m_CommandBuffer.Reset();
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}
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