Vulkan: Implement simple render-to-texture.
This was mostly working already, just needed to set up a few entry
points.
BUG=angleproject:2200
Change-Id: I9c13d6d4dd42f23c69a58e42e07e3e28877671a1
Reviewed-on: https://chromium-review.googlesource.com/734237
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
diff --git a/src/libANGLE/renderer/vulkan/FramebufferVk.cpp b/src/libANGLE/renderer/vulkan/FramebufferVk.cpp
index 9c8d155..2931e63 100644
--- a/src/libANGLE/renderer/vulkan/FramebufferVk.cpp
+++ b/src/libANGLE/renderer/vulkan/FramebufferVk.cpp
@@ -359,8 +359,7 @@
bool FramebufferVk::checkStatus(const gl::Context *context) const
{
- UNIMPLEMENTED();
- return bool();
+ return true;
}
void FramebufferVk::syncState(const gl::Context *context,
@@ -618,7 +617,6 @@
// Updated the cached image layout of the attachments in this FBO.
// For a default FBO, we need to call through to the WindowSurfaceVk
// TODO(jmadill): Iterate over all attachments.
- ASSERT(mBackbuffer);
RenderTargetVk *renderTarget = nullptr;
ANGLE_TRY(mState.getFirstColorAttachment()->getRenderTarget(context, &renderTarget));
renderTarget->image->updateLayout(VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);