Add a renderpass object to avoid corrupting in GL_CopyFrameBuffer …
This fixes the undefined behavior, where renderpass with loadOp == DONT_CARE
and initialLayout == UNDEFINED was re-started in GL_CopyFrameBuffer. As the
framebuffer already was filled with data from before GL_CopyFrameBuffer,
this data was corrupted in vkCmdBeginRenderpass.
To avoid that, another renderpass object is created with loadOp == LOAD and proper
initialLayout is created and used in and after GL_CopyFrameBuffer.
Add a renderpass object to avoid corrupting in GL_CopyFrameBuffer …
This fixes the undefined behavior, where renderpass with loadOp == DONT_CARE and initialLayout == UNDEFINED was re-started in GL_CopyFrameBuffer. As the framebuffer already was filled with data from before GL_CopyFrameBuffer, this data was corrupted in vkCmdBeginRenderpass.
To avoid that, another renderpass object is created with loadOp == LOAD and proper initialLayout is created and used in and after GL_CopyFrameBuffer.
Fixes #24
Authored-by: Lesniewska, Anna Anna.Lesniewska@intel.com