Hi,
I am trying to remove empty / duplicated begin / end render pass commands in UE 4.27. I can remove empty ones, but I am struggling to properly remove the begin / end render pass calls in each thread for the case of parallel command recording in FParallelMeshDrawCommandPass::DispatchDraw, since each thread records its own begin and end render pass commands.
I managed to do it, but then I get on Vulkan validation errors due to using the wrong pipeline for the mesh draw commands:
Graphics Pipeline 10526, type = VK_OBJECT_TYPE_PIPELINE; | MessageID = 0xe087a60d | vkCmdDrawIndexed: No active render pass found at draw-time in VkPipeline Graphics Pipeline 10526!
Could anyone give some general lines / point to examples on how to properly customize this part of mesh command recording?
Many thanks in advance,
Alejandro