The Vulkan backend was the odd one out: it cleared the whole swapchain image to the frame-counter colour (vkCmdClearColorImage), while every other backend draws an animated background + a moving vertical bar + a top-left frame-counter block. Bring it in line. Use a render pass (loadOp CLEAR paints the animated background, final layout PRESENT_SRC so no manual barriers) plus vkCmdClearAttachments to clear the bar and block rects -- so it renders the full FramePattern while still needing no pipeline / shaders / SPIR-V, matching the clear-based character of the dx11/dx12/gl backends. Swapchain images gain COLOR_ATTACHMENT usage (keep TRANSFER_SRC for the capture hook). No new dependency: render pass / framebuffer / image view / ClearAttachments are core Vulkan, already available through the vendored volk submodule. mock_game_test decodes the vk frame-counter block correctly through the capture layer, same as before.
14 KiB
14 KiB