Fix lint errors :)
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@@ -207,10 +207,7 @@ void Blitter::BlitTexture2D(VkCommandBuffer command_buffer, VkFence fence,
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vkCmdSetViewport(command_buffer, 0, 1, &viewport);
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VkRect2D scissor = {
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dst_offset.x,
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dst_offset.y,
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dst_extents.width,
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dst_extents.height,
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dst_offset.x, dst_offset.y, dst_extents.width, dst_extents.height,
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};
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vkCmdSetScissor(command_buffer, 0, 1, &scissor);
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@@ -259,10 +256,7 @@ void Blitter::BlitTexture2D(VkCommandBuffer command_buffer, VkFence fence,
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&vtx_constants);
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PixPushConstants pix_constants = {
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0,
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0,
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0,
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swap_channels ? 1 : 0,
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0, 0, 0, swap_channels ? 1 : 0,
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};
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vkCmdPushConstants(command_buffer, pipeline_layout_,
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VK_SHADER_STAGE_FRAGMENT_BIT, sizeof(VtxPushConstants),
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@@ -497,8 +491,7 @@ VkPipeline Blitter::CreatePipeline(VkRenderPass render_pass,
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dynamic_state_info.pNext = nullptr;
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dynamic_state_info.flags = 0;
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VkDynamicState dynamic_states[] = {
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VK_DYNAMIC_STATE_VIEWPORT,
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VK_DYNAMIC_STATE_SCISSOR,
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VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR,
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};
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dynamic_state_info.dynamicStateCount =
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static_cast<uint32_t>(xe::countof(dynamic_states));
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