Use the render passes we just created when creating a Vulkan render target

(cherry picked from commit f4337eded2)
This commit is contained in:
Sam Lantinga
2026-07-27 10:48:57 -07:00
parent c9ad296376
commit b0e329b322

View File

@@ -2065,7 +2065,7 @@ static VkResult VULKAN_CreateFramebuffersAndRenderPasses(SDL_Renderer *renderer,
VkFramebufferCreateInfo framebufferCreateInfo = { 0 };
framebufferCreateInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
framebufferCreateInfo.pNext = NULL;
framebufferCreateInfo.renderPass = rendererData->renderPasses[VULKAN_RENDERPASS_LOAD];
framebufferCreateInfo.renderPass = renderPasses[VULKAN_RENDERPASS_LOAD];
framebufferCreateInfo.attachmentCount = 1;
framebufferCreateInfo.width = w;
framebufferCreateInfo.height = h;