RenderPass begin and end

Implemented vkCmdBeginRenderPass and vkCmdEndRenderPass.
The RenderPass object begin and end are noop for now, but
the framebuffer gets cleared within vkCmdBeginRenderPass.

Bug b/119620965 b/118619338

Change-Id: I8e1f2932d9d52b3dcb5c10d4e60cba83b28bb95d
Reviewed-on: https://swiftshader-review.googlesource.com/c/23108
Reviewed-by: Corentin Wallez <cwallez@google.com>
Tested-by: Alexis Hétu <sugoi@google.com>
diff --git a/src/Vulkan/VkQueue.cpp b/src/Vulkan/VkQueue.cpp
index 43bb4a0..b433815 100644
--- a/src/Vulkan/VkQueue.cpp
+++ b/src/Vulkan/VkQueue.cpp
@@ -34,9 +34,12 @@
 			vk::Cast(submitInfo.pWaitSemaphores[j])->wait(submitInfo.pWaitDstStageMask[j]);
 		}
 
-		for(uint32_t j = 0; j < submitInfo.commandBufferCount; j++)
 		{
-			vk::Cast(submitInfo.pCommandBuffers[j])->submit();
+			CommandBuffer::ExecutionState executionState;
+			for(uint32_t j = 0; j < submitInfo.commandBufferCount; j++)
+			{
+				vk::Cast(submitInfo.pCommandBuffers[j])->submit(executionState);
+			}
 		}
 
 		for(uint32_t j = 0; j < submitInfo.signalSemaphoreCount; j++)