I am just unsure if checking the max and minimum range is necessary, or if that can be understood as programming error.
It's probably fine to leave that the way it currently is. For better or worse, both Vulkan and d3d12 generally don't verify these things and take the position that it's the responsibility of the application to pass valid values to the API.
Do we need to update vulkan command buffer at all? I mean do these bounds affect anything else other than the next drawing command?
P.S. it is an actual question, because I don't know nearly enough to suggest that one way is better than the other.
I'm not sure I completely understand the question, but this sets the parameters for the per fragment/sample depth bounds test, somewhat similar to e.g. d3d12_command_list_RSSetScissorRects() or d3d12_command_list_OMSetStencilRef().
The MR does have a couple of problems though: - It has the TRACE before the variable declarations, and that causes -Wdeclaration-after-statement warnings, and the corresponding CI failures. - The commit author ("raphaelabrantes antenabr2@gmail.com") isn't quite right. That's perhaps not immediately obvious in GitLab because GitLab displays the name configured on the account, but it's there in the actual git commit. - The TRACE has a trailing space before "\n", and is missing the full stop that most of our other TRACEs have.
Ideally we'd also have some tests to go along with this, although the implementation seems straightforward enough...