fix barrier issue when sampling depth texture
continuous-integration/drone/push Build is passing
Details
continuous-integration/drone/push Build is passing
Details
parent
83a59d7685
commit
06ad0e1901
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@ -1509,6 +1509,7 @@ typedef struct VulkanCommandBuffer
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VulkanTexture *renderPassColorTargetTextures[MAX_COLOR_TARGET_BINDINGS];
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uint32_t renderPassColorTargetCount;
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VulkanTexture *renderPassDepthTexture; /* can be NULL */
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VulkanUniformBuffer *vertexUniformBuffer;
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VulkanUniformBuffer *fragmentUniformBuffer;
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@ -8389,6 +8390,8 @@ static void VULKAN_BeginRenderPass(
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);
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clearCount += 1;
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VULKAN_INTERNAL_TrackTexture(renderer, vulkanCommandBuffer, texture);
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}
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/* Set clear values */
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@ -8451,6 +8454,11 @@ static void VULKAN_BeginRenderPass(
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}
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vulkanCommandBuffer->renderPassColorTargetCount = colorAttachmentCount;
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if (depthStencilAttachmentInfo != NULL)
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{
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vulkanCommandBuffer->renderPassDepthTexture = (VulkanTexture*) depthStencilAttachmentInfo->texture;
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}
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/* Set sensible default viewport state */
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defaultViewport.x = 0;
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@ -8549,6 +8557,29 @@ static void VULKAN_EndRenderPass(
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}
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vulkanCommandBuffer->renderPassColorTargetCount = 0;
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if (vulkanCommandBuffer->renderPassDepthTexture != NULL)
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{
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currentTexture = vulkanCommandBuffer->renderPassDepthTexture;
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if (currentTexture->usageFlags & VK_IMAGE_USAGE_SAMPLED_BIT)
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{
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VULKAN_INTERNAL_ImageMemoryBarrier(
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renderer,
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vulkanCommandBuffer->commandBuffer,
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RESOURCE_ACCESS_ANY_SHADER_READ_SAMPLED_IMAGE,
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currentTexture->aspectFlags,
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0,
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currentTexture->layerCount,
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0,
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currentTexture->levelCount,
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0,
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currentTexture->image,
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¤tTexture->resourceAccessType
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);
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}
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}
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vulkanCommandBuffer->renderPassDepthTexture = NULL;
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vulkanCommandBuffer->currentGraphicsPipeline = NULL;
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vulkanCommandBuffer->renderPassInProgress = 0;
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}
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@ -8937,6 +8968,8 @@ static void VULKAN_INTERNAL_AllocateCommandBuffers(
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LogVulkanResultAsError("vkCreateFence", vulkanResult);
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}
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commandBuffer->renderPassDepthTexture = NULL;
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/* Presentation tracking */
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commandBuffer->presentDataCapacity = 1;
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