fix depth attachment barriers
continuous-integration/drone/push Build is passing Details

pull/1/head
cosmonaut 2021-02-09 17:52:26 -08:00
parent 8f1cdf190f
commit 17524fd30b
1 changed files with 38 additions and 6 deletions

View File

@ -7362,19 +7362,20 @@ static void VULKAN_BeginRenderPass(
vulkanCommandBuffer->commandBuffer,
RESOURCE_ACCESS_COLOR_ATTACHMENT_READ_WRITE,
VK_IMAGE_ASPECT_COLOR_BIT,
vulkanFramebuffer->colorTargets[i]->layer,
1,
0,
1,
vulkanFramebuffer->colorTargets[i]->texture->layerCount,
0,
vulkanFramebuffer->colorTargets[i]->texture->levelCount,
0,
vulkanFramebuffer->colorTargets[i]->texture->image,
&vulkanFramebuffer->colorTargets[i]->texture->resourceAccessType
);
}
if (depthStencilClearValue != NULL)
if (vulkanFramebuffer->depthStencilTarget != NULL)
{
depthAspectFlags = VK_IMAGE_ASPECT_DEPTH_BIT;
if (IsStencilFormat(
vulkanFramebuffer->depthStencilTarget->texture->format
)) {
@ -7387,9 +7388,9 @@ static void VULKAN_BeginRenderPass(
RESOURCE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_WRITE,
depthAspectFlags,
0,
1,
vulkanFramebuffer->depthStencilTarget->texture->layerCount,
0,
1,
vulkanFramebuffer->depthStencilTarget->texture->levelCount,
0,
vulkanFramebuffer->depthStencilTarget->texture->image,
&vulkanFramebuffer->depthStencilTarget->texture->resourceAccessType
@ -7448,6 +7449,7 @@ static void VULKAN_EndRenderPass(
VulkanRenderer* renderer = (VulkanRenderer*) driverData;
VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer*) commandBuffer;
VulkanTexture *currentTexture;
VkImageAspectFlags depthAspectFlags;
uint32_t i;
renderer->vkCmdEndRenderPass(
@ -7476,6 +7478,36 @@ static void VULKAN_EndRenderPass(
}
}
if (vulkanCommandBuffer->currentFramebuffer->depthStencilTarget != NULL)
{
currentTexture = vulkanCommandBuffer->currentFramebuffer->depthStencilTarget->texture;
if (currentTexture->usageFlags & VK_IMAGE_USAGE_SAMPLED_BIT)
{
depthAspectFlags = VK_IMAGE_ASPECT_DEPTH_BIT;
if (IsStencilFormat(
currentTexture->format
)) {
depthAspectFlags |= VK_IMAGE_ASPECT_STENCIL_BIT;
}
VULKAN_INTERNAL_ImageMemoryBarrier(
renderer,
vulkanCommandBuffer->commandBuffer,
RESOURCE_ACCESS_ANY_SHADER_READ_SAMPLED_IMAGE,
depthAspectFlags,
0,
currentTexture->layerCount,
0,
currentTexture->levelCount,
0,
currentTexture->image,
&currentTexture->resourceAccessType
);
}
}
vulkanCommandBuffer->currentGraphicsPipeline = NULL;
vulkanCommandBuffer->currentFramebuffer = NULL;
}