fix depth attachment barriers
	
		
			
	
		
	
	
		
			
				
	
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				continuous-integration/drone/push Build is passing
				
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						17524fd30b
					
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					@ -7362,19 +7362,20 @@ static void VULKAN_BeginRenderPass(
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			vulkanCommandBuffer->commandBuffer,
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								vulkanCommandBuffer->commandBuffer,
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			RESOURCE_ACCESS_COLOR_ATTACHMENT_READ_WRITE,
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								RESOURCE_ACCESS_COLOR_ATTACHMENT_READ_WRITE,
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			VK_IMAGE_ASPECT_COLOR_BIT,
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								VK_IMAGE_ASPECT_COLOR_BIT,
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			vulkanFramebuffer->colorTargets[i]->layer,
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			1,
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			0,
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								0,
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			1,
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								vulkanFramebuffer->colorTargets[i]->texture->layerCount,
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								0,
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								vulkanFramebuffer->colorTargets[i]->texture->levelCount,
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			0,
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								0,
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			vulkanFramebuffer->colorTargets[i]->texture->image,
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								vulkanFramebuffer->colorTargets[i]->texture->image,
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			&vulkanFramebuffer->colorTargets[i]->texture->resourceAccessType
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								&vulkanFramebuffer->colorTargets[i]->texture->resourceAccessType
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		);
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							);
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	}
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						}
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	if (depthStencilClearValue != NULL)
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						if (vulkanFramebuffer->depthStencilTarget != NULL)
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	{
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						{
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		depthAspectFlags = VK_IMAGE_ASPECT_DEPTH_BIT;
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							depthAspectFlags = VK_IMAGE_ASPECT_DEPTH_BIT;
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		if (IsStencilFormat(
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							if (IsStencilFormat(
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			vulkanFramebuffer->depthStencilTarget->texture->format
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								vulkanFramebuffer->depthStencilTarget->texture->format
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		)) {
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							)) {
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					@ -7387,9 +7388,9 @@ static void VULKAN_BeginRenderPass(
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			RESOURCE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_WRITE,
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								RESOURCE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_WRITE,
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			depthAspectFlags,
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								depthAspectFlags,
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			0,
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								0,
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			1,
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								vulkanFramebuffer->depthStencilTarget->texture->layerCount,
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			0,
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								0,
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			1,
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								vulkanFramebuffer->depthStencilTarget->texture->levelCount,
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			0,
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								0,
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			vulkanFramebuffer->depthStencilTarget->texture->image,
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								vulkanFramebuffer->depthStencilTarget->texture->image,
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			&vulkanFramebuffer->depthStencilTarget->texture->resourceAccessType
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								&vulkanFramebuffer->depthStencilTarget->texture->resourceAccessType
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					@ -7448,6 +7449,7 @@ static void VULKAN_EndRenderPass(
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	VulkanRenderer* renderer = (VulkanRenderer*) driverData;
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						VulkanRenderer* renderer = (VulkanRenderer*) driverData;
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	VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer*) commandBuffer;
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						VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer*) commandBuffer;
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	VulkanTexture *currentTexture;
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						VulkanTexture *currentTexture;
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						VkImageAspectFlags depthAspectFlags;
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	uint32_t i;
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						uint32_t i;
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	renderer->vkCmdEndRenderPass(
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						renderer->vkCmdEndRenderPass(
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					@ -7476,6 +7478,36 @@ static void VULKAN_EndRenderPass(
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		}
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							}
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	}
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						}
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						if (vulkanCommandBuffer->currentFramebuffer->depthStencilTarget != NULL)
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						{
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							currentTexture = vulkanCommandBuffer->currentFramebuffer->depthStencilTarget->texture;
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							if (currentTexture->usageFlags & VK_IMAGE_USAGE_SAMPLED_BIT)
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							{
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								depthAspectFlags = VK_IMAGE_ASPECT_DEPTH_BIT;
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								if (IsStencilFormat(
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									currentTexture->format
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								)) {
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									depthAspectFlags |= VK_IMAGE_ASPECT_STENCIL_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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									depthAspectFlags,
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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->currentGraphicsPipeline = NULL;
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						vulkanCommandBuffer->currentGraphicsPipeline = NULL;
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	vulkanCommandBuffer->currentFramebuffer = NULL;
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						vulkanCommandBuffer->currentFramebuffer = NULL;
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}
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					}
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