try moving layout transition into render pass
parent
7297eba889
commit
b5dcddea49
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@ -5969,6 +5969,7 @@ static VkRenderPass VULKAN_INTERNAL_CreateRenderPass(
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VkAttachmentReference depthStencilAttachmentReference;
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VkRenderPassCreateInfo renderPassCreateInfo;
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VkSubpassDescription subpass;
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VkImageLayout finalLayout;
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VkRenderPass renderPass;
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uint32_t i;
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@ -5983,6 +5984,19 @@ static VkRenderPass VULKAN_INTERNAL_CreateRenderPass(
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{
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texture = ((VulkanTextureContainer*) colorAttachmentInfos[i].texture)->vulkanTexture;
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if (texture->usageFlags & VK_IMAGE_USAGE_SAMPLED_BIT)
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{
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finalLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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}
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else if (texture->usageFlags & VK_IMAGE_USAGE_STORAGE_BIT)
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{
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finalLayout = VK_IMAGE_LAYOUT_GENERAL;
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}
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else
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{
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finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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}
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if (texture->msaaTex != NULL)
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{
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msaaTexture = texture->msaaTex;
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@ -6021,7 +6035,7 @@ static VkRenderPass VULKAN_INTERNAL_CreateRenderPass(
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attachmentDescriptions[attachmentDescriptionCount].initialLayout =
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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attachmentDescriptions[attachmentDescriptionCount].finalLayout =
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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finalLayout;
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resolveReferences[resolveReferenceCount].attachment =
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attachmentDescriptionCount;
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@ -6077,7 +6091,7 @@ static VkRenderPass VULKAN_INTERNAL_CreateRenderPass(
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attachmentDescriptions[attachmentDescriptionCount].initialLayout =
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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attachmentDescriptions[attachmentDescriptionCount].finalLayout =
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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finalLayout;
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colorAttachmentReferences[colorAttachmentReferenceCount].attachment = attachmentDescriptionCount;
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@ -6106,6 +6120,15 @@ static VkRenderPass VULKAN_INTERNAL_CreateRenderPass(
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{
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texture = ((VulkanTextureContainer*) depthStencilAttachmentInfo->texture)->vulkanTexture;
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if (texture->usageFlags & VK_IMAGE_USAGE_SAMPLED_BIT)
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{
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finalLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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}
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else
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{
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finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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}
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attachmentDescriptions[attachmentDescriptionCount].flags = 0;
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attachmentDescriptions[attachmentDescriptionCount].format = texture->format;
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attachmentDescriptions[attachmentDescriptionCount].samples = RefreshToVK_SampleCount[
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@ -6126,7 +6149,7 @@ static VkRenderPass VULKAN_INTERNAL_CreateRenderPass(
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attachmentDescriptions[attachmentDescriptionCount].initialLayout =
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VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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attachmentDescriptions[attachmentDescriptionCount].finalLayout =
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VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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finalLayout;
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depthStencilAttachmentReference.attachment =
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attachmentDescriptionCount;
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@ -6195,6 +6218,7 @@ static VkRenderPass VULKAN_INTERNAL_CreateTransientRenderPass(
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uint32_t resolveReferenceCount = 0;
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uint32_t i;
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/* Note: Render pass compatibility does not compare about layout */
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for (i = 0; i < attachmentInfo.colorAttachmentCount; i += 1)
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{
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attachmentDescription = attachmentInfo.colorAttachmentDescriptions[i];
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@ -9039,35 +9063,11 @@ static void VULKAN_EndRenderPass(
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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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currentTexture->resourceAccessType = RESOURCE_ACCESS_ANY_SHADER_READ_SAMPLED_IMAGE;
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}
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else if (currentTexture->usageFlags & VK_IMAGE_USAGE_STORAGE_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_COMPUTE_SHADER_STORAGE_IMAGE_READ_WRITE,
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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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currentTexture->resourceAccessType = RESOURCE_ACCESS_COMPUTE_SHADER_STORAGE_IMAGE_READ_WRITE;
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}
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}
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vulkanCommandBuffer->renderPassColorTargetCount = 0;
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@ -9078,19 +9078,7 @@ static void VULKAN_EndRenderPass(
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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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currentTexture->resourceAccessType = RESOURCE_ACCESS_ANY_SHADER_READ_SAMPLED_IMAGE;
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}
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}
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vulkanCommandBuffer->renderPassDepthTexture = NULL;
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