diff options
| author | Stenzek <stenzek@gmail.com> | 2018-01-26 12:23:19 +1000 |
|---|---|---|
| committer | Stenzek <stenzek@gmail.com> | 2018-01-26 12:33:24 +1000 |
| commit | fd39103c73e1689386b14d9032a71d253f0156c6 (patch) | |
| tree | cf68b8e3140c050c8fc2e8bf6dd81cabf8b9ac6b /Source/Core/VideoBackends | |
| parent | 47f453d7aa6adbeae85666350fba205e3a52ff1d (diff) | |
Vulkan: Fix invalid stage mask in layout transitions
Diffstat (limited to 'Source/Core/VideoBackends')
| -rw-r--r-- | Source/Core/VideoBackends/Vulkan/Texture2D.cpp | 15 |
1 files changed, 8 insertions, 7 deletions
diff --git a/Source/Core/VideoBackends/Vulkan/Texture2D.cpp b/Source/Core/VideoBackends/Vulkan/Texture2D.cpp index 9b8111aa94..a15f8f8d04 100644 --- a/Source/Core/VideoBackends/Vulkan/Texture2D.cpp +++ b/Source/Core/VideoBackends/Vulkan/Texture2D.cpp @@ -202,7 +202,8 @@ void Texture2D::TransitionToLayout(VkCommandBuffer command_buffer, VkImageLayout // Image was being used as a depthstencil attachment, so ensure all writes have completed. barrier.srcAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT; - srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; + srcStageMask = + VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT; break; case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL: @@ -238,19 +239,19 @@ void Texture2D::TransitionToLayout(VkCommandBuffer command_buffer, VkImageLayout case VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL: barrier.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; - dstStageMask = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT; + dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; break; case VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL: barrier.dstAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT; - dstStageMask = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT; + dstStageMask = + VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT; break; case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL: - // TODO: Can we use FRAGMENT_SHADER here? We don't sample textures in the earlier stages. barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT; - dstStageMask = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT; + dstStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT; break; case VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL: @@ -264,7 +265,6 @@ void Texture2D::TransitionToLayout(VkCommandBuffer command_buffer, VkImageLayout break; case VK_IMAGE_LAYOUT_PRESENT_SRC_KHR: - barrier.dstAccessMask = VK_ACCESS_MEMORY_READ_BIT; srcStageMask = VK_PIPELINE_STAGE_ALL_COMMANDS_BIT; dstStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT; break; @@ -347,7 +347,8 @@ void Texture2D::TransitionToLayout(VkCommandBuffer command_buffer, ComputeImageL // Image was being used as a depthstencil attachment, so ensure all writes have completed. barrier.srcAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT; - srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; + srcStageMask = + VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT; break; case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL: |
