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authorStenzek <stenzek@gmail.com>2018-01-26 12:23:19 +1000
committerStenzek <stenzek@gmail.com>2018-01-26 12:33:24 +1000
commitfd39103c73e1689386b14d9032a71d253f0156c6 (patch)
treecf68b8e3140c050c8fc2e8bf6dd81cabf8b9ac6b /Source/Core/VideoBackends
parent47f453d7aa6adbeae85666350fba205e3a52ff1d (diff)
Vulkan: Fix invalid stage mask in layout transitions
Diffstat (limited to 'Source/Core/VideoBackends')
-rw-r--r--Source/Core/VideoBackends/Vulkan/Texture2D.cpp15
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: