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And clean up the resulting errors. While some were tricky, there weren't all that many: just some attachment issues and the multi-stage image copy for scraps. Fixing scraps required a barrier between copies. It might be overkill, but a transfer_dst to transfer_dst image barrier worked. Fixing attachments was a bit trickier: - depth needed early and late fragment tests to be treated as one stage - all attachments that were read later needed storeOp = none (using the extension) - and then finalLayout needed to be correct to avoid ghost transitions - as well, for some reason the deffered gbuffer subpass needed a depth dependency on the translucent pass even though neither one writes to the depth attachment (possibly a validation bug, needs more investigation). |
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audio | ||
client | ||
console | ||
ecs | ||
gamecode | ||
gib | ||
image | ||
input | ||
models | ||
net | ||
qw | ||
ruamoko | ||
scene | ||
ui | ||
util | ||
video | ||
Makemodule.am |