- add fragment shader texture reading as an additional subpass external dependency

This commit is contained in:
Magnus Norddahl 2019-05-10 01:04:45 +02:00 committed by Rachael Alexanderson
parent 7a5ee7b6de
commit 42d0209f96

View file

@ -751,9 +751,9 @@ void VkPPRenderPassSetup::CreateRenderPass(const VkPPRenderPassKey &key)
builder.addSubpassColorAttachmentRef(0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
builder.addExternalSubpassDependency(
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT);
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_SHADER_READ_BIT);
RenderPass = builder.create(GetVulkanFrameBuffer()->device);
RenderPass->SetDebugName("VkPPRenderPassSetup.RenderPass");
}