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- add fragment shader texture reading as an additional subpass external dependency
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1 changed files with 2 additions and 2 deletions
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@ -751,9 +751,9 @@ void VkPPRenderPassSetup::CreateRenderPass(const VkPPRenderPassKey &key)
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builder.addSubpassColorAttachmentRef(0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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builder.addSubpassColorAttachmentRef(0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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builder.addExternalSubpassDependency(
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builder.addExternalSubpassDependency(
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VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
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VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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VK_ACCESS_COLOR_ATTACHMENT_READ_BIT);
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VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_SHADER_READ_BIT);
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RenderPass = builder.create(GetVulkanFrameBuffer()->device);
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RenderPass = builder.create(GetVulkanFrameBuffer()->device);
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RenderPass->SetDebugName("VkPPRenderPassSetup.RenderPass");
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RenderPass->SetDebugName("VkPPRenderPassSetup.RenderPass");
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}
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}
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