- 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
parent 25e23d6ac5
commit a7e8541341

View file

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