Vulkan: Fix invalid stage mask in layout transitions

This commit is contained in:
Stenzek 2018-01-26 12:23:19 +10:00
parent 47f453d7aa
commit fd39103c73

View File

@ -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. // Image was being used as a depthstencil attachment, so ensure all writes have completed.
barrier.srcAccessMask = barrier.srcAccessMask =
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT; 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; break;
case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL: 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: case VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL:
barrier.dstAccessMask = barrier.dstAccessMask =
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; 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; break;
case VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL: case VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL:
barrier.dstAccessMask = barrier.dstAccessMask =
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT; 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; break;
case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL: 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; barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
dstStageMask = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT; dstStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
break; break;
case VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL: case VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL:
@ -264,7 +265,6 @@ void Texture2D::TransitionToLayout(VkCommandBuffer command_buffer, VkImageLayout
break; break;
case VK_IMAGE_LAYOUT_PRESENT_SRC_KHR: case VK_IMAGE_LAYOUT_PRESENT_SRC_KHR:
barrier.dstAccessMask = VK_ACCESS_MEMORY_READ_BIT;
srcStageMask = VK_PIPELINE_STAGE_ALL_COMMANDS_BIT; srcStageMask = VK_PIPELINE_STAGE_ALL_COMMANDS_BIT;
dstStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT; dstStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
break; 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. // Image was being used as a depthstencil attachment, so ensure all writes have completed.
barrier.srcAccessMask = barrier.srcAccessMask =
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT; 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; break;
case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL: case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL: