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https://github.com/MobileGL-Dev/MobileGL
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[Fix] (MG_Backend/DirectVulkan): fix missing clear when (texture-FBO attach -> clear -> detach) occurs
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@@ -12,6 +12,8 @@
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#include "MG_Util/Converters/MGToVk/TextureEnumConverter.h"
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namespace MobileGL::MG_Backend::DirectVulkan {
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static constexpr VkPipelineStageFlags kGraphicsSampledReadStages = VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT;
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static Bool IsValidSampledImageLayout(VkImageLayout layout) {
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switch (layout) {
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case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL:
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@@ -90,6 +92,10 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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if (IsValidSampledImageLayout(resource->layout)) {
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return true;
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}
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if (resource->layout == VK_IMAGE_LAYOUT_UNDEFINED) {
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MGLOG_W("TransitionTextureForSampling: textureId=%d is still in VK_IMAGE_LAYOUT_UNDEFINED before sampling",
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texture.GetExternalIndex());
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}
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VkImageLayout targetLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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VkPipelineStageFlags srcStageMask = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
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@@ -120,7 +126,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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}
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const Bool ok = TransitionImageLayout(commandBuffer, resource->image, resource->layout, targetLayout, srcStageMask,
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VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, srcAccessMask,
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kGraphicsSampledReadStages, srcAccessMask,
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VK_ACCESS_SHADER_READ_BIT, resource->aspect);
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MOBILEGL_ASSERT(ok, "TransitionTextureForSampling: transition failed for textureId=%d", texture.GetExternalIndex());
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return ok;
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@@ -378,7 +384,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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Bool ok = TransitionImageLayout(commandBuffer, outResource.image,
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outResource.layout,
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL ? VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT : VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
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outResource.layout == VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL ?
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kGraphicsSampledReadStages :
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VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
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VK_PIPELINE_STAGE_TRANSFER_BIT,
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outResource.layout == VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL ? VK_ACCESS_SHADER_READ_BIT : 0,
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VK_ACCESS_TRANSFER_WRITE_BIT,
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@@ -404,7 +412,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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outResource.layout,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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VK_PIPELINE_STAGE_TRANSFER_BIT,
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VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
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kGraphicsSampledReadStages,
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VK_ACCESS_TRANSFER_WRITE_BIT,
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VK_ACCESS_SHADER_READ_BIT,
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aspectMask);
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