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https://github.com/MobileGL-Dev/MobileGL
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[Feat] (MG_Backend/DirectVulkan): new VkRenderPassManager and a bunch of changes accordingly
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@@ -62,7 +62,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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outImageInfo.sampler = VK_NULL_HANDLE;
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outImageInfo.imageView = it->second.view;
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outImageInfo.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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// Will be VK_IMAGE_LAYOUT_UNDEFINED or VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
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// Shouldn't hardcode VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL here
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// outImageInfo.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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return true;
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}
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Bool VkTextureManager::TransitionImageLayout(VkCommandBuffer commandBuffer, VkImage image,
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@@ -298,6 +300,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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VK_ACCESS_TRANSFER_READ_BIT,
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VK_IMAGE_ASPECT_COLOR_BIT);
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MOBILEGL_ASSERT(ok, "TransitionImageLayout to VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL failed");
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outResource.layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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return ok;
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});
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