Vulkan: Add missing layout transition when resolving MSAA depth buffers
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@ -529,6 +529,8 @@ Texture2D* FramebufferManager::ResolveEFBDepthTexture(const VkRect2D& region)
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m_efb_depth_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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m_efb_resolve_depth_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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// Draw using resolve shader to write the minimum depth of all samples to the resolve texture.
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UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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@ -546,8 +548,6 @@ Texture2D* FramebufferManager::ResolveEFBDepthTexture(const VkRect2D& region)
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m_efb_depth_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
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// Render pass transitions to shader resource.
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m_efb_resolve_depth_texture->OverrideImageLayout(VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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return m_efb_resolve_depth_texture.get();
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}
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