Merge pull request #6333 from stenzek/vulkan-transition
Vulkan: Fix invalid stage mask in layout transitions
This commit is contained in:
commit
4636230f5a
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@ -377,9 +377,6 @@ void CommandBufferManager::OnCommandBufferExecuted(size_t index)
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backup_iter->second.second(resources.fence);
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backup_iter->second.second(resources.fence);
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}
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}
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for (const auto& iter : m_fence_point_callbacks)
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iter.second.second(resources.fence);
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// Clean up all objects pending destruction on this command buffer
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// Clean up all objects pending destruction on this command buffer
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for (auto& it : resources.cleanup_resources)
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for (auto& it : resources.cleanup_resources)
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it();
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it();
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@ -202,7 +202,8 @@ void Texture2D::TransitionToLayout(VkCommandBuffer command_buffer, VkImageLayout
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// Image was being used as a depthstencil attachment, so ensure all writes have completed.
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// Image was being used as a depthstencil attachment, so ensure all writes have completed.
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barrier.srcAccessMask =
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barrier.srcAccessMask =
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VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
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VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
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srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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srcStageMask =
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VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
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break;
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break;
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case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL:
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case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL:
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@ -238,19 +239,19 @@ void Texture2D::TransitionToLayout(VkCommandBuffer command_buffer, VkImageLayout
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case VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL:
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case VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL:
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barrier.dstAccessMask =
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barrier.dstAccessMask =
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VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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dstStageMask = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
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dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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break;
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break;
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case VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL:
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case VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL:
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barrier.dstAccessMask =
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barrier.dstAccessMask =
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VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
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VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
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dstStageMask = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
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dstStageMask =
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VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
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break;
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break;
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case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL:
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case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL:
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// TODO: Can we use FRAGMENT_SHADER here? We don't sample textures in the earlier stages.
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barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
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barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
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dstStageMask = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
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dstStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
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break;
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break;
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case VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL:
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case VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL:
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@ -264,7 +265,6 @@ void Texture2D::TransitionToLayout(VkCommandBuffer command_buffer, VkImageLayout
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break;
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break;
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case VK_IMAGE_LAYOUT_PRESENT_SRC_KHR:
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case VK_IMAGE_LAYOUT_PRESENT_SRC_KHR:
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barrier.dstAccessMask = VK_ACCESS_MEMORY_READ_BIT;
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srcStageMask = VK_PIPELINE_STAGE_ALL_COMMANDS_BIT;
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srcStageMask = VK_PIPELINE_STAGE_ALL_COMMANDS_BIT;
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dstStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
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dstStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
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break;
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break;
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@ -347,7 +347,8 @@ void Texture2D::TransitionToLayout(VkCommandBuffer command_buffer, ComputeImageL
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// Image was being used as a depthstencil attachment, so ensure all writes have completed.
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// Image was being used as a depthstencil attachment, so ensure all writes have completed.
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barrier.srcAccessMask =
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barrier.srcAccessMask =
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VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
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VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
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srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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srcStageMask =
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VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
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break;
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break;
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case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL:
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case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL:
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@ -497,6 +497,7 @@ void VKStagingTexture::Flush()
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{
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{
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// WaitForFence should fire the callback.
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// WaitForFence should fire the callback.
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g_command_buffer_mgr->WaitForFence(m_flush_fence);
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g_command_buffer_mgr->WaitForFence(m_flush_fence);
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m_flush_fence = VK_NULL_HANDLE;
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}
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}
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else
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else
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{
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{
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