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@@ -126,19 +126,21 @@ namespace bs
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// Subpass dependencies for layout transitions
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mDependencies[0].srcSubpass = VK_SUBPASS_EXTERNAL;
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mDependencies[0].dstSubpass = 0;
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- mDependencies[0].srcStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
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- mDependencies[0].dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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- mDependencies[0].srcAccessMask = VK_ACCESS_MEMORY_READ_BIT;
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- mDependencies[0].dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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- mDependencies[0].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT; // Note: Is this really required?
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+ mDependencies[0].srcStageMask = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
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+ mDependencies[0].dstStageMask = VK_PIPELINE_STAGE_ALL_COMMANDS_BIT;
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+ mDependencies[0].srcAccessMask = VK_ACCESS_MEMORY_READ_BIT | VK_ACCESS_SHADER_READ_BIT;
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+ mDependencies[0].dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT |
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+ VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT | VK_ACCESS_SHADER_READ_BIT;
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+ mDependencies[0].dependencyFlags = 0;
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mDependencies[1].srcSubpass = 0;
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mDependencies[1].dstSubpass = VK_SUBPASS_EXTERNAL;
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- mDependencies[1].srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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+ mDependencies[1].srcStageMask = VK_PIPELINE_STAGE_ALL_COMMANDS_BIT;
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mDependencies[1].dstStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
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- mDependencies[1].srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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- mDependencies[1].dstAccessMask = VK_ACCESS_MEMORY_READ_BIT;
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- mDependencies[1].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;// Note: Is this really required?
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+ mDependencies[1].srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
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+ VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT | VK_ACCESS_SHADER_READ_BIT;
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+ mDependencies[1].dstAccessMask = VK_ACCESS_MEMORY_READ_BIT | VK_ACCESS_SHADER_READ_BIT;
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+ mDependencies[1].dependencyFlags = 0;
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// Create render pass and frame buffer create infos
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mRenderPassCI.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
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