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Vulkan: Don't forget to specify stencil load op in render passes
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parent
022657ebb3
commit
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@ -4,7 +4,7 @@
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#include "thin3d/VulkanRenderManager.h"
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#include "thread/threadutil.h"
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const bool useThread = true;
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const bool useThread = false;
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void CreateImage(VulkanContext *vulkan, VkCommandBuffer cmd, VKRImage &img, int width, int height, VkFormat format, VkImageLayout initialLayout, bool color) {
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VkImageCreateInfo ici{ VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO };
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@ -559,9 +559,18 @@ void VulkanRenderManager::InitRenderpasses() {
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for (int depth = 0; depth < 3; depth++) {
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switch ((VKRRenderPassAction)depth) {
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case VKRRenderPassAction::CLEAR: attachments[1].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; break;
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case VKRRenderPassAction::KEEP: attachments[1].loadOp = VK_ATTACHMENT_LOAD_OP_LOAD; break;
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case VKRRenderPassAction::DONT_CARE: attachments[1].loadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE; break;
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case VKRRenderPassAction::CLEAR:
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attachments[1].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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attachments[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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break;
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case VKRRenderPassAction::KEEP:
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attachments[1].loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
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attachments[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
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break;
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case VKRRenderPassAction::DONT_CARE:
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attachments[1].loadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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attachments[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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break;
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}
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for (int color = 0; color < 3; color++) {
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switch ((VKRRenderPassAction)color) {
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