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render: share layouts with sampled attachments
Co-authored-by: DeathWhispers <56944463+Death-Whispers-U@users.noreply.github.com>
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@@ -1091,16 +1091,38 @@ void RenderExecutor::CommitBindings(CommandBuffer& buffer,
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vk::AccessFlagBits2::eShaderWrite
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: vk::AccessFlagBits2::eShaderRead,
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range, vk_buffer);
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} else if ((image.binding.force_general || image.binding.is_target) &&
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!image.info.IsDepth()) {
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} else if (image.binding.is_target) {
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const auto layout = image.binding.attachment_layout;
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EXIT_IF(layout == vk::ImageLayout::eUndefined);
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if (image.info.IsDepth()) {
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const auto host_view =
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std::ranges::find(image.views, binding.image_view, &CachedImageView::view);
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EXIT_IF(storage || host_view == image.views.end());
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const auto aspect = host_view->info.aspect;
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const bool depth_read =
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layout == vk::ImageLayout::eDepthReadOnlyOptimal ||
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layout == vk::ImageLayout::eDepthStencilReadOnlyOptimal ||
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layout == vk::ImageLayout::eDepthReadOnlyStencilAttachmentOptimal;
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const bool stencil_read =
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layout == vk::ImageLayout::eStencilReadOnlyOptimal ||
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layout == vk::ImageLayout::eDepthStencilReadOnlyOptimal ||
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layout == vk::ImageLayout::eDepthAttachmentStencilReadOnlyOptimal;
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if ((aspect & vk::ImageAspectFlagBits::eDepth && !depth_read) ||
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(aspect & vk::ImageAspectFlagBits::eStencil && !stencil_read)) {
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EXIT("sampling a writable depth/stencil attachment aspect\n");
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}
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}
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image.Transit(layout,
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image.binding.attachment_access | vk::AccessFlagBits2::eShaderRead |
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(image.binding.shader_write ? vk::AccessFlagBits2::eShaderWrite
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: vk::AccessFlags2 {}),
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{}, vk_buffer);
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} else if (image.binding.force_general && !image.info.IsDepth()) {
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const vk::AccessFlags2 storage_access = image.binding.shader_write
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? vk::AccessFlagBits2::eShaderWrite
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: vk::AccessFlags2 {};
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image.Transit(vk::ImageLayout::eGeneral,
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vk::AccessFlagBits2::eShaderRead | storage_access |
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vk::AccessFlagBits2::eColorAttachmentRead |
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vk::AccessFlagBits2::eColorAttachmentWrite,
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{}, vk_buffer);
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vk::AccessFlagBits2::eShaderRead | storage_access, {}, vk_buffer);
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} else if (storage) {
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image.Transit(vk::ImageLayout::eGeneral,
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vk::AccessFlagBits2::eShaderRead | vk::AccessFlagBits2::eShaderWrite,
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