Put image memory barrier in proper command buffer
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1 changed files with 1 additions and 1 deletions
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@ -319,7 +319,7 @@ public:
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// After the loop, all mip layers are in TRANSFER_SRC layout, so transition all to SHADER_READ
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// After the loop, all mip layers are in TRANSFER_SRC layout, so transition all to SHADER_READ
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subresourceRange.levelCount = texture.mipLevels;
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subresourceRange.levelCount = texture.mipLevels;
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vks::tools::insertImageMemoryBarrier(
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vks::tools::insertImageMemoryBarrier(
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copyCmd,
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blitCmd,
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texture.image,
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texture.image,
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VK_ACCESS_TRANSFER_READ_BIT,
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VK_ACCESS_TRANSFER_READ_BIT,
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VK_ACCESS_SHADER_READ_BIT,
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VK_ACCESS_SHADER_READ_BIT,
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