Minor fix to access mask
- Given newLayout = LAYOUT_SHADER_READ_ONLY_OPTIMAL, upcoming usage is unlikely to be TRANSFER_READ_BIT. - dstAccessMask = FRAGMENT_SHADER makes more sense
This commit is contained in:
parent
eb11297312
commit
33cb572058
1 changed files with 2 additions and 2 deletions
|
|
@ -267,7 +267,7 @@ void vkglTF::Texture::fromglTfImage(tinygltf::Image &gltfimage, std::string path
|
|||
imageMemoryBarrier.oldLayout = VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL;
|
||||
imageMemoryBarrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
|
||||
imageMemoryBarrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
|
||||
imageMemoryBarrier.dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
|
||||
imageMemoryBarrier.dstAccessMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
|
||||
imageMemoryBarrier.image = image;
|
||||
imageMemoryBarrier.subresourceRange = subresourceRange;
|
||||
vkCmdPipelineBarrier(blitCmd, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, 0, 0, nullptr, 0, nullptr, 1, &imageMemoryBarrier);
|
||||
|
|
@ -1577,4 +1577,4 @@ void vkglTF::Model::prepareNodeDescriptor(vkglTF::Node* node, VkDescriptorSetLay
|
|||
for (auto& child : node->children) {
|
||||
prepareNodeDescriptor(child, descriptorSetLayout);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue