Fix renderpass and framebuffer setup for ray tracing samples
Using the UI overlay triggered some validation errors due to a mismatch between render passes
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2 changed files with 41 additions and 9 deletions
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@ -17,7 +17,8 @@ class VulkanRaytracingSample : public VulkanExampleBase
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{
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protected:
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// Update the default render pass with different color attachment load ops
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virtual void updateRenderPass();
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virtual void setupRenderPass();
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virtual void setupFrameBuffer();
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public:
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// Function pointers for ray tracing related stuff
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PFN_vkGetBufferDeviceAddressKHR vkGetBufferDeviceAddressKHR;
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