Removed unnecessary preserve attachment and shader attachment writes (fixes validation)
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60721b71e1
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3 changed files with 2 additions and 13 deletions
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@ -9,10 +9,7 @@ layout (input_attachment_index = 2, binding = 2) uniform subpassInput samplerAlb
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layout (location = 0) in vec2 inUV;
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layout (location = 0) out vec4 outFragcolor;
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layout (location = 1) out vec4 outPosition;
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layout (location = 2) out vec4 outNormal;
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layout (location = 3) out vec4 outAlbedo;
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layout (location = 0) out vec4 outColor;
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layout (constant_id = 0) const int NUM_LIGHTS = 64;
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@ -72,10 +69,5 @@ void main()
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fragcolor += diff;// + spec;
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}
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outFragcolor = vec4(fragcolor, 1.0);
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// Write G-Buffer attachments to avoid undefined behaviour (validation error)
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outPosition = vec4(0.0);
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outNormal = vec4(0.0);
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outAlbedo = vec4(0.0);
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outColor = vec4(fragcolor, 1.0);
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}
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@ -365,9 +365,6 @@ public:
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// Use the color attachments filled in the first pass as input attachments
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subpassDescriptions[1].inputAttachmentCount = 3;
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subpassDescriptions[1].pInputAttachments = inputReferences;
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// Preserve attachment 1 (position + depth) for next subpass
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subpassDescriptions[1].preserveAttachmentCount = 1;
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subpassDescriptions[1].pPreserveAttachments = &preserveAttachmentIndex;
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// Third subpass: Forward transparency
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// ----------------------------------------------------------------------------------------
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