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- add fragment shader texture reading as an additional subpass extern…

…al dependency
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dpjudas authored and madame-rachelle committed May 9, 2019
1 parent 7a5ee7b commit 42d0209f96dc27af91aaca60d799b92e46734dab
Showing with 2 additions and 2 deletions.
  1. +2 −2 src/rendering/vulkan/renderer/vk_postprocess.cpp
@@ -751,9 +751,9 @@ void VkPPRenderPassSetup::CreateRenderPass(const VkPPRenderPassKey &key)
builder.addSubpassColorAttachmentRef(0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
builder.addExternalSubpassDependency(
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT);
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_SHADER_READ_BIT);
RenderPass = builder.create(GetVulkanFrameBuffer()->device);
RenderPass->SetDebugName("VkPPRenderPassSetup.RenderPass");
}

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