Correct stage masks for storage texture barriers
Change the srcStageMasks and dstStageMasks for the storage texture end draw barriers to refer to the correct stages for the use.
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1 changed files with 1 additions and 1 deletions
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@ -6359,7 +6359,7 @@ void RenderingDeviceVulkan::draw_list_end() {
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image_memory_barrier.subresourceRange.baseArrayLayer = texture->base_layer;
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image_memory_barrier.subresourceRange.layerCount = texture->layers;
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vkCmdPipelineBarrier(frames[frame].draw_command_buffer, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT, VK_PIPELINE_STAGE_VERTEX_INPUT_BIT | VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT | VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1, &image_memory_barrier);
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vkCmdPipelineBarrier(frames[frame].draw_command_buffer, VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT | VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, 0, 0, nullptr, 0, nullptr, 1, &image_memory_barrier);
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texture->layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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}
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