Vulkan: Don't implicitly transition texture already in output attachment
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@ -127,6 +127,11 @@ namespace backend { namespace vulkan {
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for (uint32_t i = 0; i < renderPass->GetAttachmentCount(); ++i) {
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for (uint32_t i = 0; i < renderPass->GetAttachmentCount(); ++i) {
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Texture* attachment =
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Texture* attachment =
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ToBackend(framebuffer->GetTextureView(i)->GetTexture());
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ToBackend(framebuffer->GetTextureView(i)->GetTexture());
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if (attachment->GetUsage() & nxt::TextureUsageBit::OutputAttachment) {
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continue;
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}
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attachment->RecordBarrier(commands, attachment->GetUsage(),
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attachment->RecordBarrier(commands, attachment->GetUsage(),
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nxt::TextureUsageBit::OutputAttachment);
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nxt::TextureUsageBit::OutputAttachment);
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attachment->UpdateUsageInternal(nxt::TextureUsageBit::OutputAttachment);
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attachment->UpdateUsageInternal(nxt::TextureUsageBit::OutputAttachment);
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