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[dxvk] Include fragment shader stage in render pass barrier as necessary

If we have readable depth, we need to make sure that the fragment shader
can actually, well, read the image.
This commit is contained in:
Philip Rebohle 2021-02-26 12:58:00 +01:00
parent 71ffffb832
commit db69ade7e7
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@ -162,6 +162,11 @@ namespace dxvk {
if (m_format.depth.layout != VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL)
renderAccess |= VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
if (m_format.depth.layout != VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL) {
renderStages |= VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
renderAccess |= VK_ACCESS_SHADER_READ_BIT;
}
}
for (uint32_t i = 0; i < MaxNumRenderTargets; i++) {