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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.
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@ -162,6 +162,11 @@ namespace dxvk {
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if (m_format.depth.layout != VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL)
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renderAccess |= VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
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if (m_format.depth.layout != VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL) {
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renderStages |= VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
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renderAccess |= VK_ACCESS_SHADER_READ_BIT;
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}
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}
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for (uint32_t i = 0; i < MaxNumRenderTargets; i++) {
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