- centralize how image transitions are done in the vulkan backend
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12 changed files with 385 additions and 420 deletions
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@ -568,9 +568,9 @@ void VkRenderState::BeginRenderPass(const VkRenderPassKey &key, VulkanCommandBuf
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builder.setSize(mRenderTarget.Width, mRenderTarget.Height);
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builder.addAttachment(mRenderTarget.View);
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if (key.DrawBuffers > 1)
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builder.addAttachment(buffers->SceneFogView.get());
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builder.addAttachment(buffers->SceneFog.View.get());
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if (key.DrawBuffers > 2)
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builder.addAttachment(buffers->SceneNormalView.get());
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builder.addAttachment(buffers->SceneNormal.View.get());
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if (key.UsesDepthStencil())
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builder.addAttachment(mRenderTarget.DepthStencil);
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framebuffer = builder.create(GetVulkanFrameBuffer()->device);
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