- centralize how image transitions are done in the vulkan backend

This commit is contained in:
Magnus Norddahl 2019-05-16 18:26:47 +02:00
commit 9ab19d057d
12 changed files with 385 additions and 420 deletions

View file

@ -568,9 +568,9 @@ void VkRenderState::BeginRenderPass(const VkRenderPassKey &key, VulkanCommandBuf
builder.setSize(mRenderTarget.Width, mRenderTarget.Height);
builder.addAttachment(mRenderTarget.View);
if (key.DrawBuffers > 1)
builder.addAttachment(buffers->SceneFogView.get());
builder.addAttachment(buffers->SceneFog.View.get());
if (key.DrawBuffers > 2)
builder.addAttachment(buffers->SceneNormalView.get());
builder.addAttachment(buffers->SceneNormal.View.get());
if (key.UsesDepthStencil())
builder.addAttachment(mRenderTarget.DepthStencil);
framebuffer = builder.create(GetVulkanFrameBuffer()->device);