You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
Fixed: debug stats flickering on vulkan Mali devices
Insert a barrier between render-passes that use same attachements #rb none [CODEREVIEW] rolando.caloca #ROBOMERGE-OWNER: lina.halper #ROBOMERGE-AUTHOR: dmitriy.dyomin #ROBOMERGE-SOURCE: CL 6684333 via CL 6684334 via CL 6684405 via CL 6684408 #ROBOMERGE-BOT: ANIM (Main -> Dev-Anim) (v365-6733468) [CL 6794516 by dmitriy dyomin in Dev-Anim branch]
This commit is contained in:
@@ -312,6 +312,12 @@ void FTransitionAndLayoutManager::BeginRealRenderPass(FVulkanCommandListContext&
|
||||
{
|
||||
VulkanRHI::ImagePipelineBarrier(CmdBuffer->GetHandle(), Surface.Image, EImageLayoutBarrier::Undefined, EImageLayoutBarrier::ColorAttachment, SetupImageSubresourceRange());
|
||||
}
|
||||
else if (*Found == VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL && GetLoadAction(RPInfo.ColorRenderTargets[Index].Action) == ERenderTargetLoadAction::ELoad)
|
||||
{
|
||||
// make sure we have dependency between multiple render-passes that use the same attachment
|
||||
// otherwise GPU can be execute them in any order
|
||||
VulkanRHI::ImagePipelineBarrier(CmdBuffer->GetHandle(), Surface.Image, EImageLayoutBarrier::ColorAttachment, EImageLayoutBarrier::ColorAttachment, SetupImageSubresourceRange());
|
||||
}
|
||||
else
|
||||
{
|
||||
Context.RHITransitionResources(EResourceTransitionAccess::EWritable, &Texture, 1);
|
||||
|
||||
Reference in New Issue
Block a user