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https://github.com/love2d/love.git
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vulkan: use dynamic rendering
This vulkan 1.3 feature will make the code simpler when dealing with off screen render targets (i.e. löve canvases)
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@@ -398,6 +398,79 @@ namespace love {
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throw love::Exception("unknown cull mode");
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}
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}
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void Vulkan::cmdTransitionImageLayout(VkCommandBuffer commandBuffer, VkImage image, VkImageLayout oldLayout, VkImageLayout newLayout) {
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VkImageMemoryBarrier barrier{};
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barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
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barrier.oldLayout = oldLayout;
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barrier.newLayout = newLayout;
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barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
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barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
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barrier.image = image;
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barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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barrier.subresourceRange.baseMipLevel = 0;
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barrier.subresourceRange.levelCount = 1;
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barrier.subresourceRange.baseArrayLayer = 0;
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barrier.subresourceRange.layerCount = 1;
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VkPipelineStageFlags sourceStage;
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VkPipelineStageFlags destinationStage;
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if (oldLayout == VK_IMAGE_LAYOUT_UNDEFINED && newLayout == VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL) {
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barrier.srcAccessMask = 0;
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barrier.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
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sourceStage = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
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destinationStage = VK_PIPELINE_STAGE_TRANSFER_BIT;
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}
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else if (oldLayout == VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL && newLayout == VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL) {
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barrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
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barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
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sourceStage = VK_PIPELINE_STAGE_TRANSFER_BIT;
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destinationStage = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
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}
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else if (oldLayout == VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL && newLayout == VK_IMAGE_LAYOUT_GENERAL) {
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barrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
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barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
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sourceStage = VK_PIPELINE_STAGE_TRANSFER_BIT;
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destinationStage = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
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}
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else if (oldLayout == VK_IMAGE_LAYOUT_UNDEFINED && newLayout == VK_IMAGE_LAYOUT_GENERAL) {
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barrier.srcAccessMask = 0;
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barrier.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT | VK_ACCESS_SHADER_READ_BIT;
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sourceStage = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT | VK_PIPELINE_STAGE_TRANSFER_BIT;
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destinationStage = VK_PIPELINE_STAGE_TRANSFER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
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}
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else if (oldLayout == VK_IMAGE_LAYOUT_UNDEFINED && newLayout == VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL) {
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barrier.srcAccessMask = 0;
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barrier.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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sourceStage = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
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destinationStage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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}
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else if (oldLayout == VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL && newLayout == VK_IMAGE_LAYOUT_PRESENT_SRC_KHR) {
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barrier.srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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barrier.dstAccessMask = 0;
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sourceStage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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destinationStage = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
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}
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else {
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throw std::invalid_argument("unsupported layout transition!");
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}
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vkCmdPipelineBarrier(
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commandBuffer,
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sourceStage, destinationStage,
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0,
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0, nullptr,
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0, nullptr,
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1, &barrier
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);
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}
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}
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}
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}
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