render/vulkan: use initializers for VkImageMemoryBarrier

Simon Ser 2 years ago
parent 79aea58834
commit 56326c7998

@ -853,30 +853,35 @@ static void vulkan_end(struct wlr_renderer *wlr_renderer) {
} }
// acquire // acquire
acquire_barriers[idx].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; acquire_barriers[idx] = (VkImageMemoryBarrier){
acquire_barriers[idx].srcQueueFamilyIndex = VK_QUEUE_FAMILY_FOREIGN_EXT; .sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER,
acquire_barriers[idx].dstQueueFamilyIndex = renderer->dev->queue_family; .srcQueueFamilyIndex = VK_QUEUE_FAMILY_FOREIGN_EXT,
acquire_barriers[idx].image = texture->image; .dstQueueFamilyIndex = renderer->dev->queue_family,
acquire_barriers[idx].oldLayout = src_layout; .image = texture->image,
acquire_barriers[idx].newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; .oldLayout = src_layout,
acquire_barriers[idx].srcAccessMask = 0u; // ignored anyways .newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
acquire_barriers[idx].dstAccessMask = VK_ACCESS_SHADER_READ_BIT; .srcAccessMask = 0, // ignored anyways
acquire_barriers[idx].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; .dstAccessMask = VK_ACCESS_SHADER_READ_BIT,
acquire_barriers[idx].subresourceRange.layerCount = 1; .subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT,
acquire_barriers[idx].subresourceRange.levelCount = 1; .subresourceRange.layerCount = 1,
.subresourceRange.levelCount = 1,
// releaes };
release_barriers[idx].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
release_barriers[idx].srcQueueFamilyIndex = renderer->dev->queue_family; // release
release_barriers[idx].dstQueueFamilyIndex = VK_QUEUE_FAMILY_FOREIGN_EXT; release_barriers[idx] = (VkImageMemoryBarrier){
release_barriers[idx].image = texture->image; .sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER,
release_barriers[idx].oldLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; .srcQueueFamilyIndex = renderer->dev->queue_family,
release_barriers[idx].newLayout = VK_IMAGE_LAYOUT_GENERAL; .dstQueueFamilyIndex = VK_QUEUE_FAMILY_FOREIGN_EXT,
release_barriers[idx].srcAccessMask = VK_ACCESS_SHADER_READ_BIT; .image = texture->image,
release_barriers[idx].dstAccessMask = 0u; // ignored anyways .oldLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
release_barriers[idx].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; .newLayout = VK_IMAGE_LAYOUT_GENERAL,
release_barriers[idx].subresourceRange.layerCount = 1; .srcAccessMask = VK_ACCESS_SHADER_READ_BIT,
release_barriers[idx].subresourceRange.levelCount = 1; .dstAccessMask = 0, // ignored anyways
.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT,
.subresourceRange.layerCount = 1,
.subresourceRange.levelCount = 1,
};
++idx; ++idx;
wl_list_remove(&texture->foreign_link); wl_list_remove(&texture->foreign_link);
@ -891,32 +896,37 @@ static void vulkan_end(struct wlr_renderer *wlr_renderer) {
} }
// acquire render buffer before rendering // acquire render buffer before rendering
acquire_barriers[idx].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; acquire_barriers[idx] = (VkImageMemoryBarrier){
acquire_barriers[idx].srcQueueFamilyIndex = VK_QUEUE_FAMILY_FOREIGN_EXT; .sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER,
acquire_barriers[idx].dstQueueFamilyIndex = renderer->dev->queue_family; .srcQueueFamilyIndex = VK_QUEUE_FAMILY_FOREIGN_EXT,
acquire_barriers[idx].image = renderer->current_render_buffer->image; .dstQueueFamilyIndex = renderer->dev->queue_family,
acquire_barriers[idx].oldLayout = src_layout; .image = renderer->current_render_buffer->image,
acquire_barriers[idx].newLayout = VK_IMAGE_LAYOUT_GENERAL; .oldLayout = src_layout,
acquire_barriers[idx].srcAccessMask = 0u; // ignored anyways .newLayout = VK_IMAGE_LAYOUT_GENERAL,
acquire_barriers[idx].dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | .srcAccessMask = 0, // ignored anyways
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; .dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT |
acquire_barriers[idx].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
acquire_barriers[idx].subresourceRange.layerCount = 1; .subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT,
acquire_barriers[idx].subresourceRange.levelCount = 1; .subresourceRange.layerCount = 1,
.subresourceRange.levelCount = 1,
};
// release render buffer after rendering // release render buffer after rendering
release_barriers[idx].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; release_barriers[idx] = (VkImageMemoryBarrier){
release_barriers[idx].srcQueueFamilyIndex = renderer->dev->queue_family; .sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER,
release_barriers[idx].dstQueueFamilyIndex = VK_QUEUE_FAMILY_FOREIGN_EXT; .srcQueueFamilyIndex = renderer->dev->queue_family,
release_barriers[idx].image = renderer->current_render_buffer->image; .dstQueueFamilyIndex = VK_QUEUE_FAMILY_FOREIGN_EXT,
release_barriers[idx].oldLayout = VK_IMAGE_LAYOUT_GENERAL; .image = renderer->current_render_buffer->image,
release_barriers[idx].newLayout = VK_IMAGE_LAYOUT_GENERAL; .oldLayout = VK_IMAGE_LAYOUT_GENERAL,
release_barriers[idx].srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | .newLayout = VK_IMAGE_LAYOUT_GENERAL,
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; .srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT |
release_barriers[idx].dstAccessMask = 0u; // ignored anyways VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
release_barriers[idx].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; .dstAccessMask = 0, // ignored anyways
release_barriers[idx].subresourceRange.layerCount = 1; .subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT,
release_barriers[idx].subresourceRange.levelCount = 1; .subresourceRange.layerCount = 1,
.subresourceRange.levelCount = 1,
};
++idx; ++idx;
vkCmdPipelineBarrier(pre_cb, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, vkCmdPipelineBarrier(pre_cb, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,

Loading…
Cancel
Save