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Vulkan: fix usage based on shaders
This was based on an example where there is: eid 1: vkCmdDispatch (used image as ssbo) eid 2: vkCmdDraw (used image in FBO) eid 3: vkCmdDraw (used image in FBO) Image usage added CS_RWResource to draws in eid 2 and eid 3, since a compute pipeline with the compute shader from eid 1 was still bound.
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committed by
Baldur Karlsson
parent
65a4474fe8
commit
362d523399
@@ -3798,7 +3798,20 @@ void WrappedVulkan::AddUsage(VulkanDrawcallTreeNode &drawNode, rdcarray<DebugMes
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static bool hugeRangeWarned = false;
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for(int shad = 0; shad < 6; shad++)
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int shaderStart = 0;
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int shaderEnd = 0;
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if(d.flags & DrawFlags::Dispatch)
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{
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shaderStart = 5;
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shaderEnd = 6;
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}
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else if(d.flags & DrawFlags::Drawcall)
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{
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shaderStart = 0;
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shaderEnd = 5;
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}
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for(int shad = shaderStart; shad < shaderEnd; shad++)
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{
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bool compute = (shad == 5);
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ResourceId pipe = (compute ? state.compute.pipeline : state.graphics.pipeline);
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