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Image layout transition inside render pass in Vulkan API


Image layout transition inside render pass in Vulkan API

By : sredden
Date : November 19 2020, 03:01 PM
this one helps. Render pass (and subpasses) are designed for a situation where subpass A writes the same (x, y, layer) pixel as the subpass B will later read. It is not intended for random access from the image.
As you noticed, all the kinds of attachment only access the images this way. Then there is pPreserveAttachments. If you do include you image there, you are not allowed to touch it; if you don't, then the image will become undefined. It is possibly better to think of attachments as something that is not stored anywhere (i.e. exists only in the cache memories). You would have to copy/store the attachment out to non-attachment image to make it usable this way.
code :


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Layout transition between multiple subpasses in Vulkan

Layout transition between multiple subpasses in Vulkan


By : Mike T
Date : March 29 2020, 07:55 AM
wish help you to fix your issue It seems to be a bug in the layers, which simply do not check which usage is first (It was probably introduced in 1.0.17 SDK - 1.0.13 should not report this...): https://github.com/KhronosGroup/Vulkan-LoaderAndValidationLayers/blob/sdk-1.0.17/layers/core_validation.cpp#L8557
spec quote:
confused about render pass in Vulkan API

confused about render pass in Vulkan API


By : AuvEmma
Date : March 29 2020, 07:55 AM
Does that help It's the only way to get something drawn (draw commands can only be inside render pass). So don't overthink it. As a begginer you only need to create one render pass with one (mandatory) subpass and that's it. You can understand the depths of it later.
How to repeatedly update a uniform data for number of objects inside a single Vulkan render pass and make the update syn

How to repeatedly update a uniform data for number of objects inside a single Vulkan render pass and make the update syn


By : SpongeKnob
Date : March 29 2020, 07:55 AM
Hope that helps Because you're recording the draw commands, and their input data in the form of uniforms, for all objects in the scene before any of them execute and read their input data, there is no way around having storage for all versions of the uniform buffer allocated somewhere. OpenGL ES drivers do this for you: when you update uniforms, they're internally allocating new space, writing the new uniforms into that, and then updating an internal pointer so that the next call will use the new uniform data instead of the previous uniform data.
In Vulkan, you get to do that yourself, and your third idea is closest to the right way. There's a few variations, but one of the most straightforward is:
About render pass compatibility in Vulkan

About render pass compatibility in Vulkan


By : user3569314
Date : March 29 2020, 07:55 AM
it should still fix some issue Not sure what do with your question except answer "yes".
VkRenderPassBeginInfo VU:
"Synchronizing" a render pass layout transition with a semaphore in Acquire-Present scenario in Vulkan

"Synchronizing" a render pass layout transition with a semaphore in Acquire-Present scenario in Vulkan


By : s4nu
Date : March 29 2020, 07:55 AM
seems to work fine I go over this a bit at krOoze/Hello_Triangle/doc. What is supposed to happen in this scenario is:
code :
    .srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
    .dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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