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Vulkan: Make backbuffer transitions part of backbuffer render pass. Optimize depth buffer memory operations.
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@@ -54,16 +54,16 @@ void VulkanQueueRunner::InitBackbufferRenderPass() {
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attachments[0].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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attachments[0].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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attachments[0].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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attachments[0].initialLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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attachments[0].finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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attachments[0].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; // We don't want to preserve the backbuffer between frames so we really don't care.
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attachments[0].finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR; // We only render once to the backbuffer per frame so we can do this here.
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attachments[0].flags = 0;
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attachments[1].format = vulkan_->GetDeviceInfo().preferredDepthStencilFormat; // must use this same format later for the back depth buffer.
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attachments[1].samples = VK_SAMPLE_COUNT_1_BIT;
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attachments[1].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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attachments[1].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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attachments[1].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; // Don't care about storing backbuffer Z - we clear it anyway.
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attachments[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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attachments[1].stencilStoreOp = VK_ATTACHMENT_STORE_OP_STORE;
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attachments[1].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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attachments[1].initialLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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attachments[1].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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attachments[1].flags = 0;
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