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Vulkan: Add facility to auto-generate mipmap levels. Not yet used.
Intended for replacement textures and optional quality improvements later.
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@@ -84,7 +84,7 @@ void CreateImage(VulkanContext *vulkan, VkCommandBuffer cmd, VKRImage &img, int
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break;
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}
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TransitionImageLayout2(cmd, img.image, aspects,
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TransitionImageLayout2(cmd, img.image, 0, 1, aspects,
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VK_IMAGE_LAYOUT_UNDEFINED, initialLayout,
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VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, dstStage,
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0, dstAccessMask);
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@@ -166,7 +166,7 @@ void VulkanRenderManager::CreateBackbuffers() {
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// Pre-set them to PRESENT_SRC_KHR, as the first thing we do after acquiring
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// in image to render to will be to transition them away from that.
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TransitionImageLayout2(cmdInit, sc_buffer.image,
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TransitionImageLayout2(cmdInit, sc_buffer.image, 0, 1,
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VK_IMAGE_ASPECT_COLOR_BIT,
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VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_PRESENT_SRC_KHR,
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VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT,
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@@ -573,7 +573,7 @@ bool VulkanRenderManager::InitDepthStencilBuffer(VkCommandBuffer cmd) {
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if (res != VK_SUCCESS)
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return false;
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TransitionImageLayout2(cmd, depth_.image,
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TransitionImageLayout2(cmd, depth_.image, 0, 1,
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aspectMask,
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VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
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VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT, VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT,
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