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Type: Posts; User: Ealrann

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  1. I really tried to put synchronisations...

    I really tried to put synchronisations everywhere, waitIdle, Fences.. But nothing change about the blink. If I make a bad configuration, the layers print the error.



    Bad CC again, yeah the...
  2. Ok, I just tried, I replaced the barrier of the...

    Ok, I just tried, I replaced the barrier of the SwapchainImage after the blit by:
    From:
    VK_PIPELINE_STAGE_TRANSFER_BIT, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_ACCESS_TRANSFER_WRITE_BIT
    To :...
  3. Yes, my first post is definitely not...

    Yes, my first post is definitely not clear/accurate.
    srcImage is the image produced by the compute shaders, in a previous execution.
    trgImage is directly a swapchain image, that will be use after...
  4. Ok, I cannot edit the first post. Basically,...

    Ok, I cannot edit the first post.

    Basically, after the blit, I'm making a barrier that move the swapchain image
    From:
    - stage: VK_PIPELINE_STAGE_TRANSFER_BIT
    - layout:...
  5. Hello krOoze, thank you for your answer. ...

    Hello krOoze, thank you for your answer.



    It's an old code, but I find it more readable (maybe?). The arguments are in this order :
    (srcLayout, dstLayout, srcAccessMask, dstAccessMask).
    If no...
  6. Synchronize a vkCmdBlitImage before the render pass

    Hello,

    I'm building a little game (using a homemade engine, using LWJGL), which :
    1) prepare an image with some compute shaders
    2) blit it into a swapchain image
    3) execute a render pass to...
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