Does AccessRenderBufferTexture of Vulkan Plugin API can transition image layout?
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Assessment
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Newbie friendliness
- 25/100
- Issue type
- Bug
- Clarity
- Mostly clear
- Activity status
- Stale
- Tech stack
- c, unity
- Domain
- computer-graphics
Research direction
Start from the AccessRenderBufferTexture call shown in the issue and trace how the UnityVulkanImage layout is populated after the call. Compare the requested Vulkan layout and access parameters with the plugin API behavior and relevant Vulkan image-layout documentation. Done means establishing whether the API performs the transition or whether callers must do it manually, with the expected behavior documented or corrected.
Written by the indexing model from the issue text.
Description
UnityVulkanImage image;
if (!m_UnityVulkan->AccessRenderBufferTexture((UnityRenderBuffer)data->colorBuffer, UnityVulkanWholeImage, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, VK_ACCESS_SHADER_READ_BIT, kUnityVulkanResourceAccess_PipelineBarrier, &image))
{
UnityLog("failed to access rendertexture color buffer");
return;
}
after calling the API, I print the image.layout, it's VK_IMAGE_LAYOUT_UNDEFINED type instead of VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL. Because I want to sample the texture, so the image layout out must be VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL.
Do I need to transition image layout manully?
- Dominant language
- C
- Stars
- 946
- Forks
- 186
- PR merge metrics
- No merged PRs in 30d
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