m_vk.beginCommandBuffer(*m_cmdBuffer, &beginInfo);
initialTransitionColor2DImage(m_vk, *m_cmdBuffer, m_colorTargetImage->object(), vk::VK_IMAGE_LAYOUT_GENERAL);
- initialTransitionDepthStencil2DImage(m_vk, *m_cmdBuffer, m_depthStencilImage->object(), vk::VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
+ initialTransitionDepthStencil2DImage(m_vk, *m_cmdBuffer, m_depthStencilImage->object(), vk::VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 0, vk::VK_ACCESS_TRANSFER_WRITE_BIT);
const ImageSubresourceRange subresourceRangeImage(vk::VK_IMAGE_ASPECT_COLOR_BIT);
m_vk.cmdClearColorImage(*m_cmdBuffer, m_colorTargetImage->object(),
const vk::VkClearDepthStencilValue depthStencilClearValue = { 0.0f, 0 };
const ImageSubresourceRange subresourceRangeDepthStencil[2] = { vk::VK_IMAGE_ASPECT_DEPTH_BIT, vk::VK_IMAGE_ASPECT_STENCIL_BIT };
+
m_vk.cmdClearDepthStencilImage(*m_cmdBuffer, m_depthStencilImage->object(),
vk::VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, &depthStencilClearValue, 2, subresourceRangeDepthStencil);
const vk::VkRect2D renderArea = { { 0, 0 }, { WIDTH, HEIGHT } };
const RenderPassBeginInfo renderPassBegin(*m_renderPass, *m_framebuffer, renderArea);
+ transition2DImage(m_vk, *m_cmdBuffer, m_depthStencilImage->object(), vk::VK_IMAGE_ASPECT_DEPTH_BIT | vk::VK_IMAGE_ASPECT_STENCIL_BIT, vk::VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, vk::VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, vk::VK_ACCESS_TRANSFER_WRITE_BIT, vk::VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT);
+
m_vk.cmdBeginRenderPass(*m_cmdBuffer, &renderPassBegin, vk::VK_SUBPASS_CONTENTS_INLINE);
}