Lighting still looks horrible, but whatever for now
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@@ -100,96 +100,89 @@ TextureBase::TextureBase(PGraphics graphics, VkImageViewType viewType,
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.usage = VMA_MEMORY_USAGE_AUTO,
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};
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VK_CHECK(vmaCreateImage(graphics->getAllocator(), &info, &allocInfo, &image, &allocation, nullptr));
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const DataSource& sourceData = createInfo.sourceData;
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if(sourceData.size > 0)
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{
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changeLayout(Gfx::SE_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
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VK_ACCESS_NONE, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT,
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VK_ACCESS_MEMORY_WRITE_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT);
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void* data;
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VkMemoryPropertyFlags memProps;
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VkBuffer stagingBuffer = VK_NULL_HANDLE;
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VmaAllocation stagingAlloc = VK_NULL_HANDLE;
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vmaGetAllocationMemoryProperties(graphics->getAllocator(), allocation, &memProps);
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if(memProps & VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT)
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{
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vmaMapMemory(graphics->getAllocator(), allocation, &data);
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}
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else
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{
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VkBufferCreateInfo stagingInfo = {
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.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
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.pNext = nullptr,
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.flags = 0,
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.size = sourceData.size,
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.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
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.sharingMode = VK_SHARING_MODE_EXCLUSIVE,
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};
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VmaAllocationCreateInfo alloc = {
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.flags = VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT,
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.usage = VMA_MEMORY_USAGE_AUTO,
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};
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VK_CHECK(vmaCreateBuffer(graphics->getAllocator(), &stagingInfo, &alloc, &stagingBuffer, &stagingAlloc, nullptr));
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vmaMapMemory(graphics->getAllocator(), stagingAlloc, &data);
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}
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std::memcpy(data, sourceData.data, sourceData.size);
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vmaFlushAllocation(graphics->getAllocator(), stagingAlloc, 0, VK_WHOLE_SIZE);
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}
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PCommandPool commandPool = graphics->getQueueCommands(currentOwner);
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VkBufferImageCopy region = {
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.bufferOffset = 0,
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.bufferRowLength = 0,
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.bufferImageHeight = 0,
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.imageSubresource = {
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.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT,
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.mipLevel = 0,
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.baseArrayLayer = 0,
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.layerCount = arrayCount * layerCount,
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},
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.imageOffset = {
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.x = 0,
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.y = 0,
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.z = 0,
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},
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.imageExtent = {
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.width = width,
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.height = height,
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.depth = depth
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},
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};
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vkCmdCopyBufferToImage(commandPool->getCommands()->getHandle(),
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stagingBuffer, image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion);
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// When loading a texture from a file, we will almost always use it as a texture map for fragment shaders
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changeLayout(Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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VK_ACCESS_TRANSFER_WRITE_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT,
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VK_ACCESS_SHADER_READ_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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if(stagingBuffer != VK_NULL_HANDLE)
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{
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vmaUnmapMemory(graphics->getAllocator(), stagingAlloc);
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graphics->getDestructionManager()->queueBuffer(commandPool->getCommands(), stagingBuffer, stagingAlloc);
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}
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}
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}
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if(usage & VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)
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const DataSource& sourceData = createInfo.sourceData;
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if (sourceData.size > 0)
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{
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changeLayout(Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
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changeLayout(Gfx::SE_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
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VK_ACCESS_NONE, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT,
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VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT);
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}
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else if (usage & VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT)
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{
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changeLayout(Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
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VK_ACCESS_NONE, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT,
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VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT);
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VK_ACCESS_MEMORY_WRITE_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT);
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void* data;
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VkMemoryPropertyFlags memProps;
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VkBuffer stagingBuffer = VK_NULL_HANDLE;
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VmaAllocation stagingAlloc = VK_NULL_HANDLE;
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VkBufferCreateInfo stagingInfo = {
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.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
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.pNext = nullptr,
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.flags = 0,
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.size = sourceData.size,
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.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
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.sharingMode = VK_SHARING_MODE_EXCLUSIVE,
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};
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VmaAllocationCreateInfo alloc = {
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.flags = VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT | VMA_ALLOCATION_CREATE_MAPPED_BIT,
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.usage = VMA_MEMORY_USAGE_AUTO,
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};
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VK_CHECK(vmaCreateBuffer(graphics->getAllocator(), &stagingInfo, &alloc, &stagingBuffer, &stagingAlloc, nullptr));
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vmaMapMemory(graphics->getAllocator(), stagingAlloc, &data);
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std::memcpy(data, sourceData.data, sourceData.size);
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vmaUnmapMemory(graphics->getAllocator(), stagingAlloc);
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PCommandPool commandPool = graphics->getQueueCommands(currentOwner);
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VkBufferImageCopy region = {
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.bufferOffset = 0,
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.bufferRowLength = 0,
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.bufferImageHeight = 0,
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.imageSubresource = {
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.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT,
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.mipLevel = 0,
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.baseArrayLayer = 0,
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.layerCount = arrayCount * layerCount,
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},
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.imageOffset = {
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.x = 0,
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.y = 0,
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.z = 0,
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},
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.imageExtent = {
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.width = width,
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.height = height,
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.depth = depth
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},
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};
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vkCmdCopyBufferToImage(commandPool->getCommands()->getHandle(),
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stagingBuffer, image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion);
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// When loading a texture from a file, we will almost always use it as a texture map for fragment shaders
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changeLayout(Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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VK_ACCESS_TRANSFER_WRITE_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT,
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VK_ACCESS_SHADER_READ_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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graphics->getDestructionManager()->queueBuffer(commandPool->getCommands(), stagingBuffer, stagingAlloc);
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}
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else
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{
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changeLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL,
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VK_ACCESS_NONE, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT,
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VK_ACCESS_MEMORY_WRITE_BIT, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT);
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if (usage & VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)
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{
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changeLayout(Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
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VK_ACCESS_NONE, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT,
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VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT);
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}
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else if (usage & VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT)
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{
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changeLayout(Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
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VK_ACCESS_NONE, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT,
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VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT);
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}
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else
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{
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changeLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL,
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VK_ACCESS_NONE, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT,
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VK_ACCESS_MEMORY_WRITE_BIT, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT);
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}
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}
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VkImageViewCreateInfo viewInfo = {
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.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO,
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