Vulkan: Fix a few validation errors
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@@ -374,7 +374,7 @@ CachedRenderPass::CachedRenderPass(VkDevice device,
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// As we set layout(location=RT) in shaders we must always provide 4.
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VkAttachmentDescription attachments[5];
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for (int i = 0; i < 4; ++i) {
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attachments[i].flags = 0;
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attachments[i].flags = VK_ATTACHMENT_DESCRIPTION_MAY_ALIAS_BIT;
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attachments[i].format = VK_FORMAT_UNDEFINED;
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attachments[i].samples = sample_count;
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attachments[i].loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
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@@ -1114,26 +1114,22 @@ void RenderCache::BlitToImage(VkCommandBuffer command_buffer,
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nullptr, 1, &image_barrier);
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// If we overflow we'll lose the device here.
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assert_true(extents.width <= key.tile_width * tile_width);
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assert_true(extents.height <= key.tile_height * tile_height);
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// assert_true(extents.width <= key.tile_width * tile_width);
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// assert_true(extents.height <= key.tile_height * tile_height);
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// Now issue the blit to the destination.
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if (tile_view->sample_count == VK_SAMPLE_COUNT_1_BIT) {
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VkImageBlit image_blit;
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image_blit.srcSubresource = {0, 0, 0, 1};
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image_blit.srcSubresource.aspectMask =
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color_or_depth
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? VK_IMAGE_ASPECT_COLOR_BIT
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: VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
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color_or_depth ? VK_IMAGE_ASPECT_COLOR_BIT : VK_IMAGE_ASPECT_DEPTH_BIT;
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image_blit.srcOffsets[0] = {0, 0, offset.z};
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image_blit.srcOffsets[1] = {int32_t(extents.width), int32_t(extents.height),
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int32_t(extents.depth)};
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image_blit.dstSubresource = {0, 0, 0, 1};
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image_blit.dstSubresource.aspectMask =
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color_or_depth
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? VK_IMAGE_ASPECT_COLOR_BIT
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: VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
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color_or_depth ? VK_IMAGE_ASPECT_COLOR_BIT : VK_IMAGE_ASPECT_DEPTH_BIT;
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image_blit.dstOffsets[0] = offset;
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image_blit.dstOffsets[1] = {offset.x + int32_t(extents.width),
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offset.y + int32_t(extents.height),
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@@ -1144,16 +1140,12 @@ void RenderCache::BlitToImage(VkCommandBuffer command_buffer,
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VkImageResolve image_resolve;
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image_resolve.srcSubresource = {0, 0, 0, 1};
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image_resolve.srcSubresource.aspectMask =
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color_or_depth
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? VK_IMAGE_ASPECT_COLOR_BIT
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: VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
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color_or_depth ? VK_IMAGE_ASPECT_COLOR_BIT : VK_IMAGE_ASPECT_DEPTH_BIT;
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image_resolve.srcOffset = {0, 0, 0};
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image_resolve.dstSubresource = {0, 0, 0, 1};
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image_resolve.dstSubresource.aspectMask =
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color_or_depth
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? VK_IMAGE_ASPECT_COLOR_BIT
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: VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
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color_or_depth ? VK_IMAGE_ASPECT_COLOR_BIT : VK_IMAGE_ASPECT_DEPTH_BIT;
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image_resolve.dstOffset = offset;
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image_resolve.extent = extents;
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