vkd3d: Do patch barrier after ending render pass.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
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@ -9556,9 +9556,9 @@ static void d3d12_command_list_execute_indirect_state_template(
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else
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else
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{
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{
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vk_patch_cmd_buffer = list->vk_command_buffer;
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vk_patch_cmd_buffer = list->vk_command_buffer;
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d3d12_command_list_end_current_render_pass(list, true);
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VK_CALL(vkCmdPipelineBarrier(vk_patch_cmd_buffer, VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT,
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VK_CALL(vkCmdPipelineBarrier(vk_patch_cmd_buffer, VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT,
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VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, 0, 1, &barrier, 0, NULL, 0, NULL));
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VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, 0, 1, &barrier, 0, NULL, 0, NULL));
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d3d12_command_list_end_current_render_pass(list, true);
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d3d12_command_list_invalidate_current_pipeline(list, true);
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d3d12_command_list_invalidate_current_pipeline(list, true);
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}
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}
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