GPU/Vulkan: Fix warnings introduced by #2438

This commit is contained in:
Connor McLaughlin
2021-08-07 12:01:02 +10:00
parent 653453b1ee
commit 8bea6e1530
3 changed files with 11 additions and 10 deletions

View File

@ -1952,7 +1952,7 @@ void GPU_HW_Vulkan::DownsampleFramebufferAdaptive(Vulkan::Texture& source, u32 l
{width, height, 1u}};
VkCommandBuffer cmdbuf = g_vulkan_context->GetCurrentCommandBuffer();
const Vulkan::Util::DebugScope debugScope(cmdbuf, "Downsample Framebuffer Adaptive:");
const Vulkan::Util::DebugScope outer_scope(cmdbuf, "Downsample Framebuffer Adaptive:");
source.TransitionToLayout(cmdbuf, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
m_downsample_texture.TransitionSubresourcesToLayout(cmdbuf, 0, 1, 0, 1, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
@ -1967,7 +1967,7 @@ void GPU_HW_Vulkan::DownsampleFramebufferAdaptive(Vulkan::Texture& source, u32 l
const u32 levels = m_downsample_texture.GetLevels();
for (u32 level = 1; level < levels; level++)
{
const Vulkan::Util::DebugScope debugScope(cmdbuf, "Generate Mip: %u", level);
const Vulkan::Util::DebugScope mip_scope(cmdbuf, "Generate Mip: %u", level);
m_downsample_texture.TransitionSubresourcesToLayout(
cmdbuf, level, 1, 0, 1, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
@ -1995,7 +1995,7 @@ void GPU_HW_Vulkan::DownsampleFramebufferAdaptive(Vulkan::Texture& source, u32 l
// blur pass at lowest resolution
{
const Vulkan::Util::DebugScope debugScope(cmdbuf, "Blur Pass at lowest resolution");
const Vulkan::Util::DebugScope blur_scope(cmdbuf, "Blur Pass at lowest resolution");
const u32 last_level = levels - 1;
m_downsample_weight_texture.TransitionToLayout(cmdbuf, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
@ -2023,7 +2023,7 @@ void GPU_HW_Vulkan::DownsampleFramebufferAdaptive(Vulkan::Texture& source, u32 l
// resolve pass
{
const Vulkan::Util::DebugScope debugScope(cmdbuf, "Resolve pass");
const Vulkan::Util::DebugScope resolve_scope(cmdbuf, "Resolve pass");
m_display_texture.TransitionToLayout(cmdbuf, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
BeginRenderPass(m_display_load_render_pass, m_display_framebuffer, left, top, width, height);