GpuMemDumpVis: Fixed VK_IMAGE_USAGE_STORAGE_BIT to be treated like COLOR_ATTACHMENT

This commit is contained in:
Adam Sawicki 2024-01-14 20:31:17 +01:00
parent 596db32a8a
commit 3406719052
2 changed files with 2 additions and 2 deletions

View File

@ -159,7 +159,7 @@ def TypeToColor(type, usage):
elif type == 'IMAGE_OPTIMAL':
if (usage & 0x20) != 0: # DEPTH_STENCIL_ATTACHMENT
return 246, 128, 255, 255 # Pink
elif (usage & 0xD0) != 0: # INPUT_ATTACHMENT | TRANSIENT_ATTACHMENT | COLOR_ATTACHMENT
elif (usage & 0xD8) != 0: # INPUT_ATTACHMENT | TRANSIENT_ATTACHMENT | COLOR_ATTACHMENT | STORAGE
return 179, 179, 255, 255 # Blue
elif (usage & 0x4) != 0: # SAMPLED
return 0, 255, 255, 255 # Aqua

View File

@ -36,7 +36,7 @@ You can also use typical options:
* ![Buffer 3](README_files/Legend_Buffer_3.png "Buffer 3") Buffer with usage containing UNIFORM_BUFFER or UNIFORM_TEXEL_BUFFER (Vulkan).
* ![Buffer 4](README_files/Legend_Buffer_4.png "Buffer 4") Other buffer.
* ![Image 1](README_files/Legend_Image_1.png "Image 1") Image with OPTIMAL tiling and usage containing DEPTH_STENCIL_ATTACHMENT (Vulkan) or a texture with usage containing D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL (D3D12).
* ![Image 2](README_files/Legend_Image_2.png "Image 2") Image with OPTIMAL tiling and usage containing INPUT_ATTACHMENT, TRANSIENT_ATTACHMENT or COLOR_ATTACHMENT (Vulkan), or a texture with usage containing D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET or D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS (D3D12).
* ![Image 2](README_files/Legend_Image_2.png "Image 2") Image with OPTIMAL tiling and usage containing INPUT_ATTACHMENT, TRANSIENT_ATTACHMENT, COLOR_ATTACHMENT, or STORAGE (Vulkan), or a texture with usage containing D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET or D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS (D3D12).
* ![Image 3](README_files/Legend_Image_3.png "Image 3") Image with OPTIMAL tiling and usage containing SAMPLED (Vulkan) or a texture with usage not containing D3D12_RESOURCE_FLAG_DENY_SHARED_RESOURCE (D3D12).
* ![Image 4](README_files/Legend_Image_4.png "Image 4") Other image with OPTIMAL tiling (Vulkan) or a texture (D3D12).
* ![Image Linear](README_files/Legend_Image_Linear.png "Image Linear") Image with LINEAR tiling (Vulkan).