private void EndCurrentRenderPass() { Debug.Assert(_activeRenderPass != VkRenderPass.Null); vkCmdEndRenderPass(_cb); _currentFramebuffer.TransitionToIntermediateLayout(_cb); _activeRenderPass = VkRenderPass.Null; // Place a barrier between RenderPasses, so that color / depth outputs // can be read in subsequent passes. vkCmdPipelineBarrier( _cb, VkPipelineStageFlags.BottomOfPipe, VkPipelineStageFlags.TopOfPipe, VkDependencyFlags.None, 0, null, 0, null, 0, null); }