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Does AccessRenderBufferTexture of Vulkan Plugin API can transition image layout? #36

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@zhangbaochong
UnityVulkanImage image;
    if (!m_UnityVulkan->AccessRenderBufferTexture((UnityRenderBuffer)data->colorBuffer, UnityVulkanWholeImage, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
        VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, VK_ACCESS_SHADER_READ_BIT, kUnityVulkanResourceAccess_PipelineBarrier, &image))
    {
        UnityLog("failed to access rendertexture color buffer");
        return;
    }

after calling the API, I print the image.layout, it's VK_IMAGE_LAYOUT_UNDEFINED type instead of VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL. Because I want to sample the texture, so the image layout out must be VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL.
Do I need to transition image layout manully?

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