const Texture3D &self = *static_cast<const Texture3D *>(this);
auto level_size = self.get_level_size(level);
- int layer = (is_array() && dp==1 ? z : -1);
- synchronize(layer, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, (x==0 && y==0 && z==0 && wd==level_size.x && ht==level_size.y && dp==level_size.z));
+ bool discard = (x==0 && y==0 && z==0 && wd==level_size.x && ht==level_size.y && dp==level_size.z);
+ change_layout(self.levels, level, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, discard);
size_t data_size = wd*ht*dp*get_pixel_size(storage_fmt);
void *staging = device.get_transfer_queue().prepare_transfer(data_size,