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Depth buffer missing or incorrect barriers in some cases. #82
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I ran into this recently with a depth pass and was able to resolve it by changing let next_access = late.access; I haven't thought very deeply about what else this might break, so I haven't pushed the fix up yet. |
So it looks like with that there is one less validation error, but the rest remain and depth still seems to not be written. The validation error that goes away with
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I updated #81 to also check depth both ways and a couple other small changes and now the depth seems to be written/read correctly. I still get one depth related validation error:
If I use
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The logic in #89 may be the correct fix for this case. If possible, could you test against this branch? |
@attackgoat It looks like I get the same series of validation errors (and then device lost) on this pr as on main.
I've updated the my version of the multipass example so it runs on current screen-13: multipass.zip Unfortunately I don't have time to look into this more right now but hopefully will not this coming week but the one after. |
In my renderer, I sample the depth buffer as a texture. I've noticed that this seems to result in incorrect barriers. I've tried to make a more minimal example of the kind of thing I'm doing based on the multipass example. This is also based on #81
multipass.rs
In my renderer this seems to result in the depth buffer not being written to for some passes.
VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_STENCIL_READ_ONLY_OPTIMAL when the previous known layout is VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL
SYNC_FRAGMENT_SHADER_SHADER_SAMPLED_READ, prior_usage: SYNC_LATE_FRAGMENT_TESTS_DEPTH_STENCIL_ATTACHMENT_WRITE
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