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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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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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