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Vulkan: Use the very same view as input attachment and color attachment, not just the same image #16354

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merged 3 commits into from
Nov 7, 2022

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@hrydgard hrydgard commented Nov 7, 2022

Fixes most of the new validation errors seen in #16351, though one remains.

I believe that to be a bug in the validation layers, will investigate later.

…nt, not just the same image

Fixes most of the new validation errors seen #16351, though one remains.

I believe that to be a bug in the validation layers, will investigate
later.
@hrydgard hrydgard added the Vulkan label Nov 7, 2022
@hrydgard hrydgard added this to the v1.14.0 milestone Nov 7, 2022
@hrydgard hrydgard marked this pull request as draft November 7, 2022 08:29
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hrydgard commented Nov 7, 2022

Hm, still something weird going on..

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hrydgard commented Nov 7, 2022

Oh, I see. The validator wants every draw to a render pass where input attachments are used to pass the input attachment in a descriptor, regardless of whether it's actually used in that draw, or not. That's a bit annoying and I think overzealous - I'm gonna ask this question to certain people:

I'm wondering about VUID-vkCmdDraw-None-02686: "Every input attachment used by the current subpass must be bound to the pipeline via a descriptor set".
What about draws that have shaders that don't read from the input attachment? Like, in a subpass that has an input attachment, I first make a few regular draws, that don't care about input attachments, and then I make some draws that do care. Do those first draws really need to have the input attachment bound in their descriptor sets? I think the answer from a hardware perspective is obviously a clear "no" since it won't get read from, but the new validation layers complain loudly.

@hrydgard hrydgard marked this pull request as ready for review November 7, 2022 09:20
@hrydgard hrydgard merged commit c611658 into master Nov 7, 2022
@hrydgard hrydgard deleted the vulkan-input-attachment-fix branch November 7, 2022 09:20
hrydgard added a commit that referenced this pull request Dec 10, 2022
It broke when we introduced the 3D texture support, in #15727

Fixes #16354
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