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Ran into the following vk validation message when reading a depth texture in a shader for a shadow mapping implementation in subdgtl/HURBAN-Selector#124
VALIDATION [UNASSIGNED-CoreValidation-DrawState-InvalidImageLayout (0)] : Submitted command buffer expects VkImage 0x686f310000000034[] (subresource: aspectMask 0x2 array layer 0, mip level 0) to be in layout VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL--instead, current layout is VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL.
object info: (type: COMMAND_BUFFER, hndl: 2817864330592)
I didn't have time to investigate properly yet, but I plan to (feel free to assign me). The wgpu-rs shadow example does not trigger the validation error, so I think I will need to trim it down to a small reproducible example first (ugh). Any thoughts on what might be going wrong?
wgpu version: 0.4 (crates.io)
The text was updated successfully, but these errors were encountered:
yanchith
changed the title
Image layout mismatch Submitted command buffer expects VkImage
Image layout mismatch in VkImage
Feb 5, 2020
484: Enable features in CI to prevent compiler errors r=kvark a=cwfitzgerald
Simple change, this also builds features in CI.
I added trace and replay features to wasm, even though wasm doesn't support tracing as is, because people may enable them to get serde support for wgpu-types stuff.
Co-authored-by: Connor Fitzgerald <[email protected]>
Ran into the following vk validation message when reading a depth texture in a shader for a shadow mapping implementation in subdgtl/HURBAN-Selector#124
I didn't have time to investigate properly yet, but I plan to (feel free to assign me). The wgpu-rs
shadow
example does not trigger the validation error, so I think I will need to trim it down to a small reproducible example first (ugh). Any thoughts on what might be going wrong?wgpu version: 0.4 (crates.io)
The text was updated successfully, but these errors were encountered: