Open mbechard opened 2 months ago
So taking a look into this, the whole logic seemed messed up and needs more testing. Thanks for pointing this out
My team has just run into this as well. It looks to me like the same basic issue: in our GLSL we define an array of outputs, like
layout(location = 0) out vec4 out_aovs[AOV_COUNT];
and then we get warnings for attachments 1 and up, although they're all written by the shader. In our case we also loop over the outputs to write them, which I suspect will complicate the validation analysis, unfortunately.
Patch was added for the next SDK to not give false positive for arrays of fragment output, will find more time later to re-do the logic as there are many missing edge cases and just an overall lack of testing for the Fragment output interface checks from what I see
Environment:
Describe the Issue
Starting in SDK 1.3.275.0 (and not occurring in 1.3.268.0) I now get incorrect validation warnings for attachments that the validation thinks aren't getting written by shaders.
The below simple shader will produce the warning
Expected behavior
This isn't an warning, the shader is correctly writing to that attachment.
Valid Usage ID